merged to new raylib version
This commit is contained in:
commit
89484ff7d4
7
.github/workflows/android.yml
vendored
7
.github/workflows/android.yml
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@ -16,8 +16,13 @@ on:
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release:
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types: [published]
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permissions:
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||||
contents: read
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||||
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||||
jobs:
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build:
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||||
permissions:
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||||
contents: write # for actions/upload-release-asset to upload release asset
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||||
runs-on: windows-latest
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strategy:
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||||
fail-fast: false
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||||
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@ -62,7 +67,7 @@ jobs:
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|||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
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cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
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cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
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||||
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
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||||
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
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||||
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
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||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
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||||
cd build
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3
.github/workflows/cmake.yml
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.github/workflows/cmake.yml
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@ -23,6 +23,9 @@ env:
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|||
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)
|
||||
BUILD_TYPE: Release
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||||
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||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
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||||
build_windows:
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||||
name: Windows Build
|
||||
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|||
7
.github/workflows/linux.yml
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7
.github/workflows/linux.yml
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@ -15,8 +15,13 @@ on:
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|||
release:
|
||||
types: [published]
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build:
|
||||
permissions:
|
||||
contents: write # for actions/upload-release-asset to upload release asset
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||||
runs-on: ubuntu-latest
|
||||
strategy:
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||||
fail-fast: false
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||||
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@ -82,7 +87,7 @@ jobs:
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|||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
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||||
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
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cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
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||||
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
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||||
cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
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||||
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
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cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
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cd build
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3
.github/workflows/linux_examples.yml
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3
.github/workflows/linux_examples.yml
vendored
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@ -14,6 +14,9 @@ on:
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|||
- 'examples/**'
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||||
- '.github/workflows/linux_examples.yml'
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||||
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||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
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||||
build:
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||||
runs-on: ubuntu-latest
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7
.github/workflows/macos.yml
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.github/workflows/macos.yml
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@ -15,8 +15,13 @@ on:
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|||
release:
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||||
types: [published]
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||||
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||||
permissions:
|
||||
contents: read
|
||||
|
||||
jobs:
|
||||
build:
|
||||
permissions:
|
||||
contents: write # for actions/upload-release-asset to upload release asset
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||||
runs-on: macos-latest
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||||
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||||
env:
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||||
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@ -67,7 +72,7 @@ jobs:
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|||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
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cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
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||||
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
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||||
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
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cp -v ./CHANGELOG ./build/${{ env.RELEASE_NAME }}/CHANGELOG
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||||
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
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||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
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cd build
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2
.github/workflows/webassembly.yml
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.github/workflows/webassembly.yml
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@ -60,7 +60,7 @@ jobs:
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|||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
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||||
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
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||||
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
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||||
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
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||||
copy /Y .\CHANGELOG .\build/${{ env.RELEASE_NAME }}\CHANGELOG
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||||
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
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||||
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
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||||
cd build
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||||
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|||
7
.github/workflows/windows.yml
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.github/workflows/windows.yml
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@ -15,8 +15,13 @@ on:
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release:
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||||
types: [published]
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||||
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||||
permissions:
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||||
contents: read
|
||||
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||||
jobs:
|
||||
build:
|
||||
permissions:
|
||||
contents: write # for actions/upload-release-asset to upload release asset
|
||||
runs-on: windows-latest
|
||||
strategy:
|
||||
fail-fast: false
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||||
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@ -104,7 +109,7 @@ jobs:
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|||
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
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||||
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
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||||
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
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||||
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
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||||
copy /Y .\CHANGELOG .\build\${{ env.RELEASE_NAME }}\CHANGELOG
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||||
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
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copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
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cd build
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3
.github/workflows/windows_examples.yml
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3
.github/workflows/windows_examples.yml
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@ -14,6 +14,9 @@ on:
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|||
- 'examples/**'
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||||
- '.github/workflows/windows_examples.yml'
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||||
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||||
permissions:
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||||
contents: read
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jobs:
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||||
build:
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runs-on: windows-latest
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12
BINDINGS.md
12
BINDINGS.md
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|
@ -31,9 +31,9 @@ Some people ported raylib to other languages in form of bindings or wrappers to
|
|||
| node-raylib | **4.0** | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib |
|
||||
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/joseph-montanez/raylib-php |
|
||||
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/oraoto/raylib-phpcpp |
|
||||
| raylib-factor | 3.5 | [Factor](https://factorcode.org/) | MIT | https://github.com/ArnautDaniel/raylib-factor |
|
||||
| raylib-factor | **4.0** | [Factor](https://factorcode.org/) | BSD | https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor |
|
||||
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | MIT | https://github.com/ArnautDaniel/gforth-raylib |
|
||||
| hxRaylib | 4.0 | [Haxe](https://haxe.org/) | Zlib | https://github.com/ForeignSasquatch/hxRaylib |
|
||||
| raylib-hx | 4.0 | [Haxe](https://haxe.org/) | Zlib | https://github.com/foreignsasquatch/raylib-hx |
|
||||
| raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren |
|
||||
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings |
|
||||
| raylib-odin | **4.0** | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
|
||||
|
|
@ -44,13 +44,16 @@ Some people ported raylib to other languages in form of bindings or wrappers to
|
|||
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | ? | https://github.com/RedCubeDev-ByteSpace/Relib |
|
||||
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex |
|
||||
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | ? | https://github.com/electronstudio/kaylib |
|
||||
| dlang_raylib | 3.7 | [D](https://dlang.org) | ? |https://github.com/rc-05/dlang_raylib |
|
||||
| dlang_raylib | **4.0** | [D](https://dlang.org) | MPL-2.0 |https://github.com/rc-05/dlang_raylib |
|
||||
| raylib-freebasic | **4.0** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic |
|
||||
| raylib-cr | **4.0** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
|
||||
| dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib |
|
||||
| raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes |
|
||||
| raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
|
||||
| raylib-zig | **4.0** | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig |
|
||||
| raylib.zig | **4.1-dev** | [Zig](https://ziglang.org/) | MIT | https://github.com/ryupold/raylib.zig |
|
||||
| racket-raylib | **4.0** | [Racket](https://racket-lang.org/) | MIT/Apache-2.0 | https://github.com/eutro/racket-raylib |
|
||||
| cl-raylib | **4.0** | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib |
|
||||
|
||||
### Utility Wrapers
|
||||
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's pardigm.
