Merge pull request #12 from raysan5/master

Update raylib
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Thomas Anderson 2026-02-19 19:29:14 -06:00 committed by GitHub
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66 changed files with 16160 additions and 6815 deletions

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@ -63,7 +63,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT | | [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT |
| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **5.0** | [OCaml](https://ocaml.org) | MIT | | [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **5.0** | [OCaml](https://ocaml.org) | MIT |
| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | | [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib | | [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)/[Delphi](https://en.wikipedia.org/wiki/Delphi_(software)) | Zlib |
| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib | | [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib | | [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib |
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 | | [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
@ -185,4 +185,4 @@ Missing some language or wrapper? Feel free to create a new one! :)
Usually, raylib bindings follow the convention: `raylib-{language}` Usually, raylib bindings follow the convention: `raylib-{language}`
Let me know if you're writing a new binding for raylib, I will list it here! Let me know if you're writing a new binding for raylib, I will list it here!

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@ -393,14 +393,14 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
# NOTE: Required packages: libegl1-mesa-dev # NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
# On X11 requires also below libraries # On Wayland, additional libraries requires
LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# On Wayland windowing system, additional libraries requires
ifeq ($(USE_WAYLAND_DISPLAY),TRUE) ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
else
# On X11, additional libraries required
LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
endif endif
# Explicit link to libc # Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED) ifeq ($(RAYLIB_LIBTYPE),SHARED)
@ -439,15 +439,16 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
# NOTE: Required packages: libegl1-mesa-dev # NOTE: Required packages: libegl1-mesa-dev
LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt
# On X11 requires also below libraries # On X11, addition libraries required
LDLIBS += -lX11 LDLIBS += -lX11
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
# On Wayland windowing system, additional libraries requires # On Wayland, additional libraries requires
ifeq ($(USE_WAYLAND_DISPLAY),TRUE) ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
endif endif
# Explicit link to libc # Explicit link to libc
ifeq ($(RAYLIB_LIBTYPE),SHARED) ifeq ($(RAYLIB_LIBTYPE),SHARED)
LDLIBS += -lc LDLIBS += -lc
@ -560,6 +561,7 @@ CORE = \
core/core_window_flags \ core/core_window_flags \
core/core_window_letterbox \ core/core_window_letterbox \
core/core_window_should_close \ core/core_window_should_close \
core/core_window_web \
core/core_world_screen core/core_world_screen
SHAPES = \ SHAPES = \
@ -577,6 +579,7 @@ SHAPES = \
shapes/shapes_easings_ball \ shapes/shapes_easings_ball \
shapes/shapes_easings_box \ shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \ shapes/shapes_easings_rectangles \
shapes/shapes_easings_testbed \
shapes/shapes_following_eyes \ shapes/shapes_following_eyes \
shapes/shapes_hilbert_curve \ shapes/shapes_hilbert_curve \
shapes/shapes_kaleidoscope \ shapes/shapes_kaleidoscope \
@ -654,6 +657,8 @@ TEXT = \
text/text_writing_anim text/text_writing_anim
MODELS = \ MODELS = \
models/models_animation_blending \
models/models_animation_bone_blending \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_animation_playing \ models/models_animation_playing \
models/models_basic_voxel \ models/models_basic_voxel \
@ -706,6 +711,7 @@ SHADERS = \
shaders/shaders_palette_switch \ shaders/shaders_palette_switch \
shaders/shaders_postprocessing \ shaders/shaders_postprocessing \
shaders/shaders_raymarching_rendering \ shaders/shaders_raymarching_rendering \
shaders/shaders_rlgl_compute \
shaders/shaders_rounded_rectangle \ shaders/shaders_rounded_rectangle \
shaders/shaders_shadowmap_rendering \ shaders/shaders_shadowmap_rendering \
shaders/shaders_shapes_textures \ shaders/shaders_shapes_textures \
@ -727,14 +733,6 @@ AUDIO = \
audio/audio_sound_positioning \ audio/audio_sound_positioning \
audio/audio_spectrum_visualizer \ audio/audio_spectrum_visualizer \
audio/audio_stream_effects audio/audio_stream_effects
OTHERS = \
others/easings_testbed \
others/embedded_files_loading \
others/raylib_opengl_interop \
others/rlgl_compute_shader \
others/rlgl_standalone \
others/web_basic_window
#EXAMPLES_LIST_END #EXAMPLES_LIST_END
# Define processes to execute # Define processes to execute

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@ -546,6 +546,7 @@ CORE = \
core/core_window_flags \ core/core_window_flags \
core/core_window_letterbox \ core/core_window_letterbox \
core/core_window_should_close \ core/core_window_should_close \
core/core_window_web \
core/core_world_screen core/core_world_screen
SHAPES = \ SHAPES = \
@ -563,6 +564,7 @@ SHAPES = \
shapes/shapes_easings_ball \ shapes/shapes_easings_ball \
shapes/shapes_easings_box \ shapes/shapes_easings_box \
shapes/shapes_easings_rectangles \ shapes/shapes_easings_rectangles \
shapes/shapes_easings_testbed \
shapes/shapes_following_eyes \ shapes/shapes_following_eyes \
shapes/shapes_hilbert_curve \ shapes/shapes_hilbert_curve \
shapes/shapes_kaleidoscope \ shapes/shapes_kaleidoscope \
@ -640,6 +642,8 @@ TEXT = \
text/text_writing_anim text/text_writing_anim
MODELS = \ MODELS = \
models/models_animation_blending \
models/models_animation_bone_blending \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_animation_playing \ models/models_animation_playing \
models/models_basic_voxel \ models/models_basic_voxel \
@ -692,6 +696,7 @@ SHADERS = \
shaders/shaders_palette_switch \ shaders/shaders_palette_switch \
shaders/shaders_postprocessing \ shaders/shaders_postprocessing \
shaders/shaders_raymarching_rendering \ shaders/shaders_raymarching_rendering \
shaders/shaders_rlgl_compute \
shaders/shaders_rounded_rectangle \ shaders/shaders_rounded_rectangle \
shaders/shaders_shadowmap_rendering \ shaders/shaders_shadowmap_rendering \
shaders/shaders_shapes_textures \ shaders/shaders_shapes_textures \
@ -871,6 +876,9 @@ core/core_window_letterbox: core/core_window_letterbox.c
core/core_window_should_close: core/core_window_should_close.c core/core_window_should_close: core/core_window_should_close.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_window_web: core/core_window_web.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_world_screen: core/core_world_screen.c core/core_world_screen: core/core_world_screen.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -917,6 +925,9 @@ shapes/shapes_easings_box: shapes/shapes_easings_box.c
shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_easings_testbed: shapes/shapes_easings_testbed.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1188,6 +1199,18 @@ text/text_writing_anim: text/text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# Compile MODELS examples # Compile MODELS examples
models/models_animation_blending: models/models_animation_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb \
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
models/models_animation_bone_blending: models/models_animation_bone_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \ --preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
@ -1461,6 +1484,9 @@ shaders/shaders_raymarching_rendering: shaders/shaders_raymarching_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs --preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
shaders/shaders_rlgl_compute: shaders/shaders_rlgl_compute.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \ --preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \

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@ -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 [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`) - `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 208] ## EXAMPLES COLLECTION [TOTAL: 207]
### category: core [48] ### category: core [49]
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality. Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
@ -73,8 +73,9 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
| [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) | | [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) |
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) | | [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) | | [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_window_web](core/core_window_web.c) | <img src="core/core_window_web.png" alt="core_window_web" width="80"> | ⭐☆☆☆ | 1.3 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
### category: shapes [39] ### category: shapes [40]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module. Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@ -119,6 +120,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) | | [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) | | [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
| [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) | | [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
| [shapes_easings_testbed](shapes/shapes_easings_testbed.c) | <img src="shapes/shapes_easings_testbed.png" alt="shapes_easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Juan Miguel López](https://github.com/flashback-fx) |
### category: textures [30] ### category: textures [30]
@ -180,7 +182,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
| [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) | | [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) |
| [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) | | [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
### category: models [27] ### category: models [29]
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module. Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
@ -213,8 +215,10 @@ Examples using raylib models functionality, including models loading/generation
| [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_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) | | [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) |
| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) | | [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
| [models_animation_bone_blending](models/models_animation_bone_blending.c) | <img src="models/models_animation_bone_blending.png" alt="models_animation_bone_blending" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.5 | [dmitrii-brand](https://github.com/dmitrii-brand) |
| [models_animation_blending](models/models_animation_blending.c) | <img src="models/models_animation_blending.png" alt="models_animation_blending" width="80"> | ☆☆☆☆ | 5.5 | 5.6-dev | [Kirandeep](https://github.com/Kirandeep-Singh-Khehra) |
### category: shaders [33] ### category: shaders [34]
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. 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.
@ -253,6 +257,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) | | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) | | [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
| [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) | | [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
| [shaders_rlgl_compute](shaders/shaders_rlgl_compute.c) | <img src="shaders/shaders_rlgl_compute.png" alt="shaders_rlgl_compute" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
### category: audio [9] ### category: audio [9]
@ -270,18 +275,5 @@ Examples using raylib audio functionality, including sound/music loading and pla
| [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) | | [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
| [audio_spectrum_visualizer](audio/audio_spectrum_visualizer.c) | <img src="audio/audio_spectrum_visualizer.png" alt="audio_spectrum_visualizer" width="80"> | ⭐⭐⭐☆ | 6.0 | 5.6-dev | [IANN](https://github.com/meisei4) | | [audio_spectrum_visualizer](audio/audio_spectrum_visualizer.c) | <img src="audio/audio_spectrum_visualizer.png" alt="audio_spectrum_visualizer" width="80"> | ⭐⭐⭐☆ | 6.0 | 5.6-dev | [IANN](https://github.com/meisei4) |
### category: others [6]
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐⭐⭐⭐️ | 1.6 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
| [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
| [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐⭐⭐⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
| [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐⭐☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
| [web_basic_window](others/web_basic_window.c) | <img src="others/web_basic_window.png" alt="web_basic_window" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
Some example missing? As always, contributions are welcome, feel free to send new examples! Some example missing? As always, contributions are welcome, feel free to send new examples!
Here is an [examples template](examples_template.c) with instructions to start with! Here is an [examples template](examples_template.c) with instructions to start with!

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@ -68,7 +68,7 @@ int main(void)
.z = 5.0f*sinf(th) .z = 5.0f*sinf(th)
}; };
SetSoundPosition(camera, sound, spherePos, 20.0f); SetSoundPosition(camera, sound, spherePos, 1.0f);
if (!IsSoundPlaying(sound)) PlaySound(sound); if (!IsSoundPlaying(sound)) PlaySound(sound);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -148,10 +148,11 @@ int main(void)
DrawText("Controls:", 20, 20, 10, BLACK); DrawText("Controls:", 20, 20, 10, BLACK);
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY); DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
DrawText("- Space to jump", 40, 60, 10, DARKGRAY); DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY); DrawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, DARKGRAY);
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY); DrawText("- R to reset position + zoom", 40, 100, 10, DARKGRAY);
DrawText("Current camera mode:", 20, 120, 10, BLACK); DrawText("- C to change camera mode", 40, 120, 10, DARKGRAY);
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY); DrawText("Current camera mode:", 20, 140, 10, BLACK);
DrawText(cameraDescriptions[cameraOption], 40, 160, 10, DARKGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -37,10 +37,18 @@ int main(void)
char directory[MAX_FILEPATH_SIZE] = { 0 }; char directory[MAX_FILEPATH_SIZE] = { 0 };
strcpy(directory, GetWorkingDirectory()); strcpy(directory, GetWorkingDirectory());
FilePathList files = LoadDirectoryFiles(directory); // Load file-paths on current working directory
// NOTE: LoadDirectoryFiles() loads files and directories by default,
// use LoadDirectoryFilesEx() for custom filters and recursive directories loading
//FilePathList files = LoadDirectoryFiles(directory);
FilePathList files = LoadDirectoryFilesEx(directory, ".png;.c", false);
int btnBackPressed = false; int btnBackPressed = false;
int listScrollIndex = 0;
int listItemActive = -1;
int listItemFocused = -1;
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -62,10 +70,18 @@ int main(void)
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText(directory, 100, 40, 20, DARKGRAY); btnBackPressed = GuiButton((Rectangle){ 40.0f, 10.0f, 48, 28 }, "<");
btnBackPressed = GuiButton((Rectangle){ 40.0f, 38.0f, 48, 24 }, "<"); GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
GuiLabel((Rectangle){ 40 + 48 + 10, 10, 700, 28 }, directory);
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
GuiSetStyle(LISTVIEW, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
GuiSetStyle(LISTVIEW, TEXT_PADDING, 40);
GuiListViewEx((Rectangle){ 0, 50, GetScreenWidth(), GetScreenHeight() - 50 },
files.paths, files.count, &listScrollIndex, &listItemActive, &listItemFocused);
/*
for (int i = 0; i < (int)files.count; i++) for (int i = 0; i < (int)files.count; i++)
{ {
Color color = Fade(LIGHTGRAY, 0.3f); Color color = Fade(LIGHTGRAY, 0.3f);
@ -84,6 +100,7 @@ int main(void)
DrawRectangle(0, 85 + 40*i, screenWidth, 40, color); DrawRectangle(0, 85 + 40*i, screenWidth, 40, color);
DrawText(GetFileName(files.paths[i]), 120, 100 + 40*i, 10, GRAY); DrawText(GetFileName(files.paths[i]), 120, 100 + 40*i, 10, GRAY);
} }
*/
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -78,7 +78,7 @@ int main(void)
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY); DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY); DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY); DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY); DrawText(TextFormat("SCALE FACTOR: %.2fx%.2f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
// Draw reference rectangles, top-left and bottom-right corners // Draw reference rectangles, top-left and bottom-right corners
DrawRectangle(0, 0, 30, 60, RED); DrawRectangle(0, 0, 30, 60, RED);

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@ -117,7 +117,7 @@ int main(void)
DrawRectangleV(position, size, releaseAction? BLUE : RED); DrawRectangleV(position, size, releaseAction? BLUE : RED);
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE); DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Arrow keys", 10, 10, 20, WHITE);
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN); DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
EndDrawing(); EndDrawing();

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@ -24,7 +24,8 @@
// NOTE: Gamepad name ID depends on drivers and OS // NOTE: Gamepad name ID depends on drivers and OS
#define XBOX_ALIAS_1 "xbox" #define XBOX_ALIAS_1 "xbox"
#define XBOX_ALIAS_2 "x-box" #define XBOX_ALIAS_2 "x-box"
#define PS_ALIAS "playstation" #define PS_ALIAS_1 "playstation"
#define PS_ALIAS_2 "sony"
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
@ -148,7 +149,8 @@ int main(void)
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); //DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); //DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
} }
else if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS) > -1) else if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_1) > -1) ||
(TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_2) > -1))
{ {
DrawTexture(texPs3Pad, 0, 0, DARKGRAY); DrawTexture(texPs3Pad, 0, 0, DARKGRAY);

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@ -51,11 +51,31 @@ int main(void)
{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down { padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
}; };
const char *buttonLabels[BUTTON_MAX] = { Vector2 arrowTris[4][3] = {
"Y", // Up // Up
"X", // Left {
"B", // Right { buttonPositions[0].x, buttonPositions[0].y - 12 },
"A" // Down { buttonPositions[0].x - 9, buttonPositions[0].y + 9 },
{ buttonPositions[0].x + 9, buttonPositions[0].y + 9 }
},
// Left
{
{ buttonPositions[1].x + 9, buttonPositions[1].y - 9 },
{ buttonPositions[1].x - 12, buttonPositions[1].y },
{ buttonPositions[1].x + 9, buttonPositions[1].y + 9 }
},
// Right
{
{ buttonPositions[2].x + 12, buttonPositions[2].y },
{ buttonPositions[2].x - 9, buttonPositions[2].y - 9 },
{ buttonPositions[2].x - 9, buttonPositions[2].y + 9 }
},
// Down
{
{ buttonPositions[3].x - 9, buttonPositions[3].y - 9 },
{ buttonPositions[3].x, buttonPositions[3].y + 12 },
{ buttonPositions[3].x + 9, buttonPositions[3].y - 9 }
}
}; };
Color buttonLabelColors[BUTTON_MAX] = { Color buttonLabelColors[BUTTON_MAX] = {
@ -128,9 +148,12 @@ int main(void)
{ {
DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK); DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK);
DrawText(buttonLabels[i], DrawTriangle(
(int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8, arrowTris[i][0],
20, buttonLabelColors[i]); arrowTris[i][1],
arrowTris[i][2],
buttonLabelColors[i]
);
} }
DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY); DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY);

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@ -96,8 +96,6 @@ int main(void)
{ {
DrawRectangleRec(rectangles[i].rect, rectangles[i].color); DrawRectangleRec(rectangles[i].rect, rectangles[i].color);
DrawText("Press SPACE to shuffle the sequence", 10, screenHeight - 96, 20, BLACK);
DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, BLACK); DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, BLACK);
DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, BLACK); DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, BLACK);
DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, BLACK); DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, BLACK);

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@ -1,14 +1,14 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [others] example - basic window * raylib [core] example - window web
*
* This example has been adapted to compile for PLATFORM_WEB and PLATFORM_DESKTOP
* As you will notice, code structure is slightly different to the other examples
* *
* Example complexity rating: [] 1/4 * Example complexity rating: [] 1/4
* *
* Example originally created with raylib 1.3, last time updated with raylib 5.5 * Example originally created with raylib 1.3, last time updated with raylib 5.5
* *
* This example has been adapted to compile for PLATFORM_WEB and PLATFORM_DESKTOP
* As you will notice, code structure is slightly different to the other examples
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * BSD-like license that allows static linking with closed source software
* *
@ -40,7 +40,7 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [others] example - web basic window"); InitWindow(screenWidth, screenHeight, "raylib [core] example - window web");
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1); emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
@ -79,7 +79,7 @@ void UpdateDrawFrame(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY); DrawText("Welcome to raylib web structure!", 220, 200, 20, SKYBLUE);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

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@ -57,6 +57,7 @@ core;core_clipboard_text;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ananth S";@Anan
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04 core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
core;core_compute_hash;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5 core;core_compute_hash;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_keyboard_testbed;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5 core;core_keyboard_testbed;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
core;core_window_web;★☆☆☆;1.3;5.5;2015;2025;"Ramon Santamaria";@raysan5
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5 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_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
@ -96,6 +97,7 @@ shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@Robi
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
shapes;shapes_hilbert_curve;★★★☆;5.6;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl shapes;shapes_hilbert_curve;★★★☆;5.6;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
shapes;shapes_easings_testbed;★★★☆;2.5;2.5;2019;2025;"Juan Miguel López";@flashback-fx
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5 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_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5 textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
@ -169,6 +171,8 @@ 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_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 models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
models;models_animation_bone_blending;★★★★;5.5;5.5;2026;2026;"dmitrii-brand";@dmitrii-brand
models;models_animation_blending;☆☆☆☆;5.5;5.6-dev;2024;2024;"Kirandeep";@Kirandeep-Singh-Khehra
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu 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_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5 shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
@ -202,6 +206,7 @@ shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
shaders;shaders_depth_rendering;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605 shaders;shaders_depth_rendering;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605
shaders;shaders_game_of_life;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant shaders;shaders_game_of_life;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
shaders;shaders_rlgl_compute;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41
audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5 audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5
audio;audio_music_stream;★☆☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5 audio;audio_music_stream;★☆☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
audio;audio_raw_stream;★★★☆;1.6;4.2;2015;2025;"Ramon Santamaria";@raysan5 audio;audio_raw_stream;★★★☆;1.6;4.2;2015;2025;"Ramon Santamaria";@raysan5
@ -211,9 +216,3 @@ audio;audio_stream_effects;★★★★;4.2;5.0;2022;2025;"Ramon Santamaria";@ra
audio;audio_sound_multi;★★☆☆;5.0;5.0;2023;2025;"Jeffery Myers";@JeffM2501 audio;audio_sound_multi;★★☆☆;5.0;5.0;2023;2025;"Jeffery Myers";@JeffM2501
audio;audio_sound_positioning;★★☆☆;5.5;5.5;2025;2025;"Le Juez Victor";@Bigfoot71 audio;audio_sound_positioning;★★☆☆;5.5;5.5;2025;2025;"Le Juez Victor";@Bigfoot71
audio;audio_spectrum_visualizer;★★★☆;6.0;5.6-dev;2025;2025;"IANN";@meisei4 audio;audio_spectrum_visualizer;★★★☆;6.0;5.6-dev;2025;2025;"IANN";@meisei4
others;rlgl_standalone;★★★★;1.6;4.0;2014;2025;"Ramon Santamaria";@raysan5
others;rlgl_compute_shader;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41
others;easings_testbed;★★★☆;2.5;3.0;2019;2025;"Juan Miguel López";@flashback-fx
others;raylib_opengl_interop;★★★★;3.8;4.0;2021;2025;"Stephan Soller";@arkanis
others;embedded_files_loading;★★☆☆;3.0;3.5;2020;2025;"Kristian Holmgren";@defutura
others;web_basic_window;★☆☆☆;5.6-dev;5.6-dev;2014;2025;"Ramon Santamaria";@raysan5

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@ -0,0 +1,152 @@
/*******************************************************************************************
*
* raylib [models] example - animation blending
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
*
* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2024 Kirandeep (@Kirandeep-Singh-Khehra)
*
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
* Note: This example uses CPU for updating meshes.
* For GPU skinning see comments with 'INFO:'.
*
********************************************************************************************/
#include "raylib.h"
#define clamp(x,a,b) ((x < a)? a : (x > b)? b : x)
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blending");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model
Model characterModel = LoadModel("resources/models/gltf/robot.glb"); // Load character model
/* INFO: Uncomment this to use GPU skinning
// Load skinning shader
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
for (int i = 0; i < characterModel.materialCount; i++)
{
characterModel.materials[i].shader = skinningShader;
}
*/
// Load gltf model animations
int animsCount = 0;
unsigned int animIndex0 = 0;
unsigned int animIndex1 = 0;
unsigned int animCurrentFrame = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
float blendFactor = 0.5f;
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Select current animation
if (IsKeyPressed(KEY_T)) animIndex0 = (animIndex0 + 1)%animsCount;
else if (IsKeyPressed(KEY_G)) animIndex0 = (animIndex0 + animsCount - 1)%animsCount;
if (IsKeyPressed(KEY_Y)) animIndex1 = (animIndex1 + 1)%animsCount;
else if (IsKeyPressed(KEY_H)) animIndex1 = (animIndex1 + animsCount - 1)%animsCount;
// Select blend factor
if (IsKeyPressed(KEY_U)) blendFactor = clamp(blendFactor - 0.1, 0.0f, 1.0f);
else if (IsKeyPressed(KEY_J)) blendFactor = clamp(blendFactor + 0.1, 0.0f, 1.0f);
// Update animation
animCurrentFrame++;
// Update bones
// Note: Same animation frame index is used below. By default it loops both animations
UpdateModelAnimationBonesLerp(characterModel, modelAnimations[animIndex0], animCurrentFrame, modelAnimations[animIndex1], animCurrentFrame, blendFactor);
// INFO: Comment the following line to use GPU skinning
UpdateModelVertsToCurrentBones(characterModel);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
/* INFO: Uncomment this to use GPU skinning
// Draw character mesh, pose calculation is done in shader (GPU skinning)
for (int i = 0; i < characterModel.meshCount; i++)
{
DrawMesh(characterModel.meshes[i], characterModel.materials[characterModel.meshMaterial[i]], characterModel.transform);
}
*/
// INFO: Comment the following line to use GPU skinning
DrawModel(characterModel, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use the U/J to adjust blend factor", 10, 10, 20, GRAY);
DrawText("Use the T/G to switch first animation", 10, 30, 20, GRAY);
DrawText("Use the Y/H to switch second animation", 10, 50, 20, GRAY);
DrawText(TextFormat("Animations: %s, %s", modelAnimations[animIndex0].name, modelAnimations[animIndex1].name), 10, 70, 20, BLACK);
DrawText(TextFormat("Blend Factor: %f", blendFactor), 10, 86, 20, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
UnloadModel(characterModel); // Unload model and meshes/material
// INFO: Uncomment the following line to use GPU skinning
// UnloadShader(skinningShader); // Unload GPU skinning shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - animation bone blending
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* This example demonstrates per-bone animation blending, allowing smooth transitions
* between two animations by interpolating bone transforms. This is useful for:
* - Blending movement animations (walk/run) with action animations (jump/attack)
* - Creating smooth animation transitions
* - Layering animations (e.g., upper body attack while lower body walks)
*
* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
*
* NOTE: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
*
* 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) 2026 dmitrii-brand (@dmitrii-brand)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <string.h> // Required for: memcpy()
#include <stdlib.h> // Required for: NULL
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static bool IsUpperBodyBone(const char *boneName);
static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation bone blending");
// 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, 2.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load gltf model
Model characterModel = LoadModel("resources/models/gltf/greenman.glb");
// Load skinning shader
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
characterModel.materials[1].shader = skinningShader;
// Load gltf model animations
int animsCount = 0;
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
// Log all available animations for debugging
TraceLog(LOG_INFO, "Found %d animations:", animsCount);
for (int i = 0; i < animsCount; i++)
{
TraceLog(LOG_INFO, " Animation %d: %s (%d frames)", i, modelAnimations[i].name, modelAnimations[i].frameCount);
}
// Use specific indices: walk/move = 2, attack = 3
unsigned int animIndex1 = 2; // Walk/Move animation (index 2)
unsigned int animIndex2 = 3; // Attack animation (index 3)
unsigned int animCurrentFrame1 = 0;
unsigned int animCurrentFrame2 = 0;
// Validate indices
if (animIndex1 >= animsCount) animIndex1 = 0;
if (animIndex2 >= animsCount) animIndex2 = (animsCount > 1) ? 1 : 0;
TraceLog(LOG_INFO, "Using Walk (index %d): %s", animIndex1, modelAnimations[animIndex1].name);
TraceLog(LOG_INFO, "Using Attack (index %d): %s", animIndex2, modelAnimations[animIndex2].name);
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Toggle upper/lower body blending mode (SPACE key)
if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend;
// Update animation frames
ModelAnimation anim1 = modelAnimations[animIndex1];
ModelAnimation anim2 = modelAnimations[animIndex2];
animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.frameCount;
animCurrentFrame2 = (animCurrentFrame2 + 1)%anim2.frameCount;
// Blend the two animations
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
float blendFactor = upperBodyBlend ? 1.0f : 0.5f;
BlendModelAnimationsBones(&characterModel, &anim1, animCurrentFrame1, &anim2, animCurrentFrame2, blendFactor, upperBodyBlend);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw character mesh, pose calculation is done in shader (GPU skinning)
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
DrawGrid(10, 1.0f);
EndMode3D();
// Draw UI
DrawText("BONE BLENDING EXAMPLE", 10, 10, 20, DARKGRAY);
DrawText(TextFormat("Walk (Animation 2): %s", anim1.name), 10, 35, 10, GRAY);
DrawText(TextFormat("Attack (Animation 3): %s", anim2.name), 10, 50, 10, GRAY);
DrawText(TextFormat("Mode: %s", upperBodyBlend ? "Upper/Lower Body Blending" : "Uniform Blending"), 10, 65, 10, GRAY);
DrawText("SPACE - Toggle blending mode", 10, GetScreenHeight() - 20, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
UnloadModel(characterModel); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Check if a bone is part of upper body (for selective blending)
static bool IsUpperBodyBone(const char *boneName)
{
// Common upper body bone names (adjust based on your model)
if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
{
return true;
}
// Check if bone name contains upper body keywords
if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
{
return true;
}
return false;
}
// Blend two animations per-bone with selective upper/lower body blending
static void BlendModelAnimationsBones(Model *model, ModelAnimation *anim1, int frame1,
ModelAnimation *anim2, int frame2, float blendFactor, bool upperBodyBlend)
{
// Validate inputs
if (anim1->boneCount == 0 || anim1->framePoses == NULL ||
anim2->boneCount == 0 || anim2->framePoses == NULL ||
model->boneCount == 0 || model->bindPose == NULL)
{
return;
}
// Clamp blend factor to [0, 1]
blendFactor = fminf(1.0f, fmaxf(0.0f, blendFactor));
// Ensure frame indices are valid
if (frame1 >= anim1->frameCount) frame1 = anim1->frameCount - 1;
if (frame2 >= anim2->frameCount) frame2 = anim2->frameCount - 1;
if (frame1 < 0) frame1 = 0;
if (frame2 < 0) frame2 = 0;
// Find first mesh with bones
int firstMeshWithBones = -1;
for (int i = 0; i < model->meshCount; i++)
{
if (model->meshes[i].boneMatrices)
{
firstMeshWithBones = i;
break;
}
}
if (firstMeshWithBones == -1) return;
// Get bone count (use minimum of all to be safe)
int boneCount = model->boneCount;
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
if (anim2->boneCount < boneCount) boneCount = anim2->boneCount;
// Blend each bone
for (int boneId = 0; boneId < boneCount; boneId++)
{
// Determine blend factor for this bone
float boneBlendFactor = blendFactor;
// If upper body blending is enabled, use different blend factors for upper vs lower body
if (upperBodyBlend)
{
const char *boneName = model->bones[boneId].name;
bool isUpperBody = IsUpperBodyBone(boneName);
// Upper body: use anim2 (attack), Lower body: use anim1 (walk)
// blendFactor = 0.0 means full anim1 (walk), 1.0 means full anim2 (attack)
if (isUpperBody) boneBlendFactor = blendFactor; // Upper body: blend towards anim2 (attack)
else boneBlendFactor = 1.0f - blendFactor; // Lower body: blend towards anim1 (walk) - invert the blend
}
// Get transforms from both animations
Transform *bindTransform = &model->bindPose[boneId];
Transform *anim1Transform = &anim1->framePoses[frame1][boneId];
Transform *anim2Transform = &anim2->framePoses[frame2][boneId];
// Blend the transforms
Transform blended;
blended.translation = Vector3Lerp(anim1Transform->translation, anim2Transform->translation, boneBlendFactor);
blended.rotation = QuaternionSlerp(anim1Transform->rotation, anim2Transform->rotation, boneBlendFactor);
blended.scale = Vector3Lerp(anim1Transform->scale, anim2Transform->scale, boneBlendFactor);
// Convert bind pose to matrix
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
QuaternionToMatrix(bindTransform->rotation)),
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
// Convert blended transform to matrix
Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
QuaternionToMatrix(blended.rotation)),
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
model->meshes[firstMeshWithBones].boneMatrices[boneId] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
}
// Copy bone matrices to remaining meshes
for (int i = firstMeshWithBones + 1; i < model->meshCount; i++)
{
if (model->meshes[i].boneMatrices)
{
memcpy(model->meshes[i].boneMatrices,
model->meshes[firstMeshWithBones].boneMatrices,
model->meshes[i].boneCount*sizeof(model->meshes[i].boneMatrices[0]));
}
}
}

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@ -16,6 +16,7 @@
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "raymath.h" #include "raymath.h"
#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes) #define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
@ -32,7 +33,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel"); InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel");
DisableCursor(); // Lock mouse to window center DisableCursor(); // Lock mouse to window center
// Define the camera to look into our 3d world (first person) // Define the camera to look into our 3d world (first person)
Camera3D camera = { 0 }; Camera3D camera = { 0 };
@ -59,7 +60,7 @@ int main(void)
} }
} }
} }
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -74,7 +75,7 @@ int main(void)
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{ {
// Cast a ray from the screen center (where crosshair would be) // Cast a ray from the screen center (where crosshair would be)
Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f }; Vector2 screenCenter = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
Ray ray = GetMouseRay(screenCenter, camera); Ray ray = GetMouseRay(screenCenter, camera);
// Check ray collision with all voxels // Check ray collision with all voxels
@ -132,8 +133,11 @@ int main(void)
} }
} }
} }
EndMode3D(); EndMode3D();
// Draw reference point for raycasting to delete blocks
DrawCircle(GetRenderWidth()/2, GetScreenHeight()/2, 4, RED);
DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY); DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY); DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
@ -145,6 +149,7 @@ int main(void)
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadModel(cubeModel); UnloadModel(cubeModel);
CloseWindow(); CloseWindow();
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "raymath.h" #include "raymath.h"
#include <stdlib.h> #include <stdlib.h>
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------

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/*******************************************************************************************
*
* reasings - raylib easings library, based on Robert Penner library
*
* Useful easing functions for values animation
*
* This header uses:
* #define REASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
* // This requires lots of memory on system.
* How to use:
* The four inputs t,b,c,d are defined as follows:
* t = current time (in any unit measure, but same unit as duration)
* b = starting value to interpolate
* c = the total change in value of b that needs to occur
* d = total time it should take to complete (duration)
*
* Example:
*
* int currentTime = 0;
* int duration = 100;
* float startPositionX = 0.0f;
* float finalPositionX = 30.0f;
* float currentPositionX = startPositionX;
*
* while (currentPositionX < finalPositionX)
* {
* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
* currentTime++;
* }
*
* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
*
* Robert Penner License
* ---------------------------------------------------------------------------------
* Open source under the BSD License.
*
* Copyright (c) 2001 Robert Penner. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* - Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* - Neither the name of the author nor the names of contributors may be used
* to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
* ---------------------------------------------------------------------------------
*
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#ifndef REASINGS_H
#define REASINGS_H
#define REASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
#if defined(REASINGS_STATIC_INLINE)
#define EASEDEF static inline
#else
#define EASEDEF extern
#endif
#include <math.h> // Required for: sinf(), cosf(), sqrtf(), powf()
#ifndef PI
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
#endif
#if defined(__cplusplus)
extern "C" { // Prevents name mangling of functions
#endif
// Linear Easing functions
EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear
EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In
EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear Out
EASEDEF float EaseLinearInOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In Out
// Sine Easing functions
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); } // Ease: Sine In
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); } // Ease: Sine Out
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); } // Ease: Sine In Out
// Circular Easing functions
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrtf(1.0f - t*t) - 1.0f) + b); } // Ease: Circular In
EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); } // Ease: Circular Out
EASEDEF float EaseCircInOut(float t, float b, float c, float d) // Ease: Circular In Out
{
if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrtf(1.0f - t*t) - 1.0f) + b);
t -= 2.0f; return (c/2.0f*(sqrtf(1.0f - t*t) + 1.0f) + b);
}
// Cubic Easing functions
EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); } // Ease: Cubic In
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); } // Ease: Cubic Out
EASEDEF float EaseCubicInOut(float t, float b, float c, float d) // Ease: Cubic In Out
{
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*t*t*t + b);
t -= 2.0f; return (c/2.0f*(t*t*t + 2.0f) + b);
}
// Quadratic Easing functions
EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); } // Ease: Quadratic In
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); } // Ease: Quadratic Out
EASEDEF float EaseQuadInOut(float t, float b, float c, float d) // Ease: Quadratic In Out
{
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
}
// Exponential Easing functions
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c*powf(2.0f, 10.0f*(t/d - 1.0f)) + b); } // Ease: Exponential In
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-powf(2.0f, -10.0f*t/d) + 1.0f) + b); } // Ease: Exponential Out
EASEDEF float EaseExpoInOut(float t, float b, float c, float d) // Ease: Exponential In Out
{
if (t == 0.0f) return b;
if (t == d) return (b + c);
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*powf(2.0f, 10.0f*(t - 1.0f)) + b);
return (c/2.0f*(-powf(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
}
// Back Easing functions
EASEDEF float EaseBackIn(float t, float b, float c, float d) // Ease: Back In
{
float s = 1.70158f;
float postFix = t/=d;
return (c*(postFix)*t*((s + 1.0f)*t - s) + b);
}
EASEDEF float EaseBackOut(float t, float b, float c, float d) // Ease: Back Out
{
float s = 1.70158f;
t = t/d - 1.0f;
return (c*(t*t*((s + 1.0f)*t + s) + 1.0f) + b);
}
EASEDEF float EaseBackInOut(float t, float b, float c, float d) // Ease: Back In Out
{
float s = 1.70158f;
if ((t/=d/2.0f) < 1.0f)
{
s *= 1.525f;
return (c/2.0f*(t*t*((s + 1.0f)*t - s)) + b);
}
float postFix = t-=2.0f;
s *= 1.525f;
return (c/2.0f*((postFix)*t*((s + 1.0f)*t + s) + 2.0f) + b);
}
// Bounce Easing functions
EASEDEF float EaseBounceOut(float t, float b, float c, float d) // Ease: Bounce Out
{
if ((t/=d) < (1.0f/2.75f))
{
return (c*(7.5625f*t*t) + b);
}
else if (t < (2.0f/2.75f))
{
float postFix = t-=(1.5f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.75f) + b);
}
else if (t < (2.5/2.75))
{
float postFix = t-=(2.25f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
}
else
{
float postFix = t-=(2.625f/2.75f);
return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
}
}
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); } // Ease: Bounce In
EASEDEF float EaseBounceInOut(float t, float b, float c, float d) // Ease: Bounce In Out
{
if (t < d/2.0f) return (EaseBounceIn(t*2.0f, 0.0f, c, d)*0.5f + b);
else return (EaseBounceOut(t*2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
}
// Elastic Easing functions
EASEDEF float EaseElasticIn(float t, float b, float c, float d) // Ease: Elastic In
{
if (t == 0.0f) return b;
if ((t/=d) == 1.0f) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/4.0f;
float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
}
EASEDEF float EaseElasticOut(float t, float b, float c, float d) // Ease: Elastic Out
{
if (t == 0.0f) return b;
if ((t/=d) == 1.0f) return (b + c);
float p = d*0.3f;
float a = c;
float s = p/4.0f;
return (a*powf(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
}
EASEDEF float EaseElasticInOut(float t, float b, float c, float d) // Ease: Elastic In Out
{
if (t == 0.0f) return b;
if ((t/=d/2.0f) == 2.0f) return (b + c);
float p = d*(0.3f*1.5f);
float a = c;
float s = p/4.0f;
if (t < 1.0f)
{
float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
}
float postFix = a*powf(2.0f, -10.0f*(t-=1.0f));
return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
}
#if defined(__cplusplus)
}
#endif
#endif // REASINGS_H