|
||||
|
|
@ -101,14 +104,13 @@ These are older raylib bindings that are more than 2 versions old or have not be
|
|||
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
|
||||
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
|
||||
| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib |
|
||||
| cl-raylib | 3.0 | [Common Lisp](https://common-lisp.net/) | https://github.com/longlene/cl-raylib |
|
||||
| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm |
|
||||
| raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
|
||||
| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme |
|
||||
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
|
||||
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
|
||||
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
|
||||
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai |
|
||||
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kujukuju/raylib-jai |
|
||||
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
|
||||
| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada |
|
||||
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
|
||||
|
|
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|||
182
CHANGELOG
182
CHANGELOG
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|
@ -3,11 +3,191 @@ changelog
|
|||
|
||||
Current Release: raylib 4.0.0 (05 November 2021)
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 4.2 (July 2022)
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- rres 1.0
|
||||
- raygui 3.2
|
||||
- raylib_parser...
|
||||
- REMOVED extras libraries
|
||||
|
||||
Detailed changes:
|
||||
[multi] REVIEWED: Multiple trace log messages
|
||||
[multi] REVIEWED: Avoid some float to double promotions
|
||||
[multi] REVIEWED: Some functions input parametes that should be const
|
||||
[multi] REVIEWED: Variables initialization, all variables are initialized on declaration
|
||||
[multi] REVIEWED: Static array buffers are always re-initialized with memset()
|
||||
[multi] `WARNING`: RENAMED: Some function input parameters from "length" to "size"
|
||||
[core] ADDED: GetApplicatonDirectory() (#2256, #2285, #2290) by @JeffM2501
|
||||
[core] ADDED: raylibVersion symbol, it could be required by some bindings (#2190)
|
||||
[core] ADDED: SetWindowOpacity() (#2254) by @tusharsingh09
|
||||
[core] ADDED: GetRenderWidth() and GetRenderHeight() by @ArnaudValensi
|
||||
[core] ADDED: EnableEventWaiting() and DisableEventWaiting()
|
||||
[core] ADDED: GetFileLength()
|
||||
[core] ADDED: Modules info at initialization
|
||||
[core] ADDED: Support clipboard copy/paste on web
|
||||
[core] ADDED: Support OpenURL() on Android platform (#2396) by @futureapricot
|
||||
[core] ADDED: Support MOUSE_PASSTHROUGH (#2516)
|
||||
[core] ADDED: GetMouseWheelMoveV() (#2517) by @schveiguy
|
||||
[core] `WARNING`: RENAMED: GetDirectoryFiles() to LoadDirectoryFiles()
|
||||
[core] `WARNING`: RENAMED: `ClearDroppedFiles()` to `UnloadDroppedFiles()`
|
||||
[core] `WARNING`: RENAMED: GetDroppedFiles() to LoadDroppedFiles()
|
||||
[core] `WARNING`: RENAMED: `ClearDirectoryFiles()` to `UnloadDirectoryFiles()`
|
||||
[core] `WARNING`: REDESIGNED: WaitTime() argument from milliseconds to seconds (#2506) by @flashback-fx
|
||||
[core] REVIEWED: GetMonitorWidth()/GetMonitorHeight() by @gulrak
|
||||
[core] REVIEWED: GetDirectoryFiles(), maximum files allocation (#2126) by @ampers0x26
|
||||
[core] REVIEWED: Expose MAX_KEYBOARD_KEYS and MAX_MOUSE_BUTTONS (#2127)
|
||||
[core] REVIEWED: ExportMesh() (#2138)
|
||||
[core] REVIEWED: Fullscreen switch on PLATFORM_WEB
|
||||
[core] REVIEWED: GetMouseWheelMove(), fixed bug
|
||||
[core] REVIEWED: GetApplicationDirectory() on macOS (#2304)
|
||||
[core] REVIEWED: ToggleFullscreen()
|
||||
[core] REVIEWED: Initialize/reset CORE.inputs global state (#2360)
|
||||
[core] REVIEWED: MouseScrollCallback() (#2371)
|
||||
[core] REVIEWED: SwapScreenBuffers() for PLATFORM_DRM
|
||||
[core] REVIEWED: WaitTime(), fix regression causing video stuttering (#2503) by @flashback-fx
|
||||
[core] REVIEWED: Mouse device support on PLATFORM_DRM (#2381)
|
||||
[core] REVIEWED: Support OpenBSD timming functions
|
||||
[core] REVIEWED: Improved boolean definitions (#2485) by @noodlecollie
|
||||
[core] REVIEWED: TakeScreenshot(), use GetWindowScaleDPI() to calculate size in screenshot/recording (#2446) by @gulrak
|
||||
[core] REVIEWED: Remove fps requirement for drm connector selection (#2468) by @Crydsch
|
||||