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@ -1,9 +1,9 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [others] example - compute shader * raylib [shaders] example - rlgl compute
* *
* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support, * WARNING: This example requires raylib compiled with OpenGL 4.3 version for
* shaders used in this example are #version 430 (OpenGL 4.3) * compute shaders support, shaders used in this example are #version 430
* *
* Example complexity rating: [] 4/4 * Example complexity rating: [] 4/4
* *
@ -19,9 +19,10 @@
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "rlgl.h" #include "rlgl.h"
#include <stdlib.h> #include <stdlib.h> // Required for: NULL
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant // IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
// This must be a multiple of 16 (check golLogic compute dispatch) // This must be a multiple of 16 (check golLogic compute dispatch)
@ -57,7 +58,7 @@ int main(void)
const int screenWidth = GOL_WIDTH; const int screenWidth = GOL_WIDTH;
const int screenHeight = GOL_WIDTH; const int screenHeight = GOL_WIDTH;
InitWindow(screenWidth, screenHeight, "raylib [others] example - compute shader"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl compute");
const Vector2 resolution = { (float)screenWidth, (float)screenHeight }; const Vector2 resolution = { (float)screenWidth, (float)screenHeight };
unsigned int brushSize = 8; unsigned int brushSize = 8;

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@ -45,7 +45,7 @@ int main(void)
for (int i = 0; i < MAX_COLORS_COUNT; i++) for (int i = 0; i < MAX_COLORS_COUNT; i++)
{ {
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7); colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
colorsRecs[i].y = 80.0f + 100.0f *((float)i/7) + 10.0f *((float)i/7); colorsRecs[i].y = 80.0f + 100.0f *((int)i/7) + 10.0f *((float)i/7);
colorsRecs[i].width = 100.0f; colorsRecs[i].width = 100.0f;
colorsRecs[i].height = 100.0f; colorsRecs[i].height = 100.0f;
} }

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@ -1,11 +1,11 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [others] example - easings testbed * raylib [shapes] example - easings testbed
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
* *
* Example complexity rating: [] 3/4 * Example complexity rating: [] 3/4
* *
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5) * Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
* *
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
@ -26,6 +26,9 @@
#define D_MIN 1.0f #define D_MIN 1.0f
#define D_MAX 10000.0f #define D_MAX 10000.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Easing types // Easing types
enum EasingTypes { enum EasingTypes {
EASE_LINEAR_NONE = 0, EASE_LINEAR_NONE = 0,
@ -60,13 +63,22 @@ enum EasingTypes {
EASING_NONE = NUM_EASING_TYPES EASING_NONE = NUM_EASING_TYPES
}; };
static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis typedef struct EasingFuncs {
// Easing functions reference data
static const struct {
const char *name; const char *name;
float (*func)(float, float, float, float); float (*func)(float, float, float, float);
} Easings[] = { } EasingFuncs;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
// Function used when "no easing" is selected for any axis
static float NoEase(float t, float b, float c, float d);
//------------------------------------------------------------------------------------
// Global Variables Definition
//------------------------------------------------------------------------------------
// Easing functions reference data
static const EasingFuncs easings[] = {
[EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone }, [EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone },
[EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn }, [EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
[EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut }, [EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
@ -108,7 +120,7 @@ int main(void)
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [others] example - easings testbed"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings testbed");
Vector2 ballPosition = { 100.0f, 100.0f }; Vector2 ballPosition = { 100.0f, 100.0f };
@ -157,11 +169,11 @@ int main(void)
} }
// Change d (duration) value // Change d (duration) value
if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP; if (IsKeyPressed(KEY_W) && (d < D_MAX - D_STEP)) d += D_STEP;
else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP; else if (IsKeyPressed(KEY_Q) && (d > D_MIN + D_STEP)) d -= D_STEP;
if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE; if (IsKeyDown(KEY_S) && (d < D_MAX - D_STEP_FINE)) d += D_STEP_FINE;
else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE; else if (IsKeyDown(KEY_A) && (d > D_MIN + D_STEP_FINE)) d -= D_STEP_FINE;
// Play, pause and restart controls // Play, pause and restart controls
if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) || if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
@ -182,8 +194,8 @@ int main(void)
// Movement computation // Movement computation
if (!paused && ((boundedT && t < d) || !boundedT)) if (!paused && ((boundedT && t < d) || !boundedT))
{ {
ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 170.0f, d); ballPosition.x = easings[easingX].func(t, 100.0f, 700.0f - 170.0f, d);
ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 170.0f, d); ballPosition.y = easings[easingY].func(t, 100.0f, 400.0f - 170.0f, d);
t += 1.0f; t += 1.0f;
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -195,8 +207,8 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
// Draw information text // Draw information text
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 20, FONT_SIZE, FONT_SIZE, LIGHTGRAY); DrawText(TextFormat("Easing x: %s", easings[easingX].name), 20, FONT_SIZE, FONT_SIZE, LIGHTGRAY);
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 20, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY); DrawText(TextFormat("Easing y: %s", easings[easingY].name), 20, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 20, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY); DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 20, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
// Draw instructions text // Draw instructions text
@ -220,7 +232,9 @@ int main(void)
return 0; return 0;
} }
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
// NoEase function, used when "no easing" is selected for any axis // NoEase function, used when "no easing" is selected for any axis
// It just ignores all parameters besides b // It just ignores all parameters besides b
static float NoEase(float t, float b, float c, float d) static float NoEase(float t, float b, float c, float d)

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@ -68,6 +68,7 @@ int main(void)
// at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering // at a smaller size (one pixel per tile) and scale it on drawing with bilinear filtering
RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY); RenderTexture2D fogOfWar = LoadRenderTexture(map.tilesX, map.tilesY);
SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR); SetTextureFilter(fogOfWar.texture, TEXTURE_FILTER_BILINEAR);
SetTextureWrap(fogOfWar.texture, TEXTURE_WRAP_CLAMP);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -0,0 +1,569 @@
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File diff suppressed because it is too large Load Diff

View File

@ -841,6 +841,7 @@ ifeq ($(ROOT),root)
# Copying raylib development files to $(RAYLIB_H_INSTALL_PATH). # Copying raylib development files to $(RAYLIB_H_INSTALL_PATH).
cp --update raylib.h $(RAYLIB_H_INSTALL_PATH)/raylib.h cp --update raylib.h $(RAYLIB_H_INSTALL_PATH)/raylib.h
cp --update raymath.h $(RAYLIB_H_INSTALL_PATH)/raymath.h cp --update raymath.h $(RAYLIB_H_INSTALL_PATH)/raymath.h
cp --update rcamera.h $(RAYLIB_H_INSTALL_PATH)/rcamera.h
cp --update rlgl.h $(RAYLIB_H_INSTALL_PATH)/rlgl.h cp --update rlgl.h $(RAYLIB_H_INSTALL_PATH)/rlgl.h
@echo "raylib development files installed/updated!" @echo "raylib development files installed/updated!"
else else

View File

@ -13,7 +13,7 @@ unsigned char *Win32GetClipboardImageData(int *width, int *height, unsigned long
#include <stdlib.h> #include <stdlib.h>
#include <assert.h> #include <assert.h>
// NOTE: These search for architecture is taken from "Windows.h", and it's necessary if we really don't wanna import windows.h // NOTE: These search for architecture is taken from "windows.h", and it's necessary to avoid including windows.h
// and still make it compile on msvc, because import indirectly importing "winnt.h" (e.g. <minwindef.h>) can cause problems is these are not defined. // and still make it compile on msvc, because import indirectly importing "winnt.h" (e.g. <minwindef.h>) can cause problems is these are not defined.
#if !defined(_X86_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IX86) #if !defined(_X86_) && !defined(_68K_) && !defined(_MPPC_) && !defined(_IA64_) && !defined(_AMD64_) && !defined(_ARM_) && !defined(_ARM64_) && !defined(_ARM64EC_) && defined(_M_IX86)
#define _X86_ #define _X86_
@ -306,16 +306,15 @@ static int GetPixelDataOffset(BITMAPINFOHEADER bih)
const unsigned int rgbaSize = sizeof(RGBQUAD); const unsigned int rgbaSize = sizeof(RGBQUAD);
// NOTE: biSize specifies the number of bytes required by the structure // NOTE: biSize specifies the number of bytes required by the structure
// We expect to always be 40 because it should be packed // It's expected to be always 40 because it should be packed
if ((bih.biSize == 40) && (sizeof(BITMAPINFOHEADER) == 40)) if ((bih.biSize == 40) && (sizeof(BITMAPINFOHEADER) == 40))
{ {
// NOTE: biBitCount specifies the number of bits per pixel // NOTE: biBitCount specifies the number of bits per pixel
// Might exist some bit masks *after* the header and *before* the pixel offset // Might exist some bit masks *after* the header and *before* the pixel offset
// we're looking, but only if we have more than // we're looking, but only if more than 8 bits per pixel, so it needs to be ajusted for that
// 8 bits per pixel, so we need to ajust for that
if (bih.biBitCount > 8) if (bih.biBitCount > 8)
{ {
// If (bih.biCompression == BI_RGB) we should NOT offset more // If (bih.biCompression == BI_RGB) no need to be offset more
if (bih.biCompression == BI_BITFIELDS) offset += 3*rgbaSize; if (bih.biCompression == BI_BITFIELDS) offset += 3*rgbaSize;
else if (bih.biCompression == BI_ALPHABITFIELDS) offset += 4*rgbaSize; // Not widely supported, but valid else if (bih.biCompression == BI_ALPHABITFIELDS) offset += 4*rgbaSize; // Not widely supported, but valid

View File

@ -290,8 +290,8 @@ FILE *funopen(const void *cookie, int (*readfn)(void *, char *, int), int (*writ
// Module Functions Definition: Application // Module Functions Definition: Application
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// To allow easier porting to android, we allow the user to define a // To allow easier porting to android, allow the user to define a
// main function which we call from android_main, defined by ourselves // custom main function which is called from android_main
extern int main(int argc, char *argv[]); extern int main(int argc, char *argv[]);
// Android main function // Android main function
@ -313,7 +313,7 @@ void android_main(struct android_app *app)
// Waiting for application events before complete finishing // Waiting for application events before complete finishing
while (!app->destroyRequested) while (!app->destroyRequested)
{ {
// Poll all events until we reach return value TIMEOUT, meaning no events left to process // Poll all events until return value TIMEOUT is reached, meaning no events left to process
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void **)&platform.source)) > ALOOPER_POLL_TIMEOUT) while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, (void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)
{ {
if (platform.source != NULL) platform.source->process(app, platform.source); if (platform.source != NULL) platform.source->process(app, platform.source);
@ -640,9 +640,9 @@ double GetTime(void)
} }
// Open URL with default system browser (if available) // Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if the provided URL is safe
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Avoid calling this function with user input non-validated strings
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
// Security check to (partially) avoid malicious code // Security check to (partially) avoid malicious code
@ -757,7 +757,7 @@ void PollInputEvents(void)
int pollResult = 0; int pollResult = 0;
int pollEvents = 0; int pollEvents = 0;
// Poll Events (registered events) until we reach TIMEOUT which indicates there are no events left to poll // Poll Events (registered events) until TIMEOUT is reached which indicates there are no events left to poll
// NOTE: Activity is paused if not enabled (platform.appEnabled) and always run flag is not set (FLAG_WINDOW_ALWAYS_RUN) // NOTE: Activity is paused if not enabled (platform.appEnabled) and always run flag is not set (FLAG_WINDOW_ALWAYS_RUN)
while ((pollResult = ALooper_pollOnce((platform.appEnabled || FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN))? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)) while ((pollResult = ALooper_pollOnce((platform.appEnabled || FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN))? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
{ {
@ -843,7 +843,7 @@ int InitPlatform(void)
// Wait for window to be initialized (display and context) // Wait for window to be initialized (display and context)
while (!CORE.Window.ready) while (!CORE.Window.ready)
{ {
// Process events until we reach TIMEOUT, which indicates no more events queued // Process events until TIMEOUT is reached, which indicates no more events queued
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT)) while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
{ {
// Process this event // Process this event
@ -964,10 +964,10 @@ static int InitGraphicsDevice(void)
EGLint displayFormat = 0; EGLint displayFormat = 0;
// EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry() // EGL_NATIVE_VISUAL_ID is an attribute of the EGLConfig that is guaranteed to be accepted by ANativeWindow_setBuffersGeometry()
// As soon as we picked a EGLConfig, we can safely reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID // As soon as an EGLConfig is picked, it's safe to reconfigure the ANativeWindow buffers to match, using EGL_NATIVE_VISUAL_ID
eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat); eglGetConfigAttrib(platform.device, platform.config, EGL_NATIVE_VISUAL_ID, &displayFormat);
// At this point we need to manage render size vs screen size // At this point render size vs screen size needs to be managed
// NOTE: This function use and modify global module variables: // NOTE: This function use and modify global module variables:
// -> CORE.Window.screen.width/CORE.Window.screen.height // -> CORE.Window.screen.width/CORE.Window.screen.height
// -> CORE.Window.render.width/CORE.Window.render.height // -> CORE.Window.render.width/CORE.Window.render.height
@ -1075,12 +1075,12 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
Rectangle rec = GetFontDefault().recs[95]; Rectangle rec = GetFontDefault().recs[95];
if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_MSAA_4X_HINT))
{ {
// NOTE: We try to maxime rec padding to avoid pixel bleeding on MSAA filtering // NOTE: Trying to maxime rec padding to avoid pixel bleeding on MSAA filtering
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 }); SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 2, rec.y + 2, 1, 1 });
} }
else else
{ {
// NOTE: We set up a 1px padding on char rectangle to avoid pixel bleeding // NOTE: Setting up a 1px padding on char rectangle to avoid pixel bleeding
SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 }); SetShapesTexture(GetFontDefault().texture, (Rectangle){ rec.x + 1, rec.y + 1, rec.width - 2, rec.height - 2 });
} }
#endif #endif
@ -1450,7 +1450,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
// NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified // NOTE: Global variables CORE.Window.render.width/CORE.Window.render.height and CORE.Window.renderOffset.x/CORE.Window.renderOffset.y can be modified
static void SetupFramebuffer(int width, int height) static void SetupFramebuffer(int width, int height)
{ {
// Calculate CORE.Window.render.width and CORE.Window.render.height, we have the display size (input params) and the desired screen size (global var) // Calculate CORE.Window.render.width and CORE.Window.render.height, having the display size (input params) and the desired screen size (global var)
if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height)) if ((CORE.Window.screen.width > CORE.Window.display.width) || (CORE.Window.screen.height > CORE.Window.display.height))
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height); TRACELOG(LOG_WARNING, "DISPLAY: Downscaling required: Screen size (%ix%i) is bigger than display size (%ix%i)", CORE.Window.screen.width, CORE.Window.screen.height, CORE.Window.display.width, CORE.Window.display.height);
@ -1478,8 +1478,8 @@ static void SetupFramebuffer(int width, int height)
float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width; float scaleRatio = (float)CORE.Window.render.width/(float)CORE.Window.screen.width;
CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f); CORE.Window.screenScale = MatrixScale(scaleRatio, scaleRatio, 1.0f);
// NOTE: We render to full display resolution! // NOTE: Rendering to full display resolution
// We just need to calculate above parameters for downscale matrix and offsets // Above parameters need to be calculate for downscale matrix and offsets
CORE.Window.render.width = CORE.Window.display.width; CORE.Window.render.width = CORE.Window.display.width;
CORE.Window.render.height = CORE.Window.display.height; CORE.Window.render.height = CORE.Window.display.height;
@ -1533,8 +1533,8 @@ FILE *android_fopen(const char *fileName, const char *mode)
if (mode[0] == 'w') if (mode[0] == 'w')
{ {
// NOTE: fopen() is mapped to android_fopen() that only grants read access to // NOTE: fopen() is mapped to android_fopen() that only grants read access to
// assets directory through AAssetManager but we want to also be able to // assets directory through AAssetManager but it could be required to write data
// write data when required using the standard stdio FILE access functions // using the standard stdio FILE access functions
// REF: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only // REF: https://stackoverflow.com/questions/11294487/android-writing-saving-files-from-native-code-only
#undef fopen #undef fopen
file = fopen(TextFormat("%s/%s", platform.app->activity->internalDataPath, fileName), mode); file = fopen(TextFormat("%s/%s", platform.app->activity->internalDataPath, fileName), mode);