[core] REVIEWED: IsFileExtension() #2530
|
||||
[rlgl] ADDED: Premultiplied alpha blend mode (#2342) by @megagrump
|
||||
[rlgl] REVIEWED: VR rendering not taking render target size into account (#2424) by @FireFlyForLife
|
||||
[rlgl] REVIEWED: Set rlgl internal framebuffer (#2420)
|
||||
[rlgl] REVIEWED: rlGetCompressedFormatName()
|
||||
[rlgl] REVIEWED: Display OpenGL 4.3 capabilities with a compile flag (#2124) by @GithubPrankster
|
||||
[rlgl] REVIEWED: rlUpdateTexture()
|
||||
[rlgl] REVIEWED: Minimize buffer overflow probability
|
||||
[rlgl] REVIEWED: Fix scissor mode on macOS (#2170) by @ArnaudValensi
|
||||
[rlgl] REVIEWED: Clear SSBO buffers on loading (#2185)
|
||||
[rlgl] REVIEWED: rlLoadShaderCode(), improved shader loading code
|
||||
[rlgl] REVIEWED: Comment notes about custom blend modes (#2260) by @glorantq
|
||||
[rlgl] REVIEWED: rlGenTextureMipmaps()
|
||||
[rlgl] REVIEWED: rlTextureParameters()
|
||||
[raymath] ADDED: Wrap() (#2522) by @Tekkitslime
|
||||
[raymath] ADDED: Vector2Transform()
|
||||
[raymath] ADDED: Vector2DistanceSqr() (#2376) by @AnilBK
|
||||
[raymath] ADDED: Vector3DistanceSqr() (#2376) by @AnilBK
|
||||
[raymath] ADDED: Vector2ClampValue(), Vector3ClampValue() (#2428) by @saccharineboi
|
||||
[raymath] `WARNING`: REDESIGNED: Vector2Angle() returns radians instead of degrees (#2193) by @schveiguy
|
||||
[raymath] `WARNING`: REMOVED: MatrixNormalize() (#2412)
|
||||
[raymath] REVIEWED: Fix inverse length in Vector2Normalize() (#2189) by @HarriP
|
||||
[raymath] REVIEWED: Vector2Angle() not working as expected (#2196) by @jdeokkim
|
||||
[raymath] REVIEWED: Vector2Angle() and Vector3Angle() (#2203) by @trikko
|
||||
[raymath] REVIEWED: QuaternionInvert(), code simplified (#2324) by @megagrump
|
||||
[raymath] REVIEWED: QuaternionScale() (#2419) by @tana
|
||||
[raymath] REVIEWED: Vector2Rotate(), optimized (#2340) by @jdeokkim
|
||||
[shapes] REVIEWED: CheckCollision*() consistency
|
||||
[shapes] REVIEWED: DrawRectanglePro(), support TRIANGLES drawing
|
||||
[textures] ADDED: Support for QOI image format
|
||||
[textures] REVIEWED: ImageColorTint(), GetImageColor(), ImageDrawRectangleRec(), optimized functions (#2429) by @AnilBK
|
||||
[textures] REVIEWED: LoadTextureFromImage(), allow texture loading with no data transfer
|
||||
[textures] REVIEWED: ImageDraw(), comment to note that f32bit is not supported (#2222)
|
||||
[textures] REVIEWED: DrawTextureNPatch(), avoid batch overflow (#2401) by @JeffM2501
|
||||
[textures] REVIEWED: DrawTextureTiled() (#2173)
|
||||
[textures] REVIEWED: GenImageCellular() (#2178)
|
||||
[textures] REVIEWED: LoadTextureCubemap() (#2223, #2224)
|
||||
[textures] REVIEWED: Export format for float 32bit
|
||||
[textures] REVIEWED: ExportImage(), support export ".jpeg" files
|
||||
[textures] REVIEWED: ColorAlphaBlend() (#2524) by @royqh1979
|
||||
[text] ADDED: ExportFontAsCode()
|
||||
[text] ADDED: DrawTextCodepoints() (#2308) by @siddharthroy12
|
||||
[text] REVIEWED: TextIsEqual(), protect from NULLs (#2121) by @lukekras
|
||||
[text] REVIEWED: LoadFontEx(), comment to specify how to get the default character set (#2221) by @JeffM2501
|
||||
[text] REVIEWED: GenImageFontAtlas(), increase atlas size guesstimate by @megagrump
|
||||
[text] REVIEWED: GetCodepoint() (#2201)
|
||||
[text] REVIEWED: ExportFontAsCode() to use given font padding (#2525) by @TheTophatDemon
|
||||
[models] ADDED: Reference code to load bones id and weight data for animations
|
||||
[models] `WARNING`: REMOVED: GetRayCollisionModel() (#2405)
|
||||
[models] REVIEWED: External library: vox_loader.h, 64bit issue (#2186)
|
||||
[models] REVIEWED: Material color loading when no texture material is available (#2298) by @royqh1979
|
||||
[models] REVIEWED: Fix Undefined Symbol _ftelli64 in cgltf (#2319) by @audinue
|
||||
[models] REVIEWED: LoadGLTF(), fix memory leak (#2441, #2442) by @leomonta
|
||||
[models] REVIEWED: DrawTriangle3D() batch limits check (#2489)
|
||||
[models] REVIEWED: DrawBillboardPro() (#2494)
|
||||
[models] REVIEWED: DrawMesh*() issue (#2211)
|
||||
[models] REVIEWED: ExportMesh() (#2220)
|
||||
[models] REVIEWED: GenMeshCylinder() (#2225)
|
||||
[audio] `WARNING`: ADDED: rAudioProcessor pointer to AudioStream struct (used by Sound and Music structs)
|
||||
[audio] ADDED: SetSoundPan(), SetMusicPan(), SetAudioStreamPan(), panning support (#2205) by ptarabbia
|
||||
[audio] ADDED: Audio stream input callback (#2212) by ptarabbia
|
||||
[audio] ADDED: Audio stream processors support (#2212) by ptarabbia
|
||||
[audio] REVIEWED: GetMusicTimePlayed(), incorrect value after the stream restarted for XM audio (#2092 #2215) by @ptarabbia
|
||||
[audio] REVIEWED: Turn on interpolation for XM playback (#2216) by @ptarabbia
|
||||
[audio] REVIEWED: Fix crash with delay example (#2472) by @ptarabbia
|
||||
[audio] REVIEWED: PlaySoundMulti() (#2231)
|
||||
[audio] REVIEWED: ExportWaveAsCode()
|
||||
[audio] REVIEWED: UpdateMusicStream(), reduce dynamic allocations (#2532) by @dbechrd
|
||||
[utils] ADDED: ExportDataAsCode()
|
||||
[utils] REVIEWED: Force flush stdout after trace messages (#2465) by @nagy
|
||||
[easings] ADDED: Function descriptions (#2471) by @RobLoach
|
||||
[camera] REVIEWED: Fix free camera panning in the wrong direction (#2347) by @DavidLyhedDanielsson
|
||||
[examples] ADDED: shapes_top_down_lights (#2199) by JeffM2501
|
||||
[examples] REVIEWED: core_input_gamepad, improve joystick visualisation (#2390) by @kristianlm
|
||||
[examples] REVIEWED: textures_draw_tiled
|
||||
[examples] REVIEWED: shaders_mesh_instancing, free allocated matrices (#2425) by @AnilBK
|
||||
[examples] REVIEWED: shaders_raymarching
|
||||
[examples] REVIEWED: audio_raw_stream (#2205) by ptarabbia
|
||||
[examples] REVIEWED: audio_music_stream
|
||||
[examples] REVIEWED: shaders_mesh_instancing, simplified
|
||||
[examples] REVIEWED: shaders_basic_lighting, rlights.h simplified
|
||||
[parser] ADDED: Defines to parser (#2269) by @iskolbin
|
||||
[parser] ADDED: Aliases to parser (#2444) by @lazaray
|
||||
[parser] ADDED: Parse struct descriptions (#2214) by @eutro
|
||||
[parser] ADDED: Parse enum descriptions and value descriptions (#2208) by @eutro
|
||||
[parser] ADDED: Lua output format for parser by @iskolbin
|
||||
[parser] ADDED: Makefile for raylib_parser by @iskolbin
|
||||
[parser] ADDED: Support for truncating parser input (#2464) by @lazaray
|
||||
[parser] ADDED: Support for calculated defines to parser (#2463) by @lazaray
|
||||
[parser] REVIEWED: Update parser files (#2125) by @catmanl
|
||||
[parser] REVIEWED: Fix memory leak in parser (#2136) by @ronnieholm
|
||||
[parser] REVIEWED: EscapeBackslashes()
|
||||
[parser] REVIEWED: Parser improvements (#2461 #2462) by @lazaray
|
||||
[bindings] ADDED: License details for BINDINGS
|
||||
[bindings] ADDED: dart-raylib (#2149) by @wolfenrain
|
||||
[bindings] ADDED: raylib-cslo (#2169) by @jasonswearingen
|
||||
[bindings] ADDED: raylib-d (#2194) by @schveiguy
|
||||
[bindings] ADDED: raylib-guile (#2202) by @petelliott
|
||||
[bindings] ADDED: raylib-scopes (#2238) by @salotz
|
||||
[bindings] ADDED: naylib (Nim) (#2386) by @planetis-m
|
||||
[bindings] ADDED: raylib.jl (Julia) (#2403) by @irishgreencitrus
|
||||
[bindings] ADDED: raylib.zig (#2449) by @ryupold
|
||||
[bindings] ADDED: racket-raylib (#2454) by @eutro
|
||||
[bindings] REVIEWED: Multiple bindings updated to raylib 4.0
|
||||
[build] ADDED: VS2022 project
|
||||
[build] ADDED: Support macOS by zig build system (#2175)
|
||||
[build] ADDED: Support custom modules selection on compilation
|
||||
[build] ADDED: Minimal web shell for WebAssembly compilation
|
||||
[build] ADDED: BSD support for zig builds (#2332) by @zigster64
|
||||
[build] ADDED: Repology badge (#2367) by @jubalh
|
||||
[build] REVIEWED: Fixed RPi make install (#2217) by @wereii
|
||||
[build] REVIEWED: Fix build results path on Linux and RPi (#2218) by @wereii
|
||||
[build] REVIEWED: Makefiles debug flag
|
||||
[build] REVIEWED: Fixed cross-compilation from x86-64 to RPi (#2233) by @pitpit
|
||||
[build] REVIEWED: All Makefiles, simplified
|
||||
[build] REVIEWED: All Makefiles, improve organization
|
||||
[build] REVIEWED: All Makefiles, support CUSTOM_CFLAGS
|
||||
[build] REVIEWED: Fixed compiling for Android using CMake (#2270) by @hero2002
|
||||
[build] REVIEWED: Make zig build functionality available to zig programs (#2271) by @Not-Nik
|
||||
[build] REVIEWED: Update CMake project template with docs and web (#2274) by @RobLoach
|
||||
[build] REVIEWED: Update VSCode project to work with latest makefile and web (#2296) by @phil-shenk
|
||||
[build] REVIEWED: Support audio examples compilation with external glfw (#2329) by @locriacyber
|
||||
[build] REVIEWED: Fix "make clean" target failing when shell is not cmd (#2338) by @Peter0x44
|
||||
[build] REVIEWED: Makefile linkage -latomic, required by miniaudio on ARM 32bit #2452
|