View File

@ -219,8 +219,9 @@ void ToggleFullscreen(void)
// and considered by GetWindowScaleDPI() // and considered by GetWindowScaleDPI()
FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE); FLAG_CLEAR(CORE.Window.flags, FLAG_FULLSCREEN_MODE);
#if !defined(__APPLE__) #if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
// Make sure to restore render size considering HighDPI scaling // Make sure to restore render size considering HighDPI scaling
// NOTE: On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling, skip manual resize
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{ {
Vector2 scaleDpi = GetWindowScaleDPI(); Vector2 scaleDpi = GetWindowScaleDPI();
@ -298,8 +299,9 @@ void ToggleBorderlessWindowed(void)
glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE); glfwSetWindowAttrib(platform.handle, GLFW_DECORATED, GLFW_TRUE);
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED); FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNDECORATED);
#if !defined(__APPLE__) #if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
// Make sure to restore size considering HighDPI scaling // Make sure to restore size considering HighDPI scaling
// NOTE: On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling, skip manual resize
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{ {
Vector2 scaleDpi = GetWindowScaleDPI(); Vector2 scaleDpi = GetWindowScaleDPI();
@ -1464,6 +1466,11 @@ int InitPlatform(void)
glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE); glfwWindowHint(GLFW_SCALE_TO_MONITOR, GLFW_FALSE);
#if defined(__APPLE__) #if defined(__APPLE__)
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE); glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#endif
#if defined(_GLFW_WAYLAND) && !defined(_GLFW_X11)
// GLFW 3.4+ defaults GLFW_SCALE_FRAMEBUFFER to TRUE,
// causing framebuffer/window size mismatch on Wayland with display scaling
glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_FALSE);
#endif #endif
} }
@ -1649,35 +1656,54 @@ int InitPlatform(void)
TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC"); TRACELOG(LOG_INFO, "DISPLAY: Trying to enable VSYNC");
} }
int fbWidth = CORE.Window.screen.width;
int fbHeight = CORE.Window.screen.height;
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{ {
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling // Set screen size to logical pixel size, considering content scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE); Vector2 scaleDpi = GetWindowScaleDPI();
CORE.Window.render.width = (int)(CORE.Window.screen.width*scaleDpi.x);
// Get current framebuffer size, on high-dpi it could be bigger than screen size CORE.Window.render.height = (int)(CORE.Window.screen.height*scaleDpi.y);
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight); //TRACELOG(LOG_INFO, "DPI SCALING: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
// Screen scaling matrix is required in case desired screen area is different from display area // Screen scaling matrix is required in case desired screen area is different from display area
CORE.Window.screenScale = MatrixScale((float)fbWidth/CORE.Window.screen.width, (float)fbHeight/CORE.Window.screen.height, 1.0f); CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
// NOTE: On APPLE platforms system manage window and input scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
#if !defined(__APPLE__) #if !defined(__APPLE__)
// Mouse input scaling for the new screen size if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND)
SetMouseScale((float)CORE.Window.screen.width/fbWidth, (float)CORE.Window.screen.height/fbHeight); {
// On Wayland, GLFW_SCALE_FRAMEBUFFER handles scaling; read actual framebuffer size
// instead of resizing the window (which would double-scale)
int fbWidth = 0;
int fbHeight = 0;
glfwGetFramebufferSize(platform.handle, &fbWidth, &fbHeight);
CORE.Window.render.width = fbWidth;
CORE.Window.render.height = fbHeight;
}
else
{
// Mouse input scaling for the new screen size
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
// Force window size (and framebuffer) refresh
glfwSetWindowSize(platform.handle, CORE.Window.render.width, CORE.Window.render.height);
}
#endif #endif
} }
else CORE.Window.render = CORE.Window.screen;
CORE.Window.render.width = fbWidth; // Current active framebuffer size is main framebuffer size
CORE.Window.render.height = fbHeight; CORE.Window.currentFbo = CORE.Window.render;
CORE.Window.currentFbo.width = fbWidth;
CORE.Window.currentFbo.height = fbHeight;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully"); TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully %s",
FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI)? "(HighDPI)" : "");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height); TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height); TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
//TRACELOG(LOG_INFO, " > Content Scaling: %.2f, %.2f", scaleDpi.x, scaleDpi.y);
// Try to center window on screen but avoiding window-bar outside of screen // Try to center window on screen but avoiding window-bar outside of screen
int monitorCount = 0; int monitorCount = 0;
@ -1691,13 +1717,17 @@ int InitPlatform(void)
int monitorHeight = 0; int monitorHeight = 0;
glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight); glfwGetMonitorWorkarea(monitor, &monitorX, &monitorY, &monitorWidth, &monitorHeight);
// TODO: Here CORE.Window.render.width/height should be used instead of // NOTE: It seems on macOS monitor size is not correct
// CORE.Window.screen.width/height to center the window correctly when the high dpi flag is enabled //TRACELOG(LOG_WARNING, "Monitor info: [%i, %i, %i, %i]", monitorX, monitorY, monitorWidth, monitorHeight);
CORE.Window.position.x = monitorX + (monitorWidth - (int)CORE.Window.screen.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - (int)CORE.Window.screen.height)/2;
//if (CORE.Window.position.x < monitorX) CORE.Window.position.x = monitorX;
//if (CORE.Window.position.y < monitorY) CORE.Window.position.y = monitorY;
// Center window into current monitor
#if defined(__APPLE__)
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.screen.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.screen.height)/2;
#else
CORE.Window.position.x = monitorX + (monitorWidth - CORE.Window.render.width)/2;
CORE.Window.position.y = monitorY + (monitorHeight - CORE.Window.render.height)/2;
#endif
SetWindowPosition(CORE.Window.position.x, CORE.Window.position.y); SetWindowPosition(CORE.Window.position.x, CORE.Window.position.y);
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow(); if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
@ -1828,8 +1858,9 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
SetupViewport(width, height); SetupViewport(width, height);
// Set render size // Set render size
CORE.Window.currentFbo.width = width; CORE.Window.render.width = width;
CORE.Window.currentFbo.height = height; CORE.Window.render.height = height;
CORE.Window.currentFbo = CORE.Window.render;
CORE.Window.resizedLastFrame = true; CORE.Window.resizedLastFrame = true;
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
@ -1842,6 +1873,26 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
CORE.Window.screen.height = height; CORE.Window.screen.height = height;
CORE.Window.screenScale = MatrixScale(1.0f, 1.0f, 1.0f); CORE.Window.screenScale = MatrixScale(1.0f, 1.0f, 1.0f);
SetMouseScale(1.0f, 1.0f); SetMouseScale(1.0f, 1.0f);
// On Wayland with GLFW_SCALE_FRAMEBUFFER, the framebuffer is still scaled in fullscreen, use logical window size as screen and apply screenScale
#if defined(_GLFW_WAYLAND) && !defined(_GLFW_X11)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_HIGHDPI))
{
int winWidth = 0;
int winHeight = 0;
glfwGetWindowSize(platform.handle, &winWidth, &winHeight);
if ((winWidth != width) || (winHeight != height))
{
CORE.Window.screen.width = winWidth;
CORE.Window.screen.height = winHeight;
float scaleX = (float)width/winWidth;
float scaleY = (float)height/winHeight;
CORE.Window.screenScale = MatrixScale(scaleX, scaleY, 1.0f);
}
}
#endif
} }
else // Window mode (including borderless window) else // Window mode (including borderless window)
{ {
@ -1853,8 +1904,8 @@ static void FramebufferSizeCallback(GLFWwindow *window, int width, int height)
CORE.Window.screen.width = (int)((float)width/scaleDpi.x); CORE.Window.screen.width = (int)((float)width/scaleDpi.x);
CORE.Window.screen.height = (int)((float)height/scaleDpi.y); CORE.Window.screen.height = (int)((float)height/scaleDpi.y);
CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f); CORE.Window.screenScale = MatrixScale(scaleDpi.x, scaleDpi.y, 1.0f);
#if !defined(__APPLE__) #if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
// Mouse input scaling for the new screen size // On macOS and Linux-Wayland, mouse coords are already in logical space
SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y); SetMouseScale(1.0f/scaleDpi.x, 1.0f/scaleDpi.y);
#endif #endif
} }
@ -1875,21 +1926,18 @@ static void WindowContentScaleCallback(GLFWwindow *window, float scalex, float s
{ {
//TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley); //TRACELOG(LOG_INFO, "GLFW3: Window content scale changed, scale: [%.2f,%.2f]", scalex, scaley);
float fbWidth = (float)CORE.Window.screen.width*scalex; CORE.Window.render.width = (int)((float)CORE.Window.screen.width*scalex);
float fbHeight = (float)CORE.Window.screen.height*scaley; CORE.Window.render.height = (int)((float)CORE.Window.screen.height*scaley);
CORE.Window.currentFbo = CORE.Window.render;
// NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling // NOTE: On APPLE platforms system should manage window/input scaling and also framebuffer scaling
// Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE); // Framebuffer scaling is activated with: glfwWindowHint(GLFW_SCALE_FRAMEBUFFER, GLFW_TRUE);
CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f); CORE.Window.screenScale = MatrixScale(scalex, scaley, 1.0f);
#if !defined(__APPLE__) #if !defined(__APPLE__) && !defined(_GLFW_WAYLAND)
// Mouse input scaling for the new screen size // On macOS and Linux-Wayland, mouse coords are already in logical space
SetMouseScale(1.0f/scalex, 1.0f/scaley); SetMouseScale(1.0f/scalex, 1.0f/scaley);
#endif #endif
CORE.Window.render.width = (int)fbWidth;
CORE.Window.render.height = (int)fbHeight;
CORE.Window.currentFbo = CORE.Window.render;
} }
// GLFW3: Window position callback, runs when window position changes // GLFW3: Window position callback, runs when window position changes

View File

@ -255,9 +255,9 @@ static const int CursorsLUT[] = {
// SDL3 Migration: // SDL3 Migration:
// SDL_WINDOW_FULLSCREEN_DESKTOP has been removed, // SDL_WINDOW_FULLSCREEN_DESKTOP has been removed,
// and you can call SDL_GetWindowFullscreenMode() // SDL_GetWindowFullscreenMode() can be called
// to see whether an exclusive fullscreen mode will be used // to see whether an exclusive fullscreen mode will be used
// or the borderless fullscreen desktop mode will be used // or the borderless fullscreen desktop mode
#define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN #define SDL_WINDOW_FULLSCREEN_DESKTOP SDL_WINDOW_FULLSCREEN
#define SDL_IGNORE false #define SDL_IGNORE false
@ -1269,9 +1269,9 @@ double GetTime(void)
} }
// Open URL with default system browser (if available) // Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if the provided URL is safe
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Avoid calling this function with user input non-validated strings
// REF: https://github.com/raysan5/raylib/issues/686 // REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
@ -1287,7 +1287,25 @@ void OpenURL(const char *url)
// Set internal gamepad mappings // Set internal gamepad mappings
int SetGamepadMappings(const char *mappings) int SetGamepadMappings(const char *mappings)
{ {
return SDL_GameControllerAddMapping(mappings); const int mappingsLength = strlen(mappings);
char *buffer = (char *)RL_CALLOC(mappingsLength + 1, sizeof(char));
memcpy(buffer, mappings, mappingsLength);
char *p = strtok(buffer, "\n");
bool succeed = true;
while (p != NULL)
{
if (SDL_GameControllerAddMapping(p) == -1)
{
succeed = false;
}
p = strtok(NULL, "\n");
}
RL_FREE(buffer);
// To make return value is consistent with the GLFW version.
return (succeed)? 1 : 0;
} }
// Set gamepad vibration // Set gamepad vibration
@ -1419,9 +1437,9 @@ void PollInputEvents(void)
#if defined(USING_VERSION_SDL3) #if defined(USING_VERSION_SDL3)
// const char *data; // The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events // const char *data; // The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events
// Event memory is now managed by SDL, so you should not free the data in SDL_EVENT_DROP_FILE, // Event memory is now managed by SDL, so it should not be freed in SDL_EVENT_DROP_FILE,
// and if you want to hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events, // in case data needs to be hold onto the text in SDL_EVENT_TEXT_EDITING and SDL_EVENT_TEXT_INPUT events,
// you should make a copy of it. SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed // a copy is required, SDL_TEXTINPUTEVENT_TEXT_SIZE is no longer necessary and has been removed
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data, MAX_FILEPATH_LENGTH - 1); strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.data, MAX_FILEPATH_LENGTH - 1);
#else #else
strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file, MAX_FILEPATH_LENGTH - 1); strncpy(CORE.Window.dropFilepaths[CORE.Window.dropFileCount], event.drop.file, MAX_FILEPATH_LENGTH - 1);
@ -1450,10 +1468,10 @@ void PollInputEvents(void)
// Window events are also polled (minimized, maximized, close...) // Window events are also polled (minimized, maximized, close...)
#ifndef USING_VERSION_SDL3 #ifndef USING_VERSION_SDL3
// SDL3 states:
// The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed // The SDL_WINDOWEVENT_* events have been moved to top level events, and SDL_WINDOWEVENT has been removed
// In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT // In general, handling this change just means checking for the individual events instead of first checking for SDL_WINDOWEVENT
// and then checking for window events. You can compare the event >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST if you need to see whether it's a window event // and then checking for window events; Events >= SDL_EVENT_WINDOW_FIRST and <= SDL_EVENT_WINDOW_LAST can be compared
// to see whether it's a window event
case SDL_WINDOWEVENT: case SDL_WINDOWEVENT:
{ {
switch (event.window.event) switch (event.window.event)

View File

@ -1244,9 +1244,9 @@ double GetTime(void)
} }
// Open URL with default system browser (if available) // Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if the provided URL is safe
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Avoid calling this function with user input non-validated strings
// REF: https://github.com/raysan5/raylib/issues/686 // REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
@ -1864,9 +1864,9 @@ static LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lpara
} break; } break;
case WM_SIZE: case WM_SIZE:
{ {
// WARNING: Don't trust the docs, they say you won't get this message if you don't call DefWindowProc // WARNING: Don't trust the docs, they say this message can not be obtained if not calling DefWindowProc()
// in response to WM_WINDOWPOSCHANGED but looks like when a window is created you'll get this // in response to WM_WINDOWPOSCHANGED but looks like when a window is created,
// message without getting WM_WINDOWPOSCHANGED // this message can be obtained without getting WM_WINDOWPOSCHANGED
HandleWindowResize(hwnd, &platform.appScreenWidth, &platform.appScreenHeight); HandleWindowResize(hwnd, &platform.appScreenWidth, &platform.appScreenHeight);
} break; } break;
//case WM_MOVE //case WM_MOVE
@ -2187,10 +2187,10 @@ static unsigned SanitizeFlags(int mode, unsigned flags)
// window. This function will continue to perform these update operations so long as // window. This function will continue to perform these update operations so long as
// the state continues to change // the state continues to change
// //
// This design takes care of many odd corner cases. For example, if you want to restore // This design takes care of many odd corner cases. For example, in case of restoring
// a window that was previously maximized AND minimized and you want to remove both these // a window that was previously maximized AND minimized and those two flags need to be removed,
// flags, you actually need to call ShowWindow with SW_RESTORE twice. Another example is // ShowWindow with SW_RESTORE twice need to bee actually calleed. Another example is
// if you have a maximized window, if the undecorated flag is modified then the window style // wheen having a maximized window, if the undecorated flag is modified then the window style
// needs to be updated, but updating the style would mean the window size would change // needs to be updated, but updating the style would mean the window size would change
// causing the window to lose its Maximized state which would mean the window size // causing the window to lose its Maximized state which would mean the window size
// needs to be updated, followed by the update of window style, a second time, to restore that maximized // needs to be updated, followed by the update of window style, a second time, to restore that maximized

View File

@ -1017,10 +1017,9 @@ double GetTime(void)
} }
// Open URL with default system browser (if available) // Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if the provided URL is safe
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Avoid calling this function with user input non-validated strings
// REF: https://github.com/raysan5/raylib/issues/686
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform"); TRACELOG(LOG_WARNING, "OpenURL() not implemented on target platform");
@ -2149,14 +2148,11 @@ static void ConfigureEvdevDevice(char *device)
if (absAxisCount > 0) if (absAxisCount > 0)
{ {
// TODO / NOTE // TODO: Review GamepadAxis enum matching
// So gamepad axes (as in the actual linux joydev.c) are just simply enumerated // So gamepad axes (as in the actual linux joydev.c) are just simply enumerated
// and (at least for some input drivers like xpat) it's convention to use // and (at least for some input drivers like xpat) it's convention to use
// ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the // ABS_X, ABX_Y for one joystick ABS_RX, ABS_RY for the other and the Z axes for the shoulder buttons
// shoulder buttons // If these are now enumerated, it results to LJOY_X, LJOY_Y, LEFT_SHOULDERB, RJOY_X, ...
// If these are now enumerated you get LJOY_X, LJOY_Y, LEFT_SHOULDERB, RJOY_X, ...
// That means they don't match the GamepadAxis enum
// This could be fixed
int axisIndex = 0; int axisIndex = 0;
for (int axis = ABS_X; axis < ABS_PRESSURE; axis++) for (int axis = ABS_X; axis < ABS_PRESSURE; axis++)
{ {

View File

@ -173,7 +173,7 @@ bool WindowShouldClose(void)
// and encapsulating one frame execution on a UpdateDrawFrame() function, // and encapsulating one frame execution on a UpdateDrawFrame() function,
// allowing the browser to manage execution asynchronously // allowing the browser to manage execution asynchronously
// Optionally we can manage the time we give-control-back-to-browser if required, // Optionally, time to give-control-back-to-browser can be managed here,
// but it seems below line could generate stuttering on some browsers // but it seems below line could generate stuttering on some browsers
emscripten_sleep(12); emscripten_sleep(12);
@ -921,9 +921,9 @@ double GetTime(void)
} }
// Open URL with default system browser (if available) // Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if the provided URL is safe
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Avoid calling this function with user input non-validated strings
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
// Security check to (partially) avoid malicious code on target platform // Security check to (partially) avoid malicious code on target platform
@ -1252,11 +1252,11 @@ int InitPlatform(void)
#else #else
if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE)) if (FLAG_IS_SET(CORE.Window.flags, FLAG_FULLSCREEN_MODE))
{ {
// remember center for switchinging from fullscreen to window // Remember center for switchinging from fullscreen to window
if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width)) if ((CORE.Window.screen.height == CORE.Window.display.height) && (CORE.Window.screen.width == CORE.Window.display.width))
{ {
// If screen width/height equal to the display, we can't calculate the window pos for toggling full-screened/windowed // If screen width/height equal to the display, it's not possible to
// Toggling full-screened/windowed with pos(0, 0) can cause problems in some platforms, such as X11 // calculate the window position for toggling full-screened/windowed
CORE.Window.position.x = CORE.Window.display.width/4; CORE.Window.position.x = CORE.Window.display.width/4;
CORE.Window.position.y = CORE.Window.display.height/4; CORE.Window.position.y = CORE.Window.display.height/4;
} }
@ -1367,7 +1367,7 @@ int InitPlatform(void)
if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow(); if (FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_MINIMIZED)) MinimizeWindow();
// If graphic device is no properly initialized, we end program // If graphic device is no properly initialized, end program
if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; } if (!CORE.Window.ready) { TRACELOG(LOG_FATAL, "PLATFORM: Failed to initialize graphic device"); return -1; }
// Load OpenGL extensions // Load OpenGL extensions
@ -1491,7 +1491,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
{ {
if (count > 0) if (count > 0)
{ {
// In case previous dropped filepaths have not been freed, we free them // In case previous dropped filepaths have not been freed, free them
if (CORE.Window.dropFileCount > 0) if (CORE.Window.dropFileCount > 0)
{ {
for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]); for (unsigned int i = 0; i < CORE.Window.dropFileCount; i++) RL_FREE(CORE.Window.dropFilepaths[i]);
@ -1502,7 +1502,7 @@ static void WindowDropCallback(GLFWwindow *window, int count, const char **paths
CORE.Window.dropFilepaths = NULL; CORE.Window.dropFilepaths = NULL;
} }
// WARNING: Paths are freed by GLFW when the callback returns, we must keep an internal copy // WARNING: Paths are freed by GLFW when the callback returns, an internal copy must freed
CORE.Window.dropFileCount = count; CORE.Window.dropFileCount = count;
CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *)); CORE.Window.dropFilepaths = (char **)RL_CALLOC(CORE.Window.dropFileCount, sizeof(char *));
@ -1519,7 +1519,7 @@ static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, i
{ {
if (key < 0) return; // Security check, macOS fn key generates -1 if (key < 0) return; // Security check, macOS fn key generates -1
// WARNING: GLFW could return GLFW_REPEAT, we need to consider it as 1 // WARNING: GLFW could return GLFW_REPEAT, it needs to be considered as 1
// to work properly with our implementation (IsKeyDown/IsKeyUp checks) // to work properly with our implementation (IsKeyDown/IsKeyUp checks)
if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0; if (action == GLFW_RELEASE) CORE.Input.Keyboard.currentKeyState[key] = 0;
else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1; else if (action == GLFW_PRESS) CORE.Input.Keyboard.currentKeyState[key] = 1;
@ -1721,7 +1721,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
double canvasWidth = 0.0; double canvasWidth = 0.0;
double canvasHeight = 0.0; double canvasHeight = 0.0;
// NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but // NOTE: emscripten_get_canvas_element_size() returns canvas.width and canvas.height but
// we are looking for actual CSS size: canvas.style.width and canvas.style.height // actual CSS size needs to be considered: canvas.style.width and canvas.style.height
// EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight); // EMSCRIPTEN_RESULT res = emscripten_get_canvas_element_size("#canvas", &canvasWidth, &canvasHeight);
emscripten_get_element_css_size(platform.canvasId, &canvasWidth, &canvasHeight); emscripten_get_element_css_size(platform.canvasId, &canvasWidth, &canvasHeight);
@ -1741,7 +1741,7 @@ static EM_BOOL EmscriptenTouchCallback(int eventType, const EmscriptenTouchEvent
else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0; else if (eventType == EMSCRIPTEN_EVENT_TOUCHEND) CORE.Input.Touch.currentTouchState[i] = 0;
} }
// Update mouse position if we detect a single touch // Update mouse position when single touch detected
if (CORE.Input.Touch.pointCount == 1) if (CORE.Input.Touch.pointCount == 1)
{ {
CORE.Input.Mouse.currentPosition.x = CORE.Input.Touch.position[0].x; CORE.Input.Mouse.currentPosition.x = CORE.Input.Touch.position[0].x;