||||
[build] REVIEWED: Update raylib-config.cmake (#2374) by @marcogmaia
|
||||
[build] REVIEWED: Simplify build.zig to not require user to specify raylib path (#2383) by @Hejsil
|
||||
[build] REVIEWED: Fix OpenGL 4.3 graphics option in CMake (#2427) by @GoldenThumbs
|
||||
[misc] `WARNING`: REMOVED: physac from raylib sources/examples, use github.com/raysan5/physac
|
||||
[misc] `WARNING`: REMOVED: raygui from raylib/src/extras, use github.com/raysan5/raygui
|
||||
[misc] REVIEWED: Update external libraries to latest version released
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 4.0 - 8th Anniversary Edition (05 November 2021)
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- Naming consistency and coherency: Complete review of the library: sintax, naming, comments, decriptions, logs...
|
||||
- Naming consistency and coherency: Complete review of the library: syntax, naming, comments, decriptions, logs...
|
||||
- Event Automation System: Support for input events recording and automatic re-playing, useful for automated testing and more!
|
||||
- Custom game-loop control: Intended for advance users that want to control the events polling and the timming mechanisms
|
||||
- rlgl 4.0: Completely decoupling from platform layer and raylib, intended for standalone usage as single-file header-only
|
||||
|
|
|
|||
|
|
@ -19,7 +19,7 @@ Operators | value1 - value2 | `int res = value - 5;`
|
|||
Enum | TitleCase | `enum TextureFormat`
|
||||
Enum members | ALL_CAPS | `PIXELFORMAT_UNCOMPRESSED_R8G8B8`
|
||||
Struct | TitleCase | `struct Texture2D`, `struct Material`
|
||||
Struct members |lowerCase | `texture.width`, `color.r`
|
||||
Struct members | lowerCase | `texture.width`, `color.r`
|
||||
Functions | TitleCase | `InitWindow()`, `LoadImageFromMemory()`
|
||||
Functions params | lowerCase | `width`, `height`
|
||||
Ternary Operator | (condition)? result1 : result2 | `printf("Value is 0: %s", (value == 0)? "yes" : "no");`
|
||||
|
|
@ -52,7 +52,7 @@ switch (value)
|
|||
```
|
||||
- All conditions checks are **always between parenthesis** but not boolean values:
|
||||
```c
|
||||
if ((value > 1) && (value < 50) && valueActive))
|
||||
if ((value > 1) && (value < 50) && valueActive)
|
||||
{
|
||||
|
||||
}
|
||||
|
|
@ -92,4 +92,3 @@ resources/characters/enemy_slime.png
|
|||
resources/common/font_arial.ttf
|
||||
resources/common/gui.png
|
||||
```
|
||||
|
||||
|
|
|
|||
|
|
@ -101,7 +101,7 @@ raylib is also available via multiple [package managers](https://github.com/rays
|
|||
- [Working for Web (HTML5)](https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5))
|
||||
- [Working anywhere with CMake](https://github.com/raysan5/raylib/wiki/Working-with-CMake)
|
||||
|
||||
*Note that Wiki is open for edit, if you find some issue while building raylib for your target platform, feel free to edit the Wiki or open and issue related to it.*
|
||||
*Note that the Wiki is open for edit, if you find some issues while building raylib for your target platform, feel free to edit the Wiki or open an issue related to it.*
|
||||
|
||||
#### Setup raylib with multiple IDEs
|
||||
|
||||
|
|
@ -109,14 +109,14 @@ raylib has been developed on Windows platform using [Notepad++](https://notepad-
|
|||
|
||||
[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
|
||||
|
||||
*Note that there are lots of IDEs supported, some of the provided templates could require some review, please, if you find some issue with some template or you think they could be improved, feel free to send a PR or open a related issue.*
|
||||
*Note that there are lots of IDEs supported, some of the provided templates could require some review, so please, if you find some issue with a template or you think they could be improved, feel free to send a PR or open a related issue.*
|
||||
|
||||
learning and docs
|
||||
------------------
|
||||
|
||||
raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library and a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
|
||||
raylib is designed to be learned using [the examples](https://github.com/raysan5/raylib/tree/master/examples) as the main reference. There is no standard API documentation but there is a [**cheatsheet**](https://www.raylib.com/cheatsheet/cheatsheet.html) containing all the functions available on the library a short description of each one of them, input parameters and result value names should be intuitive enough to understand how each function works.