View File

@ -908,9 +908,9 @@ double GetTime(void)
} }
// Open URL with default system browser (if available) // Open URL with default system browser (if available)
// NOTE: This function is only safe to use if you control the URL given // NOTE: This function is only safe to use if the provided URL is safe
// A user could craft a malicious string performing another action // A user could craft a malicious string performing another action
// Only call this function yourself not with user input or make sure to check the string yourself // Avoid calling this function with user input non-validated strings
void OpenURL(const char *url) void OpenURL(const char *url)
{ {
// Security check to (partially) avoid malicious code on target platform // Security check to (partially) avoid malicious code on target platform

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@ -2015,7 +2015,7 @@ void UpdateMusicStream(Music music)
#if defined(SUPPORT_FILEFORMAT_MOD) #if defined(SUPPORT_FILEFORMAT_MOD)
case MUSIC_MODULE_MOD: case MUSIC_MODULE_MOD:
{ {
// NOTE: 3rd parameter (nbsample) specify the number of stereo 16bits samples you want, so sampleCount/2 // NOTE: 3rd parameter (nbsample) specify the number of stereo 16bits samples desired, so sampleCount/2
jar_mod_fillbuffer((jar_mod_context_t *)music.ctxData, (short *)AUDIO.System.pcmBuffer, framesToStream, 0); jar_mod_fillbuffer((jar_mod_context_t *)music.ctxData, (short *)AUDIO.System.pcmBuffer, framesToStream, 0);
//jar_mod_seek_start((jar_mod_context_t *)music.ctxData); //jar_mod_seek_start((jar_mod_context_t *)music.ctxData);
@ -2504,7 +2504,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format)); memset(pFramesOut, 0, frameCount*pDevice->playback.channels*ma_get_bytes_per_sample(pDevice->playback.format));
// Using a mutex here for thread-safety which makes things not real-time // Using a mutex here for thread-safety which makes things not real-time
// This is unlikely to be necessary for this project, but may want to consider how you might want to avoid this // This is unlikely to be necessary for this project, but it can be reconsidered
ma_mutex_lock(&AUDIO.System.lock); ma_mutex_lock(&AUDIO.System.lock);
{ {
for (AudioBuffer *audioBuffer = AUDIO.Buffer.first; audioBuffer != NULL; audioBuffer = audioBuffer->next) for (AudioBuffer *audioBuffer = AUDIO.Buffer.first; audioBuffer != NULL; audioBuffer = audioBuffer->next)

View File

@ -350,8 +350,8 @@ typedef struct Mesh {
float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5) float *texcoords2; // Vertex texture second coordinates (UV - 2 components per vertex) (shader-location = 5)
float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2) float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4) float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3) unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
unsigned short *indices; // Vertex indices (in case vertex data comes indexed) unsigned short *indices; // Vertex indices (in case vertex data comes indexed)
// Animation vertex data // Animation vertex data
float *animVertices; // Animated vertex positions (after bones transformations) float *animVertices; // Animated vertex positions (after bones transformations)
@ -1621,6 +1621,8 @@ RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);
RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animCount); // Load model animations from file
RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU) RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose (CPU)
RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning) RLAPI void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame); // Update model animation mesh bone matrices (GPU skinning)
RLAPI void UpdateModelAnimationBonesLerp(Model model, ModelAnimation animA, int frameA, ModelAnimation animB, int frameB, float value); // Update model animation mesh bone matrices with interpolation between two poses(GPU skinning)
RLAPI void UpdateModelVertsToCurrentBones(Model model); // Update model vertices according to mesh bone matrices (CPU)
RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data RLAPI void UnloadModelAnimations(ModelAnimation *animations, int animCount); // Unload animation array data
RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match

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@ -199,7 +199,7 @@ RLAPI Matrix GetCameraProjectionMatrix(Camera *camera, float aspect);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
#define CAMERA_MOVE_SPEED 5.4f // Units per second #define CAMERA_MOVE_SPEED 5.4f // Units per second
#define CAMERA_ROTATION_SPEED 0.03f #define CAMERA_ROTATION_SPEED 0.03f
#define CAMERA_PAN_SPEED 0.2f #define CAMERA_PAN_SPEED 2.0f
// Camera mouse movement sensitivity // Camera mouse movement sensitivity
#define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f #define CAMERA_MOUSE_MOVE_SENSITIVITY 0.003f

View File

@ -682,8 +682,6 @@ void InitWindow(int width, int height, const char *title)
// Initialize window data // Initialize window data
CORE.Window.screen.width = width; CORE.Window.screen.width = width;
CORE.Window.screen.height = height; 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.eventWaiting = false;
CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default CORE.Window.screenScale = MatrixIdentity(); // No draw scaling required by default
@ -709,10 +707,10 @@ void InitWindow(int width, int height, const char *title)
// Initialize rlgl default data (buffers and shaders) // Initialize rlgl default data (buffers and shaders)
// NOTE: Current fbo size stored as globals in rlgl for convenience // NOTE: Current fbo size stored as globals in rlgl for convenience
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); rlglInit(CORE.Window.render.width, CORE.Window.render.height);
// Setup default viewport // Setup default viewport
SetupViewport(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height); SetupViewport(CORE.Window.render.width, CORE.Window.render.height);
#if defined(SUPPORT_MODULE_RTEXT) #if defined(SUPPORT_MODULE_RTEXT)
#if defined(SUPPORT_DEFAULT_FONT) #if defined(SUPPORT_DEFAULT_FONT)
@ -2775,6 +2773,8 @@ FilePathList LoadDirectoryFilesEx(const char *basePath, const char *filter, bool
if (DirectoryExists(basePath)) // It's a directory if (DirectoryExists(basePath)) // It's a directory
{ {
if ((filter != NULL) && (filter[0] == '\0')) filter = NULL;
// SCAN 1: Count files // SCAN 1: Count files
unsigned int fileCounter = GetDirectoryFileCountEx(basePath, filter, scanSubdirs); unsigned int fileCounter = GetDirectoryFileCountEx(basePath, filter, scanSubdirs);

View File

@ -3432,6 +3432,13 @@ unsigned int rlLoadTextureDepth(int width, int height, bool useRenderBuffer)
else glInternalFormat = GL_DEPTH_COMPONENT16; else glInternalFormat = GL_DEPTH_COMPONENT16;
} }
#endif #endif
#if defined(GRAPHICS_API_OPENGL_ES3)
// NOTE: This sized internal format should also work for WebGL 2.0
// WARNING: Specification only allows GL_DEPTH_COMPONENT32F for GL_FLOAT type
// REF: https://registry.khronos.org/OpenGL-Refpages/es3.0/html/glTexImage2D.xhtml
if (RLGL.ExtSupported.maxDepthBits == 24) glInternalFormat = GL_DEPTH_COMPONENT24;
else glInternalFormat = GL_DEPTH_COMPONENT16;
#endif
if (!useRenderBuffer && RLGL.ExtSupported.texDepth) if (!useRenderBuffer && RLGL.ExtSupported.texDepth)
{ {

View File

@ -2346,12 +2346,70 @@ void UpdateModelAnimationBones(Model model, ModelAnimation anim, int frame)
} }
} }
// at least 2x speed up vs the old method // Update model animated bones transform matrices by interpolating between two different given frames of different ModelAnimation(could be same too)
// Update model animated vertex data (positions and normals) for a given frame // NOTE: Updated data is not uploaded to GPU but kept at model.meshes[i].boneMatrices[boneId],
// NOTE: Updated data is uploaded to GPU // to be uploaded to shader at drawing, in case GPU skinning is enabled
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame) void UpdateModelAnimationBonesLerp(Model model, ModelAnimation animA, int frameA, ModelAnimation animB, int frameB, float value)
{ {
UpdateModelAnimationBones(model,anim,frame); if ((animA.frameCount > 0) && (animA.bones != NULL) && (animA.framePoses != NULL) &&
(animB.frameCount > 0) && (animB.bones != NULL) && (animB.framePoses != NULL) &&
(value >= 0.0f) && (value <= 1.0f))
{
frameA = frameA % animA.frameCount;
frameB = frameB % animB.frameCount;
for (int i = 0; i < model.meshCount; i++)
{
if (model.meshes[i].boneMatrices)
{
assert(model.meshes[i].boneCount == animA.boneCount);
assert(model.meshes[i].boneCount == animB.boneCount);
for (int boneId = 0; boneId < model.meshes[i].boneCount; boneId++)
{
Vector3 inTranslation = model.bindPose[boneId].translation;
Quaternion inRotation = model.bindPose[boneId].rotation;
Vector3 inScale = model.bindPose[boneId].scale;
Vector3 outATranslation = animA.framePoses[frameA][boneId].translation;
Quaternion outARotation = animA.framePoses[frameA][boneId].rotation;
Vector3 outAScale = animA.framePoses[frameA][boneId].scale;
Vector3 outBTranslation = animB.framePoses[frameB][boneId].translation;
Quaternion outBRotation = animB.framePoses[frameB][boneId].rotation;
Vector3 outBScale = animB.framePoses[frameB][boneId].scale;
Vector3 outTranslation = Vector3Lerp(outATranslation, outBTranslation, value);
Quaternion outRotation = QuaternionSlerp(outARotation, outBRotation, value);
Vector3 outScale = Vector3Lerp(outAScale, outBScale, value);
Vector3 invTranslation = Vector3RotateByQuaternion(Vector3Negate(inTranslation), QuaternionInvert(inRotation));
Quaternion invRotation = QuaternionInvert(inRotation);
Vector3 invScale = Vector3Divide((Vector3){ 1.0f, 1.0f, 1.0f }, inScale);
Vector3 boneTranslation = Vector3Add(
Vector3RotateByQuaternion(Vector3Multiply(outScale, invTranslation),
outRotation), outTranslation);
Quaternion boneRotation = QuaternionMultiply(outRotation, invRotation);
Vector3 boneScale = Vector3Multiply(outScale, invScale);
Matrix boneMatrix = MatrixMultiply(MatrixMultiply(
QuaternionToMatrix(boneRotation),
MatrixTranslate(boneTranslation.x, boneTranslation.y, boneTranslation.z)),
MatrixScale(boneScale.x, boneScale.y, boneScale.z));
model.meshes[i].boneMatrices[boneId] = boneMatrix;
}
}
}
}
}
// Update model vertex data (positions and normals) from mesh bone data
// NOTE: Updated data is uploaded to GPU
void UpdateModelVertsToCurrentBones(Model model)
{
//UpdateModelAnimationBones(model, anim, frame); // TODO: Review
for (int m = 0; m < model.meshCount; m++) for (int m = 0; m < model.meshCount; m++)
{ {
@ -2416,6 +2474,15 @@ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
} }
} }
// at least 2x speed up vs the old method
// Update model animated vertex data (positions and normals) for a given frame
// NOTE: Updated data is uploaded to GPU
void UpdateModelAnimation(Model model, ModelAnimation anim, int frame)
{
UpdateModelAnimationBones(model,anim,frame);
UpdateModelVertsToCurrentBones(model);
}
// Unload animation array data // Unload animation array data
void UnloadModelAnimations(ModelAnimation *animations, int animCount) void UnloadModelAnimations(ModelAnimation *animations, int animCount)
{ {
@ -5373,6 +5440,7 @@ static Model LoadGLTF(const char *fileName)
if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName); if (result != cgltf_result_success) TRACELOG(LOG_INFO, "MODEL: [%s] Failed to load mesh/material buffers", fileName);
int primitivesCount = 0; int primitivesCount = 0;
bool dracoCompression = false;
// NOTE: We will load every primitive in the glTF as a separate raylib Mesh // NOTE: We will load every primitive in the glTF as a separate raylib Mesh
// Determine total number of meshes needed from the node hierarchy // Determine total number of meshes needed from the node hierarchy
@ -5384,9 +5452,22 @@ static Model LoadGLTF(const char *fileName)
for (unsigned int p = 0; p < mesh->primitives_count; p++) for (unsigned int p = 0; p < mesh->primitives_count; p++)
{ {
if (mesh->primitives[p].type == cgltf_primitive_type_triangles) primitivesCount++; if (mesh->primitives[p].has_draco_mesh_compression)
{
dracoCompression = true;
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load mesh data, Draco compression not supported", fileName);
break;
}
else if (mesh->primitives[p].type == cgltf_primitive_type_triangles) primitivesCount++;
} }
} }
if (dracoCompression)
{
return model;
TRACELOG(LOG_WARNING, "MODEL: [%s] Failed to load glTF data", fileName);
}
TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount); TRACELOG(LOG_DEBUG, " > Primitives (triangles only) count based on hierarchy : %i", primitivesCount);
// Load our model data: meshes and materials // Load our model data: meshes and materials
@ -6244,7 +6325,10 @@ static bool GetPoseAtTimeGLTF(cgltf_interpolation_type interpolationType, cgltf_
} }
// Constant animation, no need to interpolate // Constant animation, no need to interpolate
if (FloatEquals(tend, tstart)) return true; if (FloatEquals(tend, tstart))
{
interpolationType = cgltf_interpolation_type_step;
}
float duration = fmaxf((tend - tstart), EPSILON); float duration = fmaxf((tend - tstart), EPSILON);
float t = (time - tstart)/duration; float t = (time - tstart)/duration;

View File

@ -682,7 +682,7 @@ GlyphInfo *LoadFontData(const unsigned char *fileData, int dataSize, int fontSiz
// Render a unicode codepoint to a bitmap // Render a unicode codepoint to a bitmap
// stbtt_GetCodepointBitmap() -- allocates and returns a bitmap // stbtt_GetCodepointBitmap() -- allocates and returns a bitmap
// stbtt_GetCodepointBitmapBox() -- how big the bitmap must be // stbtt_GetCodepointBitmapBox() -- how big the bitmap must be
// stbtt_MakeCodepointBitmap() -- renders into bitmap you provide // stbtt_MakeCodepointBitmap() -- renders into a provided bitmap
// Check if a glyph is available in the font // Check if a glyph is available in the font
// WARNING: if (index == 0), glyph not found, it could fallback to default .notdef glyph (if defined in font) // WARNING: if (index == 0), glyph not found, it could fallback to default .notdef glyph (if defined in font)
@ -796,7 +796,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
if (glyphs == NULL) if (glyphs == NULL)
{ {
TRACELOG(LOG_WARNING, "FONT: Provided chars info not valid, returning empty image atlas"); TRACELOG(LOG_WARNING, "FONT: Provided glyphs info not valid, returning empty image atlas");
return atlas; return atlas;
} }
@ -818,25 +818,11 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
totalWidth += glyphs[i].image.width + 2*padding; totalWidth += glyphs[i].image.width + 2*padding;
} }
//#define SUPPORT_FONT_ATLAS_SIZE_CONSERVATIVE
#if defined(SUPPORT_FONT_ATLAS_SIZE_CONSERVATIVE)
int rowCount = 0;
int imageSize = 64; // Define minimum starting value to avoid unnecessary calculation steps for very small images
// NOTE: maxGlyphWidth is maximum possible space left at the end of row
while (totalWidth > (imageSize - maxGlyphWidth)*rowCount)
{
imageSize *= 2; // Double the size of image (to keep POT)
rowCount = imageSize/(fontSize + 2*padding); // Calculate new row count for the new image size
}
atlas.width = imageSize; // Atlas bitmap width
atlas.height = imageSize; // Atlas bitmap height
#else
int paddedFontSize = fontSize + 2*padding; int paddedFontSize = fontSize + 2*padding;
// No need for a so-conservative atlas generation // Estimate image atlas size from available data
// NOTE: Multiplying total expected are by 1.2f scale factor // NOTE: Multiplying total expected area by 1.2f scale factor but in case
// some glyphs do not fit, the atlas height is scaled x2 to fit them
float totalArea = totalWidth*paddedFontSize*1.2f; float totalArea = totalWidth*paddedFontSize*1.2f;
float imageMinSize = sqrtf(totalArea); float imageMinSize = sqrtf(totalArea);
int imageSize = (int)powf(2, ceilf(logf(imageMinSize)/logf(2))); int imageSize = (int)powf(2, ceilf(logf(imageMinSize)/logf(2)));
@ -851,7 +837,6 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
atlas.width = imageSize; // Atlas bitmap width atlas.width = imageSize; // Atlas bitmap width
atlas.height = imageSize; // Atlas bitmap height atlas.height = imageSize; // Atlas bitmap height
} }
#endif
int atlasDataSize = atlas.width*atlas.height; // Save total size for bounds checking int atlasDataSize = atlas.width*atlas.height; // Save total size for bounds checking
atlas.data = (unsigned char *)RL_CALLOC(atlasDataSize, 1); // Create a bitmap to store characters (8 bpp) atlas.data = (unsigned char *)RL_CALLOC(atlasDataSize, 1); // Create a bitmap to store characters (8 bpp)
@ -881,16 +866,17 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
if (offsetY > (atlas.height - fontSize - padding)) if (offsetY > (atlas.height - fontSize - padding))
{ {
for (int j = i + 1; j < glyphCount; j++) TRACELOG(LOG_WARNING, "FONT: Updating atlas size to fit all characters");
{
TRACELOG(LOG_WARNING, "FONT: Failed to package character (0x%02x)", glyphs[j].value); // TODO: Increment atlas size (atlas.height*2) and continue adding glyphs
// Make sure remaining recs contain valid data int updatedAtlasHeight = atlas.height*2;
recs[j].x = 0; int updatedAtlasDataSize = atlas.width*atlas.height;
recs[j].y = 0; unsigned char *updatedAtlasData = (unsigned char *)RL_CALLOC(updatedAtlasDataSize, 1);
recs[j].width = 0;
recs[j].height = 0; memcpy(updatedAtlasData, atlas.data, atlasDataSize);
} RL_FREE(atlas.data);
break; // Break for() loop, stop processing glyphs atlas.height = updatedAtlasHeight;
atlasDataSize = updatedAtlasDataSize;
} }
} }
@ -967,7 +953,7 @@ Image GenImageFontAtlas(const GlyphInfo *glyphs, Rectangle **glyphRecs, int glyp
} }
} }
} }
else TRACELOG(LOG_WARNING, "FONT: Failed to package character (0x%02x)", glyphs[i].value); else TRACELOG(LOG_WARNING, "FONT: Failed to package glyph (0x%02x)", glyphs[i].value);
} }
RL_FREE(rects); RL_FREE(rects);

View File

@ -883,7 +883,7 @@ Image GenImageGradientRadial(int width, int height, float density, Color inner,
float factor = (dist - radius*density)/(radius*(1.0f - density)); float factor = (dist - radius*density)/(radius*(1.0f - density));
factor = (float)fmax(factor, 0.0f); factor = (float)fmax(factor, 0.0f);
factor = (float)fmin(factor, 1.f); // dist can be bigger than radius, so we have to check factor = (float)fmin(factor, 1.f); // Distance can be bigger than radius, so it needs to be checked
pixels[y*width + x].r = (int)((float)outer.r*factor + (float)inner.r*(1.0f - factor)); pixels[y*width + x].r = (int)((float)outer.r*factor + (float)inner.r*(1.0f - factor));
pixels[y*width + x].g = (int)((float)outer.g*factor + (float)inner.g*(1.0f - factor)); pixels[y*width + x].g = (int)((float)outer.g*factor + (float)inner.g*(1.0f - factor));
@ -1032,7 +1032,7 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
if (p < -1.0f) p = -1.0f; if (p < -1.0f) p = -1.0f;
if (p > 1.0f) p = 1.0f; if (p > 1.0f) p = 1.0f;
// We need to normalize the data from [-1..1] to [0..1] // Data needs to be normalized from [-1..1] to [0..1]
float np = (p + 1.0f)/2.0f; float np = (p + 1.0f)/2.0f;
unsigned char intensity = (unsigned char)(np*255.0f); unsigned char intensity = (unsigned char)(np*255.0f);
@ -1264,7 +1264,7 @@ void ImageFormat(Image *image, int newFormat)
{ {
Vector4 *pixels = LoadImageDataNormalized(*image); // Supports 8 to 32 bit per channel Vector4 *pixels = LoadImageDataNormalized(*image); // Supports 8 to 32 bit per channel
RL_FREE(image->data); // WARNING! We loose mipmaps data --> Regenerated at the end... RL_FREE(image->data); // WARNING! Loosing mipmaps data --> Regenerated at the end
image->data = NULL; image->data = NULL;
image->format = newFormat; image->format = newFormat;
@ -1759,7 +1759,7 @@ void ImageResize(Image *image, int newWidth, int newHeight)
// Security check to avoid program crash // Security check to avoid program crash
if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return; if ((image->data == NULL) || (image->width == 0) || (image->height == 0)) return;
// Check if we can use a fast path on image scaling // Check if a fast path can be used on image scaling
// It can be for 8 bit per channel images with 1 to 4 channels per pixel // It can be for 8 bit per channel images with 1 to 4 channels per pixel
if ((image->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) || if ((image->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) ||
(image->format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) || (image->format == PIXELFORMAT_UNCOMPRESSED_GRAY_ALPHA) ||
@ -2026,7 +2026,7 @@ void ImageAlphaMask(Image *image, Image alphaMask)
Image mask = ImageCopy(alphaMask); Image mask = ImageCopy(alphaMask);
if (mask.format != PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) ImageFormat(&mask, PIXELFORMAT_UNCOMPRESSED_GRAYSCALE); if (mask.format != PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) ImageFormat(&mask, PIXELFORMAT_UNCOMPRESSED_GRAYSCALE);
// In case image is only grayscale, we just add alpha channel // In case image is only grayscale, just add alpha channel
if (image->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE) if (image->format == PIXELFORMAT_UNCOMPRESSED_GRAYSCALE)
{ {
unsigned char *data = (unsigned char *)RL_MALLOC(image->width*image->height*2); unsigned char *data = (unsigned char *)RL_MALLOC(image->width*image->height*2);
@ -2479,7 +2479,7 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
TRACELOG(LOG_WARNING, "IMAGE: Unsupported dithered OpenGL internal format: %ibpp (R%iG%iB%iA%i)", (rBpp+gBpp+bBpp+aBpp), rBpp, gBpp, bBpp, aBpp); TRACELOG(LOG_WARNING, "IMAGE: Unsupported dithered OpenGL internal format: %ibpp (R%iG%iB%iA%i)", (rBpp+gBpp+bBpp+aBpp), rBpp, gBpp, bBpp, aBpp);
} }
// NOTE: We will store the dithered data as unsigned short (16bpp) // NOTE: Storing the dithered data as unsigned short (16bpp)
image->data = (unsigned short *)RL_MALLOC(image->width*image->height*sizeof(unsigned short)); image->data = (unsigned short *)RL_MALLOC(image->width*image->height*sizeof(unsigned short));
Color oldPixel = WHITE; Color oldPixel = WHITE;
@ -2507,8 +2507,8 @@ void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp)
newPixel.b = oldPixel.b >> (8 - bBpp); // B bits newPixel.b = oldPixel.b >> (8 - bBpp); // B bits
newPixel.a = oldPixel.a >> (8 - aBpp); // A bits (not used on dithering) newPixel.a = oldPixel.a >> (8 - aBpp); // A bits (not used on dithering)
// NOTE: Error must be computed between new and old pixel but using same number of bits! // NOTE: Error must be computed between new and old pixel but using same number of bits,
// We want to know how much color precision we have lost... // to know how much color precision has been lost
rError = (int)oldPixel.r - (int)(newPixel.r << (8 - rBpp)); rError = (int)oldPixel.r - (int)(newPixel.r << (8 - rBpp));
gError = (int)oldPixel.g - (int)(newPixel.g << (8 - gBpp)); gError = (int)oldPixel.g - (int)(newPixel.g << (8 - gBpp));
bError = (int)oldPixel.b - (int)(newPixel.b << (8 - bBpp)); bError = (int)oldPixel.b - (int)(newPixel.b << (8 - bBpp));
@ -3134,7 +3134,7 @@ Color *LoadImagePalette(Image image, int maxPaletteSize, int *colorCount)
palette[palCount] = pixels[i]; // Add pixels[i] to palette palette[palCount] = pixels[i]; // Add pixels[i] to palette
palCount++; palCount++;
// We reached the limit of colors supported by palette // Reached the limit of colors supported by palette
if (palCount >= maxPaletteSize) if (palCount >= maxPaletteSize)
{ {
i = image.width*image.height; // Finish palette get i = image.width*image.height; // Finish palette get
@ -3295,9 +3295,9 @@ Color GetImageColor(Image image, int x, int y)
case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32: case PIXELFORMAT_UNCOMPRESSED_R32G32B32A32:
{ {
color.r = (unsigned char)(((float *)image.data)[(y*image.width + x)*4]*255.0f); color.r = (unsigned char)(((float *)image.data)[(y*image.width + x)*4]*255.0f);
color.g = (unsigned char)(((float *)image.data)[(y*image.width + x)*4]*255.0f); color.g = (unsigned char)(((float *)image.data)[(y*image.width + x)*4 + 1]*255.0f);
color.b = (unsigned char)(((float *)image.data)[(y*image.width + x)*4]*255.0f); color.b = (unsigned char)(((float *)image.data)[(y*image.width + x)*4 + 2]*255.0f);
color.a = (unsigned char)(((float *)image.data)[(y*image.width + x)*4]*255.0f); color.a = (unsigned char)(((float *)image.data)[(y*image.width + x)*4 + 3]*255.0f);
} break; } break;
case PIXELFORMAT_UNCOMPRESSED_R16: case PIXELFORMAT_UNCOMPRESSED_R16:
@ -3319,9 +3319,9 @@ Color GetImageColor(Image image, int x, int y)
case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16: case PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
{ {
color.r = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4])*255.0f); color.r = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4])*255.0f);
color.g = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4])*255.0f); color.g = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4 + 1])*255.0f);
color.b = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4])*255.0f); color.b = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4 + 2])*255.0f);
color.a = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4])*255.0f); color.a = (unsigned char)(HalfToFloat(((unsigned short *)image.data)[(y*image.width + x)*4 + 3])*255.0f);
} break; } break;
default: TRACELOG(LOG_WARNING, "Compressed image format does not support color reading"); break; default: TRACELOG(LOG_WARNING, "Compressed image format does not support color reading"); break;
@ -3806,7 +3806,7 @@ void ImageDrawTriangle(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color col
for (int x = xMin; x <= xMax; x++) for (int x = xMin; x <= xMax; x++)
{ {
// Check if the pixel is inside the triangle using barycentric coordinates // Check if the pixel is inside the triangle using barycentric coordinates
// If it is then we can draw the pixel with the given color // If it is, the pixel can be drawn with the given color
if ((w1 | w2 | w3) >= 0) ImageDrawPixel(dst, x, y, color); if ((w1 | w2 | w3) >= 0) ImageDrawPixel(dst, x, y, color);
// Increment the barycentric coordinates for the next pixel // Increment the barycentric coordinates for the next pixel
@ -3863,9 +3863,6 @@ void ImageDrawTriangleEx(Image *dst, Vector2 v1, Vector2 v2, Vector2 v3, Color c
int w3Row = (int)((xMin - v1.x)*w3XStep + w3YStep*(yMin - v1.y)); int w3Row = (int)((xMin - v1.x)*w3XStep + w3YStep*(yMin - v1.y));
// Calculate the inverse of the sum of the barycentric coordinates for normalization // Calculate the inverse of the sum of the barycentric coordinates for normalization
// NOTE 1: Here, we act as if we multiply by 255 the reciprocal, which avoids additional
// calculations in the loop. This is acceptable because we are only interpolating colors
// NOTE 2: This sum remains constant throughout the triangle
float wInvSum = 255.0f/(w1Row + w2Row + w3Row); float wInvSum = 255.0f/(w1Row + w2Row + w3Row);
// Rasterization loop // Rasterization loop
@ -3965,11 +3962,11 @@ void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec, Color
if ((srcRec.y + srcRec.height) > src.height) srcRec.height = src.height - srcRec.y; if ((srcRec.y + srcRec.height) > src.height) srcRec.height = src.height - srcRec.y;
// Check if source rectangle needs to be resized to destination rectangle // Check if source rectangle needs to be resized to destination rectangle
// In that case, we make a copy of source, and we apply all required transform // In that case, make a copy of source, and apply all required transform
if (((int)srcRec.width != (int)dstRec.width) || ((int)srcRec.height != (int)dstRec.height)) if (((int)srcRec.width != (int)dstRec.width) || ((int)srcRec.height != (int)dstRec.height))
{ {
srcMod = ImageFromImage(src, srcRec); // Create image from another image srcMod = ImageFromImage(src, srcRec); // Create image from another image
ImageResize(&srcMod, (int)dstRec.width, (int)dstRec.height); // Resize to destination rectangle ImageResize(&srcMod, (int)dstRec.width, (int)dstRec.height); // Resize to destination rectangle
srcRec = (Rectangle){ 0, 0, (float)srcMod.width, (float)srcMod.height }; srcRec = (Rectangle){ 0, 0, (float)srcMod.width, (float)srcMod.height };
srcPtr = &srcMod; srcPtr = &srcMod;
@ -5126,7 +5123,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
else if (src.a == 255) out = src; else if (src.a == 255) out = src;
else else
{ {
unsigned int alpha = (unsigned int)src.a + 1; // We are shifting by 8 (dividing by 256), so we need to take that excess into account unsigned int alpha = (unsigned int)src.a + 1; // Shifting by 8 (dividing by 256), so need to take that excess into account
out.a = (unsigned char)(((unsigned int)alpha*256 + (unsigned int)dst.a*(256 - alpha)) >> 8); out.a = (unsigned char)(((unsigned int)alpha*256 + (unsigned int)dst.a*(256 - alpha)) >> 8);
if (out.a > 0) if (out.a > 0)