|
||||
|
||||
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here the more relevant links:
|
||||
Some additional documentation about raylib design can be found in raylib GitHub Wiki. Here are the relevant links:
|
||||
|
||||
- [raylib cheatsheet](https://www.raylib.com/cheatsheet/cheatsheet.html)
|
||||
- [raylib architecture](https://github.com/raysan5/raylib/wiki/raylib-architecture)
|
||||
|
|
|
|||
12
ROADMAP.md
12
ROADMAP.md
|
|
@ -1,19 +1,19 @@
|
|||
# raylib roadmap
|
||||
|
||||
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements of ideas:
|
||||
Here it is a wishlist with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements and ideas:
|
||||
|
||||
- [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
|
||||
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
||||
- [raylib wishlist](https://github.com/raysan5/raylib/discussions/1502) is open to everyone to ask for improvements, feel free to check and comment.
|
||||
- raylib wishlists discussions (https://github.com/raysan5/raylib/discussions/1502, https://github.com/raysan5/raylib/discussions/2272) are open to everyone to ask for improvements, feel free to check and comment.
|
||||
|
||||
_Current version of raylib is complete and functional but, as always, there is lot of room for improvement._
|
||||
_Current version of raylib is complete and functional but there is always room for improvements._
|
||||
|
||||
**raylib 4.x**
|
||||
- [ ] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
|
||||
- [ ] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143), https://github.com/raysan5/raylib/discussions/2507)
|
||||
- [ ] Redesign gestures system, improve touch inputs management
|
||||
- [ ] Better documentation and improved examples
|
||||
- [ ] Focus on HTML5 and embedded platforms
|
||||
- [ ] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)...
|
||||
- [ ] Focus on HTML5 ([raylib 5k gamejam](https://itch.io/jam/raylib-5k-gamejam)) and embedded platforms (RPI and similar SOCs)
|
||||
- [x] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)
|
||||
|
||||
**raylib 4.0**
|
||||
- [x] Improved consistency and coherency in raylib API
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@ if(NOT glfw3_FOUND AND NOT USE_EXTERNAL_GLFW STREQUAL "ON" AND "${PLATFORM}" MAT
|
|||
|
||||
list(APPEND raylib_sources $<TARGET_OBJECTS:glfw>)
|
||||
include_directories(BEFORE SYSTEM external/glfw/include)
|
||||
elseif("${PLATFORM}" STREQUAL "DRM")
|
||||
MESSAGE(STATUS "No GLFW required on PLATFORM_DRM")
|
||||
else()
|
||||
MESSAGE(STATUS "Using external GLFW")
|
||||
set(GLFW_PKG_DEPS glfw3)
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ if (${PLATFORM} MATCHES "Desktop")
|
|||
find_library(OSS_LIBRARY ossaudio)
|
||||
endif ()
|
||||
|
||||
set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
|
||||
set(LIBS_PRIVATE m atomic pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
|
||||
|
||||
if (USE_AUDIO)
|
||||
set(LIBS_PRIVATE ${LIBS_PRIVATE} dl)
|
||||
|
|
@ -44,7 +44,7 @@ elseif (${PLATFORM} MATCHES "Android")
|
|||
set(PLATFORM_CPP "PLATFORM_ANDROID")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||
set(raylib_sources "${raylib_sources} ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c")
|
||||
list(APPEND raylib_sources ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c)
|
||||
add_definitions(-DANDROID -D__ANDROID_API__=21)
|
||||
include_directories(${ANDROID_NDK}/sources/android/native_app_glue)
|
||||
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -u ANativeActivity_onCreate -Wl,-undefined,dynamic_lookup")
|
||||
|
|
@ -81,7 +81,7 @@ elseif (${PLATFORM} MATCHES "DRM")
|
|||
if (NOT CMAKE_CROSSCOMPILING)
|
||||
include_directories(/usr/include/libdrm)
|
||||
endif ()
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} pthread m dl)
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread m dl)
|
||||
|
||||
endif ()
|
||||
|
||||
|
|
|
|||
|
|
@ -106,6 +106,11 @@ elseif (${PLATFORM} MATCHES "Web")
|
|||
# does not generate HTML+JS+WASM files, only a non-working
|
||||
# and fat HTML
|
||||
string(REPLACE "-rdynamic" "" CMAKE_SHARED_LIBRARY_LINK_C_FLAGS "${CMAKE_SHARED_LIBRARY_LINK_C_FLAGS}")
|
||||
|
||||
elseif (${PLATFORM} STREQUAL "DRM")
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||
|
||||
endif ()
|
||||
|
||||
include_directories(BEFORE SYSTEM others/external/include)
|
||||
|
|
|
|||
|
|
@ -226,9 +226,9 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
|
|||
endif
|
||||
|
||||
# Define include paths for required headers: INCLUDE_PATHS
|
||||
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
|
||||
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
||||
#------------------------------------------------------------------------------------------------
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
|
|
@ -306,8 +306,6 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
# Libraries for Windows desktop compilation
|
||||
# NOTE: WinMM library required to set high-res timer resolution
|
||||
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
|
||||
# Required for physac examples
|
||||
LDLIBS += -static -lpthread
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
|
|
@ -349,7 +347,7 @@ endif
|
|||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
# Libraries for Raspberry Pi compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
|
||||
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl -latomic
|
||||
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
|
||||
LDLIBS += -lvchiq_arm -lvcos