View File

@ -20,10 +20,4 @@ Example elements validated:
``` ```
| **EXAMPLE NAME** | [C] | [CAT]| [INFO]|[PNG]|[WPNG]| [RES]| [MK] |[MKWEB]| [VCX]| [SOL]|[RDME]|[JS] | [WOUT]|[WMETA]| | **EXAMPLE NAME** | [C] | [CAT]| [INFO]|[PNG]|[WPNG]| [RES]| [MK] |[MKWEB]| [VCX]| [SOL]|[RDME]|[JS] | [WOUT]|[WMETA]|
|:---------------------------------|:---:|:----:|:-----:|:---:|:----:|:----:|:----:|:-----:|:----:|:----:|:----:|:---:|:-----:|:-----:| |:---------------------------------|:---:|:----:|:-----:|:---:|:----:|:----:|:----:|:-----:|:----:|:----:|:----:|:---:|:-----:|:-----:|
| core_highdpi_testbed | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_animation_bone_blending | ✔ | ✔ | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| rlgl_standalone | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| rlgl_compute_shader | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| easings_testbed | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |

View File

@ -62,12 +62,13 @@ Example elements validated:
| core_viewport_scaling | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_viewport_scaling | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_input_actions | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_input_actions | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_directory_files | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_directory_files | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_highdpi_testbed | ✔ | ✔ | ✔ | ✔ | | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_highdpi_testbed | ✔ | ✔ | ✔ | ✔ | | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_screen_recording | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_screen_recording | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_clipboard_text | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_clipboard_text | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_text_file_loading | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_text_file_loading | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_compute_hash | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_compute_hash | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_keyboard_testbed | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_keyboard_testbed | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_window_web | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_basic_shapes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_basic_shapes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_bouncing_ball | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_bouncing_ball | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_bullet_hell | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_bullet_hell | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -107,6 +108,7 @@ Example elements validated:
| shapes_ball_physics | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_ball_physics | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_penrose_tile | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_penrose_tile | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_hilbert_curve | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_hilbert_curve | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_easings_testbed | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_logo_raylib | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | textures_logo_raylib | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_srcrec_dstrec | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | textures_srcrec_dstrec | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| textures_image_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | textures_image_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -180,6 +182,8 @@ Example elements validated:
| models_rotating_cube | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_rotating_cube | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_decals | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_decals | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_directional_billboard | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | models_directional_billboard | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation_bone_blending | ✔ | ✔ | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| models_animation_blending | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_ascii_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_ascii_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_basic_lighting | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_basic_lighting | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_model_shader | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_model_shader | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -213,6 +217,7 @@ Example elements validated:
| shaders_rounded_rectangle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_rounded_rectangle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_depth_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_depth_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_game_of_life | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shaders_game_of_life | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shaders_rlgl_compute | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_module_playing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | audio_module_playing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_music_stream | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | audio_music_stream | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_raw_stream | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | audio_raw_stream | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
@ -222,9 +227,3 @@ Example elements validated:
| audio_sound_multi | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | audio_sound_multi | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_sound_positioning | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | audio_sound_positioning | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| audio_spectrum_visualizer | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | audio_spectrum_visualizer | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| rlgl_standalone | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| rlgl_compute_shader | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| easings_testbed | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |

View File

@ -63,7 +63,7 @@
#endif #endif
#define REXM_MAX_EXAMPLES 512 #define REXM_MAX_EXAMPLES 512
#define REXM_MAX_EXAMPLE_CATEGORIES 8 #define REXM_MAX_EXAMPLE_CATEGORIES 7
#define REXM_MAX_BUFFER_SIZE (2*1024*1024) // 2MB #define REXM_MAX_BUFFER_SIZE (2*1024*1024) // 2MB
@ -83,7 +83,7 @@
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// raylib example info struct // raylib example info struct
typedef struct { typedef struct {
char category[16]; // Example category: core, shapes, textures, text, models, shaders, audio, [others] char category[16]; // Example category: core, shapes, textures, text, models, shaders, audio
char name[128]; // Example name: <category>_name_part char name[128]; // Example name: <category>_name_part
int stars; // Example stars count: ★☆☆☆ int stars; // Example stars count: ★☆☆☆
char verCreated[12]; // Example raylib creation version char verCreated[12]; // Example raylib creation version
@ -151,7 +151,7 @@ typedef enum {
OP_TESTLOG = 9, // Process available examples logs to generate report OP_TESTLOG = 9, // Process available examples logs to generate report
} rlExampleOperation; } rlExampleOperation;
static const char *exCategories[REXM_MAX_EXAMPLE_CATEGORIES] = { "core", "shapes", "textures", "text", "models", "shaders", "audio", "others" }; static const char *exCategories[REXM_MAX_EXAMPLE_CATEGORIES] = { "core", "shapes", "textures", "text", "models", "shaders", "audio" };
// Paths required for examples management // Paths required for examples management
// NOTE: Paths can be provided with environment variables // NOTE: Paths can be provided with environment variables
@ -170,7 +170,7 @@ static const char *exVSProjectSolutionFile = NULL; // Env REXM_EXAMPLES_VS2022_S
static int UpdateRequiredFiles(void); static int UpdateRequiredFiles(void);
// Load examples collection information // Load examples collection information
// NOTE 1: Load by category: "ALL", "core", "shapes", "textures", "text", "models", "shaders", others" // NOTE 1: Load by category: "ALL", "core", "shapes", "textures", "text", "models", "shaders", audio"
// NOTE 2: Sort examples list on request flag // NOTE 2: Sort examples list on request flag
static rlExampleInfo *LoadExampleData(const char *filter, bool sort, int *exCount); static rlExampleInfo *LoadExampleData(const char *filter, bool sort, int *exCount);
static void UnloadExampleData(rlExampleInfo *exInfo); static void UnloadExampleData(rlExampleInfo *exInfo);
@ -590,7 +590,6 @@ int main(int argc, char *argv[])
else if (TextIsEqual(exCategory, "models")) nextCategoryIndex = 5; else if (TextIsEqual(exCategory, "models")) nextCategoryIndex = 5;
else if (TextIsEqual(exCategory, "shaders")) nextCategoryIndex = 6; else if (TextIsEqual(exCategory, "shaders")) nextCategoryIndex = 6;
else if (TextIsEqual(exCategory, "audio")) nextCategoryIndex = 7; else if (TextIsEqual(exCategory, "audio")) nextCategoryIndex = 7;
else if (TextIsEqual(exCategory, "others")) nextCategoryIndex = -1; // Add to EOF
// Get required example info from example file header (if provided) // Get required example info from example file header (if provided)
@ -1039,7 +1038,7 @@ int main(int argc, char *argv[])
if (nextCatIndex > (REXM_MAX_EXAMPLE_CATEGORIES - 1)) nextCatIndex = -1; // EOF if (nextCatIndex > (REXM_MAX_EXAMPLE_CATEGORIES - 1)) nextCatIndex = -1; // EOF
// Find position to add new example on list, just before the following category // Find position to add new example on list, just before the following category
// Category order: core, shapes, textures, text, models, shaders, audio, [others] // Category order: core, shapes, textures, text, models, shaders, audio
int exListNextCatIndex = -1; int exListNextCatIndex = -1;
if (nextCatIndex != -1) exListNextCatIndex = TextFindIndex(exList, exCategories[nextCatIndex]); if (nextCatIndex != -1) exListNextCatIndex = TextFindIndex(exList, exCategories[nextCatIndex]);
else exListNextCatIndex = exListLen; // EOF else exListNextCatIndex = exListLen; // EOF
@ -1972,7 +1971,6 @@ static int UpdateRequiredFiles(void)
//------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------
// Edit: raylib/examples/Makefile.Web --> Update from collection // 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"); LOG("INFO: Updating raylib/examples/Makefile.Web\n");
char *mkwText = LoadFileText(TextFormat("%s/Makefile.Web", exBasePath)); char *mkwText = LoadFileText(TextFormat("%s/Makefile.Web", exBasePath));
@ -1985,8 +1983,7 @@ static int UpdateRequiredFiles(void)
memcpy(mkwTextUpdated, mkwText, mkwListStartIndex); memcpy(mkwTextUpdated, mkwText, mkwListStartIndex);
mkwIndex = sprintf(mkwTextUpdated + mkwListStartIndex, "#EXAMPLES_LIST_START\n"); mkwIndex = sprintf(mkwTextUpdated + mkwListStartIndex, "#EXAMPLES_LIST_START\n");
// NOTE: We avoid the "others" category on web building for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES; i++)
for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES - 1; i++)
{ {
mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, TextFormat("%s = \\\n", TextToUpper(exCategories[i]))); mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, TextFormat("%s = \\\n", TextToUpper(exCategories[i])));
@ -2011,8 +2008,7 @@ static int UpdateRequiredFiles(void)
mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, "shaders: $(SHADERS)\n"); mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, "shaders: $(SHADERS)\n");
mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, "audio: $(AUDIO)\n\n"); mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, "audio: $(AUDIO)\n\n");
// NOTE: We avoid the "others" category on web building for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES; i++)
for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES - 1; i++)
{ {
mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, TextFormat("# Compile %s examples\n", TextToUpper(exCategories[i]))); mkwIndex += sprintf(mkwTextUpdated + mkwListStartIndex + mkwIndex, TextFormat("# Compile %s examples\n", TextToUpper(exCategories[i])));
@ -2159,12 +2155,6 @@ static int UpdateRequiredFiles(void)
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex, mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex,
"Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.\n\n"); "Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.\n\n");
} }
else if (i == 7) // "others"
{
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex, TextFormat("\n### category: others [%i]\n\n", exCollectionCount));
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex,
"Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.\n\n");
}
// Table header required // Table header required
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex, "| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |\n"); mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex, "| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |\n");
@ -2227,8 +2217,7 @@ static int UpdateRequiredFiles(void)
char starsText[16] = { 0 }; char starsText[16] = { 0 };
// NOTE: We avoid "others" category for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES; i++)
for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES - 1; i++)
{ {
int exCollectionCount = 0; int exCollectionCount = 0;
rlExampleInfo *exCollection = LoadExampleData(exCategories[i], false, &exCollectionCount); rlExampleInfo *exCollection = LoadExampleData(exCategories[i], false, &exCollectionCount);
@ -2295,8 +2284,7 @@ static rlExampleInfo *LoadExampleData(const char *filter, bool sort, int *exCoun
(lines[i][0] == 's') || // shapes, shaders (lines[i][0] == 's') || // shapes, shaders
(lines[i][0] == 't') || // textures, text (lines[i][0] == 't') || // textures, text
(lines[i][0] == 'm') || // models (lines[i][0] == 'm') || // models
(lines[i][0] == 'a') || // audio (lines[i][0] == 'a'))) // audio
(lines[i][0] == 'o'))) // TODO: Get others category?
{ {
rlExampleInfo info = { 0 }; rlExampleInfo info = { 0 };
int result = ParseExampleInfoLine(lines[i], &info); int result = ParseExampleInfoLine(lines[i], &info);

View File

@ -11436,6 +11436,48 @@
} }
] ]
}, },
{
"name": "UpdateModelAnimationBonesLerp",
"description": "Update model animation mesh bone matrices with interpolation between two poses(GPU skinning)",
"returnType": "void",
"params": [
{
"type": "Model",
"name": "model"
},
{
"type": "ModelAnimation",
"name": "animA"
},
{
"type": "int",
"name": "frameA"
},
{
"type": "ModelAnimation",
"name": "animB"
},
{
"type": "int",
"name": "frameB"
},
{
"type": "float",
"name": "value"
}
]
},
{
"name": "UpdateModelVertsToCurrentBones",
"description": "Update model vertices according to mesh bone matrices (CPU)",
"returnType": "void",
"params": [
{
"type": "Model",
"name": "model"
}
]
},
{ {
"name": "UnloadModelAnimation", "name": "UnloadModelAnimation",
"description": "Unload animation data", "description": "Unload animation data",

View File

@ -7812,6 +7812,27 @@ return {
{type = "int", name = "frame"} {type = "int", name = "frame"}
} }
}, },
{
name = "UpdateModelAnimationBonesLerp",
description = "Update model animation mesh bone matrices with interpolation between two poses(GPU skinning)",
returnType = "void",
params = {
{type = "Model", name = "model"},
{type = "ModelAnimation", name = "animA"},
{type = "int", name = "frameA"},
{type = "ModelAnimation", name = "animB"},
{type = "int", name = "frameB"},
{type = "float", name = "value"}
}
},
{
name = "UpdateModelVertsToCurrentBones",
description = "Update model vertices according to mesh bone matrices (CPU)",
returnType = "void",
params = {
{type = "Model", name = "model"}
}
},
{ {
name = "UnloadModelAnimation", name = "UnloadModelAnimation",
description = "Unload animation data", description = "Unload animation data",

View File

@ -992,7 +992,7 @@ Callback 006: AudioCallback() (2 input parameters)
Param[1]: bufferData (type: void *) Param[1]: bufferData (type: void *)
Param[2]: frames (type: unsigned int) Param[2]: frames (type: unsigned int)
Functions found: 599 Functions found: 601
Function 001: InitWindow() (3 input parameters) Function 001: InitWindow() (3 input parameters)
Name: InitWindow Name: InitWindow
@ -4354,24 +4354,39 @@ Function 522: UpdateModelAnimationBones() (3 input parameters)
Param[1]: model (type: Model) Param[1]: model (type: Model)
Param[2]: anim (type: ModelAnimation) Param[2]: anim (type: ModelAnimation)
Param[3]: frame (type: int) Param[3]: frame (type: int)
Function 523: UnloadModelAnimation() (1 input parameters) Function 523: UpdateModelAnimationBonesLerp() (6 input parameters)
Name: UpdateModelAnimationBonesLerp
Return type: void
Description: Update model animation mesh bone matrices with interpolation between two poses(GPU skinning)
Param[1]: model (type: Model)
Param[2]: animA (type: ModelAnimation)
Param[3]: frameA (type: int)
Param[4]: animB (type: ModelAnimation)
Param[5]: frameB (type: int)
Param[6]: value (type: float)
Function 524: UpdateModelVertsToCurrentBones() (1 input parameters)
Name: UpdateModelVertsToCurrentBones
Return type: void
Description: Update model vertices according to mesh bone matrices (CPU)
Param[1]: model (type: Model)
Function 525: UnloadModelAnimation() (1 input parameters)
Name: UnloadModelAnimation Name: UnloadModelAnimation
Return type: void Return type: void
Description: Unload animation data Description: Unload animation data
Param[1]: anim (type: ModelAnimation) Param[1]: anim (type: ModelAnimation)
Function 524: UnloadModelAnimations() (2 input parameters) Function 526: UnloadModelAnimations() (2 input parameters)
Name: UnloadModelAnimations Name: UnloadModelAnimations
Return type: void Return type: void
Description: Unload animation array data Description: Unload animation array data
Param[1]: animations (type: ModelAnimation *) Param[1]: animations (type: ModelAnimation *)
Param[2]: animCount (type: int) Param[2]: animCount (type: int)
Function 525: IsModelAnimationValid() (2 input parameters) Function 527: IsModelAnimationValid() (2 input parameters)
Name: IsModelAnimationValid Name: IsModelAnimationValid
Return type: bool Return type: bool
Description: Check model animation skeleton match Description: Check model animation skeleton match
Param[1]: model (type: Model) Param[1]: model (type: Model)
Param[2]: anim (type: ModelAnimation) Param[2]: anim (type: ModelAnimation)
Function 526: CheckCollisionSpheres() (4 input parameters) Function 528: CheckCollisionSpheres() (4 input parameters)
Name: CheckCollisionSpheres Name: CheckCollisionSpheres
Return type: bool Return type: bool
Description: Check collision between two spheres Description: Check collision between two spheres
@ -4379,40 +4394,40 @@ Function 526: CheckCollisionSpheres() (4 input parameters)
Param[2]: radius1 (type: float) Param[2]: radius1 (type: float)
Param[3]: center2 (type: Vector3) Param[3]: center2 (type: Vector3)
Param[4]: radius2 (type: float) Param[4]: radius2 (type: float)
Function 527: CheckCollisionBoxes() (2 input parameters) Function 529: CheckCollisionBoxes() (2 input parameters)
Name: CheckCollisionBoxes Name: CheckCollisionBoxes
Return type: bool Return type: bool
Description: Check collision between two bounding boxes Description: Check collision between two bounding boxes
Param[1]: box1 (type: BoundingBox) Param[1]: box1 (type: BoundingBox)
Param[2]: box2 (type: BoundingBox) Param[2]: box2 (type: BoundingBox)
Function 528: CheckCollisionBoxSphere() (3 input parameters) Function 530: CheckCollisionBoxSphere() (3 input parameters)
Name: CheckCollisionBoxSphere Name: CheckCollisionBoxSphere
Return type: bool Return type: bool
Description: Check collision between box and sphere Description: Check collision between box and sphere
Param[1]: box (type: BoundingBox) Param[1]: box (type: BoundingBox)
Param[2]: center (type: Vector3) Param[2]: center (type: Vector3)
Param[3]: radius (type: float) Param[3]: radius (type: float)
Function 529: GetRayCollisionSphere() (3 input parameters) Function 531: GetRayCollisionSphere() (3 input parameters)
Name: GetRayCollisionSphere Name: GetRayCollisionSphere
Return type: RayCollision Return type: RayCollision
Description: Get collision info between ray and sphere Description: Get collision info between ray and sphere
Param[1]: ray (type: Ray) Param[1]: ray (type: Ray)
Param[2]: center (type: Vector3) Param[2]: center (type: Vector3)
Param[3]: radius (type: float) Param[3]: radius (type: float)
Function 530: GetRayCollisionBox() (2 input parameters) Function 532: GetRayCollisionBox() (2 input parameters)
Name: GetRayCollisionBox Name: GetRayCollisionBox
Return type: RayCollision Return type: RayCollision
Description: Get collision info between ray and box Description: Get collision info between ray and box
Param[1]: ray (type: Ray) Param[1]: ray (type: Ray)
Param[2]: box (type: BoundingBox) Param[2]: box (type: BoundingBox)
Function 531: GetRayCollisionMesh() (3 input parameters) Function 533: GetRayCollisionMesh() (3 input parameters)
Name: GetRayCollisionMesh Name: GetRayCollisionMesh
Return type: RayCollision Return type: RayCollision
Description: Get collision info between ray and mesh Description: Get collision info between ray and mesh
Param[1]: ray (type: Ray) Param[1]: ray (type: Ray)
Param[2]: mesh (type: Mesh) Param[2]: mesh (type: Mesh)
Param[3]: transform (type: Matrix) Param[3]: transform (type: Matrix)
Function 532: GetRayCollisionTriangle() (4 input parameters) Function 534: GetRayCollisionTriangle() (4 input parameters)
Name: GetRayCollisionTriangle Name: GetRayCollisionTriangle
Return type: RayCollision Return type: RayCollision
Description: Get collision info between ray and triangle Description: Get collision info between ray and triangle
@ -4420,7 +4435,7 @@ Function 532: GetRayCollisionTriangle() (4 input parameters)
Param[2]: p1 (type: Vector3) Param[2]: p1 (type: Vector3)
Param[3]: p2 (type: Vector3) Param[3]: p2 (type: Vector3)
Param[4]: p3 (type: Vector3) Param[4]: p3 (type: Vector3)
Function 533: GetRayCollisionQuad() (5 input parameters) Function 535: GetRayCollisionQuad() (5 input parameters)
Name: GetRayCollisionQuad Name: GetRayCollisionQuad
Return type: RayCollision Return type: RayCollision
Description: Get collision info between ray and quad Description: Get collision info between ray and quad
@ -4429,158 +4444,158 @@ Function 533: GetRayCollisionQuad() (5 input parameters)
Param[3]: p2 (type: Vector3) Param[3]: p2 (type: Vector3)
Param[4]: p3 (type: Vector3) Param[4]: p3 (type: Vector3)
Param[5]: p4 (type: Vector3) Param[5]: p4 (type: Vector3)
Function 534: InitAudioDevice() (0 input parameters) Function 536: InitAudioDevice() (0 input parameters)
Name: InitAudioDevice Name: InitAudioDevice
Return type: void Return type: void
Description: Initialize audio device and context Description: Initialize audio device and context
No input parameters No input parameters
Function 535: CloseAudioDevice() (0 input parameters) Function 537: CloseAudioDevice() (0 input parameters)
Name: CloseAudioDevice Name: CloseAudioDevice
Return type: void Return type: void
Description: Close the audio device and context Description: Close the audio device and context
No input parameters No input parameters
Function 536: IsAudioDeviceReady() (0 input parameters) Function 538: IsAudioDeviceReady() (0 input parameters)
Name: IsAudioDeviceReady Name: IsAudioDeviceReady
Return type: bool Return type: bool
Description: Check if audio device has been initialized successfully Description: Check if audio device has been initialized successfully
No input parameters No input parameters
Function 537: SetMasterVolume() (1 input parameters) Function 539: SetMasterVolume() (1 input parameters)
Name: SetMasterVolume Name: SetMasterVolume
Return type: void Return type: void
Description: Set master volume (listener) Description: Set master volume (listener)
Param[1]: volume (type: float) Param[1]: volume (type: float)
Function 538: GetMasterVolume() (0 input parameters) Function 540: GetMasterVolume() (0 input parameters)
Name: GetMasterVolume Name: GetMasterVolume
Return type: float Return type: float
Description: Get master volume (listener) Description: Get master volume (listener)
No input parameters No input parameters
Function 539: LoadWave() (1 input parameters) Function 541: LoadWave() (1 input parameters)
Name: LoadWave Name: LoadWave
Return type: Wave Return type: Wave
Description: Load wave data from file Description: Load wave data from file
Param[1]: fileName (type: const char *) Param[1]: fileName (type: const char *)
Function 540: LoadWaveFromMemory() (3 input parameters) Function 542: LoadWaveFromMemory() (3 input parameters)
Name: LoadWaveFromMemory Name: LoadWaveFromMemory
Return type: Wave Return type: Wave
Description: Load wave from memory buffer, fileType refers to extension: i.e. '.wav' Description: Load wave from memory buffer, fileType refers to extension: i.e. '.wav'
Param[1]: fileType (type: const char *) Param[1]: fileType (type: const char *)
Param[2]: fileData (type: const unsigned char *) Param[2]: fileData (type: const unsigned char *)
Param[3]: dataSize (type: int) Param[3]: dataSize (type: int)
Function 541: IsWaveValid() (1 input parameters) Function 543: IsWaveValid() (1 input parameters)
Name: IsWaveValid Name: IsWaveValid
Return type: bool Return type: bool
Description: Checks if wave data is valid (data loaded and parameters) Description: Checks if wave data is valid (data loaded and parameters)
Param[1]: wave (type: Wave) Param[1]: wave (type: Wave)
Function 542: LoadSound() (1 input parameters) Function 544: LoadSound() (1 input parameters)
Name: LoadSound Name: LoadSound
Return type: Sound Return type: Sound
Description: Load sound from file Description: Load sound from file
Param[1]: fileName (type: const char *) Param[1]: fileName (type: const char *)
Function 543: LoadSoundFromWave() (1 input parameters) Function 545: LoadSoundFromWave() (1 input parameters)
Name: LoadSoundFromWave Name: LoadSoundFromWave
Return type: Sound Return type: Sound
Description: Load sound from wave data Description: Load sound from wave data
Param[1]: wave (type: Wave) Param[1]: wave (type: Wave)
Function 544: LoadSoundAlias() (1 input parameters) Function 546: LoadSoundAlias() (1 input parameters)
Name: LoadSoundAlias Name: LoadSoundAlias
Return type: Sound Return type: Sound
Description: Create a new sound that shares the same sample data as the source sound, does not own the sound data Description: Create a new sound that shares the same sample data as the source sound, does not own the sound data
Param[1]: source (type: Sound) Param[1]: source (type: Sound)
Function 545: IsSoundValid() (1 input parameters) Function 547: IsSoundValid() (1 input parameters)
Name: IsSoundValid Name: IsSoundValid
Return type: bool Return type: bool
Description: Checks if a sound is valid (data loaded and buffers initialized) Description: Checks if a sound is valid (data loaded and buffers initialized)
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Function 546: UpdateSound() (3 input parameters) Function 548: UpdateSound() (3 input parameters)
Name: UpdateSound Name: UpdateSound
Return type: void Return type: void
Description: Update sound buffer with new data (default data format: 32 bit float, stereo) Description: Update sound buffer with new data (default data format: 32 bit float, stereo)
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Param[2]: data (type: const void *) Param[2]: data (type: const void *)
Param[3]: sampleCount (type: int) Param[3]: sampleCount (type: int)
Function 547: UnloadWave() (1 input parameters) Function 549: UnloadWave() (1 input parameters)
Name: UnloadWave Name: UnloadWave
Return type: void Return type: void
Description: Unload wave data Description: Unload wave data
Param[1]: wave (type: Wave) Param[1]: wave (type: Wave)
Function 548: UnloadSound() (1 input parameters) Function 550: UnloadSound() (1 input parameters)
Name: UnloadSound Name: UnloadSound
Return type: void Return type: void
Description: Unload sound Description: Unload sound
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Function 549: UnloadSoundAlias() (1 input parameters) Function 551: UnloadSoundAlias() (1 input parameters)
Name: UnloadSoundAlias Name: UnloadSoundAlias
Return type: void Return type: void
Description: Unload a sound alias (does not deallocate sample data) Description: Unload a sound alias (does not deallocate sample data)
Param[1]: alias (type: Sound) Param[1]: alias (type: Sound)
Function 550: ExportWave() (2 input parameters) Function 552: ExportWave() (2 input parameters)
Name: ExportWave Name: ExportWave
Return type: bool Return type: bool
Description: Export wave data to file, returns true on success Description: Export wave data to file, returns true on success
Param[1]: wave (type: Wave) Param[1]: wave (type: Wave)
Param[2]: fileName (type: const char *) Param[2]: fileName (type: const char *)
Function 551: ExportWaveAsCode() (2 input parameters) Function 553: ExportWaveAsCode() (2 input parameters)
Name: ExportWaveAsCode Name: ExportWaveAsCode
Return type: bool Return type: bool
Description: Export wave sample data to code (.h), returns true on success Description: Export wave sample data to code (.h), returns true on success
Param[1]: wave (type: Wave) Param[1]: wave (type: Wave)
Param[2]: fileName (type: const char *) Param[2]: fileName (type: const char *)
Function 552: PlaySound() (1 input parameters) Function 554: PlaySound() (1 input parameters)
Name: PlaySound Name: PlaySound
Return type: void Return type: void
Description: Play a sound Description: Play a sound
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Function 553: StopSound() (1 input parameters) Function 555: StopSound() (1 input parameters)
Name: StopSound Name: StopSound
Return type: void Return type: void
Description: Stop playing a sound Description: Stop playing a sound
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Function 554: PauseSound() (1 input parameters) Function 556: PauseSound() (1 input parameters)
Name: PauseSound Name: PauseSound
Return type: void Return type: void
Description: Pause a sound Description: Pause a sound
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Function 555: ResumeSound() (1 input parameters) Function 557: ResumeSound() (1 input parameters)
Name: ResumeSound Name: ResumeSound
Return type: void Return type: void
Description: Resume a paused sound Description: Resume a paused sound
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Function 556: IsSoundPlaying() (1 input parameters) Function 558: IsSoundPlaying() (1 input parameters)
Name: IsSoundPlaying Name: IsSoundPlaying
Return type: bool Return type: bool
Description: Check if a sound is currently playing Description: Check if a sound is currently playing
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Function 557: SetSoundVolume() (2 input parameters) Function 559: SetSoundVolume() (2 input parameters)
Name: SetSoundVolume Name: SetSoundVolume
Return type: void Return type: void
Description: Set volume for a sound (1.0 is max level) Description: Set volume for a sound (1.0 is max level)
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Param[2]: volume (type: float) Param[2]: volume (type: float)
Function 558: SetSoundPitch() (2 input parameters) Function 560: SetSoundPitch() (2 input parameters)
Name: SetSoundPitch Name: SetSoundPitch
Return type: void Return type: void
Description: Set pitch for a sound (1.0 is base level) Description: Set pitch for a sound (1.0 is base level)
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Param[2]: pitch (type: float) Param[2]: pitch (type: float)
Function 559: SetSoundPan() (2 input parameters) Function 561: SetSoundPan() (2 input parameters)
Name: SetSoundPan Name: SetSoundPan
Return type: void Return type: void
Description: Set pan for a sound (-1.0 left, 0.0 center, 1.0 right) Description: Set pan for a sound (-1.0 left, 0.0 center, 1.0 right)
Param[1]: sound (type: Sound) Param[1]: sound (type: Sound)
Param[2]: pan (type: float) Param[2]: pan (type: float)
Function 560: WaveCopy() (1 input parameters) Function 562: WaveCopy() (1 input parameters)
Name: WaveCopy Name: WaveCopy
Return type: Wave Return type: Wave
Description: Copy a wave to a new wave Description: Copy a wave to a new wave
Param[1]: wave (type: Wave) Param[1]: wave (type: Wave)
Function 561: WaveCrop() (3 input parameters) Function 563: WaveCrop() (3 input parameters)
Name: WaveCrop Name: WaveCrop
Return type: void Return type: void
Description: Crop a wave to defined frames range Description: Crop a wave to defined frames range
Param[1]: wave (type: Wave *) Param[1]: wave (type: Wave *)
Param[2]: initFrame (type: int) Param[2]: initFrame (type: int)
Param[3]: finalFrame (type: int) Param[3]: finalFrame (type: int)
Function 562: WaveFormat() (4 input parameters) Function 564: WaveFormat() (4 input parameters)
Name: WaveFormat Name: WaveFormat
Return type: void Return type: void
Description: Convert wave data to desired format Description: Convert wave data to desired format
@ -4588,203 +4603,203 @@ Function 562: WaveFormat() (4 input parameters)
Param[2]: sampleRate (type: int) Param[2]: sampleRate (type: int)
Param[3]: sampleSize (type: int) Param[3]: sampleSize (type: int)
Param[4]: channels (type: int) Param[4]: channels (type: int)
Function 563: LoadWaveSamples() (1 input parameters) Function 565: LoadWaveSamples() (1 input parameters)
Name: LoadWaveSamples Name: LoadWaveSamples
Return type: float * Return type: float *
Description: Load samples data from wave as a 32bit float data array Description: Load samples data from wave as a 32bit float data array
Param[1]: wave (type: Wave) Param[1]: wave (type: Wave)
Function 564: UnloadWaveSamples() (1 input parameters) Function 566: UnloadWaveSamples() (1 input parameters)
Name: UnloadWaveSamples Name: UnloadWaveSamples
Return type: void Return type: void
Description: Unload samples data loaded with LoadWaveSamples() Description: Unload samples data loaded with LoadWaveSamples()
Param[1]: samples (type: float *) Param[1]: samples (type: float *)
Function 565: LoadMusicStream() (1 input parameters) Function 567: LoadMusicStream() (1 input parameters)
Name: LoadMusicStream Name: LoadMusicStream
Return type: Music Return type: Music
Description: Load music stream from file Description: Load music stream from file
Param[1]: fileName (type: const char *) Param[1]: fileName (type: const char *)
Function 566: LoadMusicStreamFromMemory() (3 input parameters) Function 568: LoadMusicStreamFromMemory() (3 input parameters)
Name: LoadMusicStreamFromMemory Name: LoadMusicStreamFromMemory
Return type: Music Return type: Music
Description: Load music stream from data Description: Load music stream from data
Param[1]: fileType (type: const char *) Param[1]: fileType (type: const char *)
Param[2]: data (type: const unsigned char *) Param[2]: data (type: const unsigned char *)
Param[3]: dataSize (type: int) Param[3]: dataSize (type: int)
Function 567: IsMusicValid() (1 input parameters) Function 569: IsMusicValid() (1 input parameters)
Name: IsMusicValid Name: IsMusicValid
Return type: bool Return type: bool
Description: Checks if a music stream is valid (context and buffers initialized) Description: Checks if a music stream is valid (context and buffers initialized)
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 568: UnloadMusicStream() (1 input parameters) Function 570: UnloadMusicStream() (1 input parameters)
Name: UnloadMusicStream Name: UnloadMusicStream
Return type: void Return type: void
Description: Unload music stream Description: Unload music stream
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 569: PlayMusicStream() (1 input parameters) Function 571: PlayMusicStream() (1 input parameters)
Name: PlayMusicStream Name: PlayMusicStream
Return type: void Return type: void
Description: Start music playing Description: Start music playing
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 570: IsMusicStreamPlaying() (1 input parameters) Function 572: IsMusicStreamPlaying() (1 input parameters)
Name: IsMusicStreamPlaying Name: IsMusicStreamPlaying
Return type: bool Return type: bool
Description: Check if music is playing Description: Check if music is playing
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 571: UpdateMusicStream() (1 input parameters) Function 573: UpdateMusicStream() (1 input parameters)
Name: UpdateMusicStream Name: UpdateMusicStream
Return type: void Return type: void
Description: Updates buffers for music streaming Description: Updates buffers for music streaming
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 572: StopMusicStream() (1 input parameters) Function 574: StopMusicStream() (1 input parameters)
Name: StopMusicStream Name: StopMusicStream
Return type: void Return type: void
Description: Stop music playing Description: Stop music playing
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 573: PauseMusicStream() (1 input parameters) Function 575: PauseMusicStream() (1 input parameters)
Name: PauseMusicStream Name: PauseMusicStream
Return type: void Return type: void
Description: Pause music playing Description: Pause music playing
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 574: ResumeMusicStream() (1 input parameters) Function 576: ResumeMusicStream() (1 input parameters)
Name: ResumeMusicStream Name: ResumeMusicStream
Return type: void Return type: void
Description: Resume playing paused music Description: Resume playing paused music
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 575: SeekMusicStream() (2 input parameters) Function 577: SeekMusicStream() (2 input parameters)
Name: SeekMusicStream Name: SeekMusicStream
Return type: void Return type: void
Description: Seek music to a position (in seconds) Description: Seek music to a position (in seconds)
Param[1]: music (type: Music) Param[1]: music (type: Music)
Param[2]: position (type: float) Param[2]: position (type: float)
Function 576: SetMusicVolume() (2 input parameters) Function 578: SetMusicVolume() (2 input parameters)
Name: SetMusicVolume Name: SetMusicVolume
Return type: void Return type: void
Description: Set volume for music (1.0 is max level) Description: Set volume for music (1.0 is max level)
Param[1]: music (type: Music) Param[1]: music (type: Music)
Param[2]: volume (type: float) Param[2]: volume (type: float)
Function 577: SetMusicPitch() (2 input parameters) Function 579: SetMusicPitch() (2 input parameters)
Name: SetMusicPitch Name: SetMusicPitch
Return type: void Return type: void
Description: Set pitch for a music (1.0 is base level) Description: Set pitch for a music (1.0 is base level)
Param[1]: music (type: Music) Param[1]: music (type: Music)
Param[2]: pitch (type: float) Param[2]: pitch (type: float)
Function 578: SetMusicPan() (2 input parameters) Function 580: SetMusicPan() (2 input parameters)
Name: SetMusicPan Name: SetMusicPan
Return type: void Return type: void
Description: Set pan for a music (-1.0 left, 0.0 center, 1.0 right) Description: Set pan for a music (-1.0 left, 0.0 center, 1.0 right)
Param[1]: music (type: Music) Param[1]: music (type: Music)
Param[2]: pan (type: float) Param[2]: pan (type: float)
Function 579: GetMusicTimeLength() (1 input parameters) Function 581: GetMusicTimeLength() (1 input parameters)
Name: GetMusicTimeLength Name: GetMusicTimeLength
Return type: float Return type: float
Description: Get music time length (in seconds) Description: Get music time length (in seconds)
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 580: GetMusicTimePlayed() (1 input parameters) Function 582: GetMusicTimePlayed() (1 input parameters)
Name: GetMusicTimePlayed Name: GetMusicTimePlayed
Return type: float Return type: float
Description: Get current music time played (in seconds) Description: Get current music time played (in seconds)
Param[1]: music (type: Music) Param[1]: music (type: Music)
Function 581: LoadAudioStream() (3 input parameters) Function 583: LoadAudioStream() (3 input parameters)
Name: LoadAudioStream Name: LoadAudioStream
Return type: AudioStream Return type: AudioStream
Description: Load audio stream (to stream raw audio pcm data) Description: Load audio stream (to stream raw audio pcm data)
Param[1]: sampleRate (type: unsigned int) Param[1]: sampleRate (type: unsigned int)
Param[2]: sampleSize (type: unsigned int) Param[2]: sampleSize (type: unsigned int)
Param[3]: channels (type: unsigned int) Param[3]: channels (type: unsigned int)
Function 582: IsAudioStreamValid() (1 input parameters) Function 584: IsAudioStreamValid() (1 input parameters)
Name: IsAudioStreamValid Name: IsAudioStreamValid
Return type: bool Return type: bool
Description: Checks if an audio stream is valid (buffers initialized) Description: Checks if an audio stream is valid (buffers initialized)
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 583: UnloadAudioStream() (1 input parameters) Function 585: UnloadAudioStream() (1 input parameters)
Name: UnloadAudioStream Name: UnloadAudioStream
Return type: void Return type: void
Description: Unload audio stream and free memory Description: Unload audio stream and free memory
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 584: UpdateAudioStream() (3 input parameters) Function 586: UpdateAudioStream() (3 input parameters)
Name: UpdateAudioStream Name: UpdateAudioStream
Return type: void Return type: void
Description: Update audio stream buffers with data Description: Update audio stream buffers with data
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Param[2]: data (type: const void *) Param[2]: data (type: const void *)
Param[3]: frameCount (type: int) Param[3]: frameCount (type: int)
Function 585: IsAudioStreamProcessed() (1 input parameters) Function 587: IsAudioStreamProcessed() (1 input parameters)
Name: IsAudioStreamProcessed Name: IsAudioStreamProcessed
Return type: bool Return type: bool
Description: Check if any audio stream buffers requires refill Description: Check if any audio stream buffers requires refill
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 586: PlayAudioStream() (1 input parameters) Function 588: PlayAudioStream() (1 input parameters)
Name: PlayAudioStream Name: PlayAudioStream
Return type: void Return type: void
Description: Play audio stream Description: Play audio stream
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 587: PauseAudioStream() (1 input parameters) Function 589: PauseAudioStream() (1 input parameters)
Name: PauseAudioStream Name: PauseAudioStream
Return type: void Return type: void
Description: Pause audio stream Description: Pause audio stream
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 588: ResumeAudioStream() (1 input parameters) Function 590: ResumeAudioStream() (1 input parameters)
Name: ResumeAudioStream Name: ResumeAudioStream
Return type: void Return type: void
Description: Resume audio stream Description: Resume audio stream
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 589: IsAudioStreamPlaying() (1 input parameters) Function 591: IsAudioStreamPlaying() (1 input parameters)
Name: IsAudioStreamPlaying Name: IsAudioStreamPlaying
Return type: bool Return type: bool
Description: Check if audio stream is playing Description: Check if audio stream is playing
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 590: StopAudioStream() (1 input parameters) Function 592: StopAudioStream() (1 input parameters)
Name: StopAudioStream Name: StopAudioStream
Return type: void Return type: void
Description: Stop audio stream Description: Stop audio stream
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Function 591: SetAudioStreamVolume() (2 input parameters) Function 593: SetAudioStreamVolume() (2 input parameters)
Name: SetAudioStreamVolume Name: SetAudioStreamVolume
Return type: void Return type: void
Description: Set volume for audio stream (1.0 is max level) Description: Set volume for audio stream (1.0 is max level)
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Param[2]: volume (type: float) Param[2]: volume (type: float)
Function 592: SetAudioStreamPitch() (2 input parameters) Function 594: SetAudioStreamPitch() (2 input parameters)
Name: SetAudioStreamPitch Name: SetAudioStreamPitch
Return type: void Return type: void
Description: Set pitch for audio stream (1.0 is base level) Description: Set pitch for audio stream (1.0 is base level)
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Param[2]: pitch (type: float) Param[2]: pitch (type: float)
Function 593: SetAudioStreamPan() (2 input parameters) Function 595: SetAudioStreamPan() (2 input parameters)
Name: SetAudioStreamPan Name: SetAudioStreamPan
Return type: void Return type: void
Description: Set pan for audio stream (0.5 is centered) Description: Set pan for audio stream (0.5 is centered)
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Param[2]: pan (type: float) Param[2]: pan (type: float)
Function 594: SetAudioStreamBufferSizeDefault() (1 input parameters) Function 596: SetAudioStreamBufferSizeDefault() (1 input parameters)
Name: SetAudioStreamBufferSizeDefault Name: SetAudioStreamBufferSizeDefault
Return type: void Return type: void
Description: Default size for new audio streams Description: Default size for new audio streams
Param[1]: size (type: int) Param[1]: size (type: int)
Function 595: SetAudioStreamCallback() (2 input parameters) Function 597: SetAudioStreamCallback() (2 input parameters)
Name: SetAudioStreamCallback Name: SetAudioStreamCallback
Return type: void Return type: void
Description: Audio thread callback to request new data Description: Audio thread callback to request new data
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Param[2]: callback (type: AudioCallback) Param[2]: callback (type: AudioCallback)
Function 596: AttachAudioStreamProcessor() (2 input parameters) Function 598: AttachAudioStreamProcessor() (2 input parameters)
Name: AttachAudioStreamProcessor Name: AttachAudioStreamProcessor
Return type: void Return type: void
Description: Attach audio stream processor to stream, receives frames x 2 samples as 'float' (stereo) Description: Attach audio stream processor to stream, receives frames x 2 samples as 'float' (stereo)
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Param[2]: processor (type: AudioCallback) Param[2]: processor (type: AudioCallback)
Function 597: DetachAudioStreamProcessor() (2 input parameters) Function 599: DetachAudioStreamProcessor() (2 input parameters)
Name: DetachAudioStreamProcessor Name: DetachAudioStreamProcessor
Return type: void Return type: void
Description: Detach audio stream processor from stream Description: Detach audio stream processor from stream
Param[1]: stream (type: AudioStream) Param[1]: stream (type: AudioStream)
Param[2]: processor (type: AudioCallback) Param[2]: processor (type: AudioCallback)
Function 598: AttachAudioMixedProcessor() (1 input parameters) Function 600: AttachAudioMixedProcessor() (1 input parameters)
Name: AttachAudioMixedProcessor Name: AttachAudioMixedProcessor
Return type: void Return type: void
Description: Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo) Description: Attach audio stream processor to the entire audio pipeline, receives frames x 2 samples as 'float' (stereo)
Param[1]: processor (type: AudioCallback) Param[1]: processor (type: AudioCallback)
Function 599: DetachAudioMixedProcessor() (1 input parameters) Function 601: DetachAudioMixedProcessor() (1 input parameters)
Name: DetachAudioMixedProcessor Name: DetachAudioMixedProcessor
Return type: void Return type: void
Description: Detach audio stream processor from the entire audio pipeline Description: Detach audio stream processor from the entire audio pipeline

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@ -678,7 +678,7 @@
<Param type="unsigned int" name="frames" desc="" /> <Param type="unsigned int" name="frames" desc="" />
</Callback> </Callback>
</Callbacks> </Callbacks>
<Functions count="599"> <Functions count="601">
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context"> <Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
<Param type="int" name="width" desc="" /> <Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" /> <Param type="int" name="height" desc="" />
@ -2918,6 +2918,17 @@
<Param type="ModelAnimation" name="anim" desc="" /> <Param type="ModelAnimation" name="anim" desc="" />
<Param type="int" name="frame" desc="" /> <Param type="int" name="frame" desc="" />
</Function> </Function>
<Function name="UpdateModelAnimationBonesLerp" retType="void" paramCount="6" desc="Update model animation mesh bone matrices with interpolation between two poses(GPU skinning)">
<Param type="Model" name="model" desc="" />
<Param type="ModelAnimation" name="animA" desc="" />
<Param type="int" name="frameA" desc="" />
<Param type="ModelAnimation" name="animB" desc="" />
<Param type="int" name="frameB" desc="" />
<Param type="float" name="value" desc="" />
</Function>
<Function name="UpdateModelVertsToCurrentBones" retType="void" paramCount="1" desc="Update model vertices according to mesh bone matrices (CPU)">
<Param type="Model" name="model" desc="" />
</Function>
<Function name="UnloadModelAnimation" retType="void" paramCount="1" desc="Unload animation data"> <Function name="UnloadModelAnimation" retType="void" paramCount="1" desc="Unload animation data">
<Param type="ModelAnimation" name="anim" desc="" /> <Param type="ModelAnimation" name="anim" desc="" />
</Function> </Function>