|
||||
endif
|
||||
|
|
@ -357,7 +355,7 @@ endif
|
|||
ifeq ($(PLATFORM),PLATFORM_DRM)
|
||||
# Libraries for DRM compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Libraries for web (HTML5) compiling
|
||||
|
|
@ -494,20 +492,12 @@ AUDIO = \
|
|||
audio/audio_sound_loading \
|
||||
audio/audio_multichannel_sound
|
||||
|
||||
PHYSICS = \
|
||||
physics/physics_demo \
|
||||
physics/physics_friction \
|
||||
physics/physics_movement \
|
||||
physics/physics_restitution \
|
||||
physics/physics_shatter
|
||||
|
||||
|
||||
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||
|
||||
# Define processes to execute
|
||||
#------------------------------------------------------------------------------------------------
|
||||
# Default target entry
|
||||
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
|
||||
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
|
||||
|
||||
core: $(CORE)
|
||||
shapes: $(SHAPES)
|
||||
|
|
@ -516,7 +506,6 @@ text: $(TEXT)
|
|||
models: $(MODELS)
|
||||
shaders: $(SHADERS)
|
||||
audio: $(AUDIO)
|
||||
physics: $(PHYSICS)
|
||||
|
||||
# Generic compilation pattern
|
||||
# NOTE: Examples must be ready for Android compilation!
|
||||
|
|
|
|||
|
|
@ -238,8 +238,8 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
|
|||
endif
|
||||
|
||||
# Define include paths for required headers
|
||||
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
|
||||
# NOTE: Some external/extras libraries could be required (stb, easings...)
|
||||
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
|
||||
|
||||
# Define additional directories containing required header files
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
|
|
@ -324,8 +324,6 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
# Libraries for Windows desktop compilation
|
||||
# NOTE: WinMM library required to set high-res timer resolution
|
||||
LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
|
||||
# Required for physac examples
|
||||
LDLIBS += -static -lpthread
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Libraries for Debian GNU/Linux desktop compiling
|
||||
|
|
@ -508,17 +506,10 @@ AUDIO = \
|
|||
audio/audio_sound_loading \
|
||||
audio/audio_multichannel_sound
|
||||
|
||||
PHYSICS = \
|
||||
physics/physics_demo \
|
||||
physics/physics_friction \
|
||||
physics/physics_movement \
|
||||
physics/physics_restitution \
|
||||
physics/physics_shatter
|
||||
|
||||
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
|
||||
|
||||
# Default target entry
|
||||
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
|
||||
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
|
||||
|
||||
core: $(CORE)
|
||||
shapes: $(SHAPES)
|
||||
|
|
@ -527,7 +518,6 @@ text: $(TEXT)
|
|||
models: $(MODELS)
|
||||
shaders: $(SHADERS)
|
||||
audio: $(AUDIO)
|
||||
physics: $(PHYSICS)
|
||||
|
||||
# Compile CORE examples
|
||||
core/core_basic_window: core/core_basic_window.c
|
||||
|
|
@ -1007,23 +997,6 @@ audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
|
|||
--preload-file audio/resources/sound.wav@resources/sound.wav \
|
||||
--preload-file audio/resources/target.ogg@resources/target.ogg
|
||||
|
||||
# Compile PHYSICS examples
|
||||
physics/physics_demo: physics/physics_demo.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
|
||||
|
||||
physics/physics_friction: physics/physics_friction.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
|
||||
|
||||
physics/physics_movement: physics/physics_movement.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
|
||||
|
||||
physics/physics_restitution: physics/physics_restitution.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
|
||||
|
||||
physics/physics_shatter: physics/physics_shatter.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -DPHYSAC_AVOID_TIMMING_SYSTEM
|
||||
|
||||
|
||||
# Clean everything
|
||||
clean:
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
|
|
|
|||
|
|
@ -138,7 +138,6 @@ Examples using raylib models functionality, including models loading/generation
|
|||
| 82 | [models_yaw_pitch_roll](models/models_yaw_pitch_roll.c) | <img src="models/models_yaw_pitch_roll.png" alt="models_yaw_pitch_roll" width="200"> | [Berni](https://github.com/Berni8k) | ⭐️ |
|
||||
| 83 | [models_heightmap](models/models_heightmap.c) | <img src="models/models_heightmap.png" alt="models_heightmap" width="200"> | ray | |
|
||||
| 84 | [models_waving_cubes](models/models_waving_cubes.c) | <img src="models/models_waving_cubes.png" alt="models_waving_cubes" width="200"> | [codecat](https://github.com/codecat) | |
|
||||
| -- | [models_gltf_model](models/models_gltf_model.c) | <img src="models/models_gltf_model.png" alt="models_gltf_model" width="200"> | [object71](https://github.com/object71) | ⭐️ |
|
||||
|
||||
### category: shaders
|
||||
|
||||
|
|
@ -176,18 +175,6 @@ Examples using raylib audio functionality, including sound/music loading and pla
|
|||
| 105 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="200"> | ray | |
|
||||
| 106 | [audio_multichannel_sound](audio/audio_multichannel_sound.c) | <img src="audio/audio_multichannel_sound.png" alt="audio_multichannel_sound" width="200"> | [Chris Camacho](https://github.com/codifies) | ⭐️ |
|
||||
|
||||
### category: physics
|
||||
|
||||
Examples showing physics functionality with raylib. This functionality is provided by [physac](https://github.com/victorfisac/Physac) library, included with raylib [sources](../src/physac.h). Note this library is not linked with raylib by default, it should be manually included in user code.
|
||||
|
||||
| ## | example | image | developer | new |
|
||||
|----|----------|--------|:----------:|:---:|
|
||||
| 107 | [physics_demo](physics/physics_demo.c) | <img src="physics/physics_demo.png" alt="physics_demo" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 108 | [physics_friction](physics/physics_friction.c) | <img src="physics/physics_friction.png" alt="physics_friction" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 109 | [physics_movement](physics/physics_movement.c) | <img src="physics/physics_movement.png" alt="physics_movement" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
|
||||
|
||||
### category: others
|
||||
|
||||
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
|
||||
|
|
|
|||
|
|
@ -21,6 +21,9 @@ typedef struct {
|
|||
Color color;
|
||||
} CircleWave;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -13,6 +13,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -54,6 +54,9 @@ static void AudioProcessEffectDelay(void *buffer, unsigned int frames)
|
|||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
@ -68,15 +71,16 @@ int main(void)
|
|||
Music music = LoadMusicStream("resources/country.mp3");
|
||||
|
||||
// Allocate buffer for the delay effect
|
||||
delayBuffer = (float *)RL_CALLOC(48000*2, sizeof(float)); // 1 second delay (device sampleRate*channels)
|
||||
delayBufferSize = 48000 * 2;
|
||||
delayBuffer = (float *)RL_CALLOC(delayBufferSize, sizeof(float)); // 1 second delay (device sampleRate*channels)
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
float timePlayed = 0.0f;
|
||||
bool pause = false;
|
||||
|
||||
bool hasFilter = false;
|
||||
bool hasDelay = false;
|
||||
bool hasFilter = true;
|
||||
bool hasDelay = true;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -49,7 +49,9 @@ void AudioInputCallback(void *buffer, unsigned int frames)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -93,7 +93,6 @@ pub fn build(b: *std.build.Builder) !void {
|
|||
all.dependOn(try add_module("core", b, target));
|
||||
all.dependOn(try add_module("models", b, target));
|
||||
all.dependOn(try add_module("others", b, target));
|
||||
all.dependOn(try add_module("physics", b, target));
|
||||
all.dependOn(try add_module("shaders", b, target));
|
||||
all.dependOn(try add_module("shapes", b, target));
|
||||
all.dependOn(try add_module("text", b, target));
|
||||
|
|
|
|||
|
|
@ -13,6 +13,9 @@
|
|||
|
||||
#define MAX_BUILDINGS 100
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -30,16 +30,19 @@ typedef struct EnvItem {
|
|||
Color color;
|
||||
} EnvItem;
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module functions declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void UpdatePlayer(Player *player, EnvItem *envItems, int envItemsLength, float delta);
|
||||
|
||||
void UpdateCameraCenter(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraEvenOutOnLanding(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
void UpdateCameraPlayerBoundsPush(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height);
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -13,6 +13,9 @@
|
|||
|
||||
#define MAX_COLUMNS 20
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -18,9 +18,9 @@
|
|||
//------------------------------------------------------------------------------------------
|
||||
typedef enum GameScreen { LOGO = 0, TITLE, GAMEPLAY, ENDING } GameScreen;
|
||||
|
||||
//------------------------------------------------------------------------------------------
|
||||
// Main entry point
|
||||
//------------------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -21,6 +21,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -28,14 +28,14 @@ const int screenWidth = 800;
|
|||
const int screenHeight = 450;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
// Module functions declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void); // Update and Draw one frame
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main Enry Point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main()
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -26,6 +26,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@
|
|||
#include <time.h> // Required for: time_t, tm, time(), localtime(), strftime()
|
||||
|
||||
// Custom logging funtion
|
||||
void LogCustom(int msgType, const char *text, va_list args)
|
||||
void CustomLog(int msgType, const char *text, va_list args)
|
||||
{
|
||||
char timeStr[64] = { 0 };
|
||||
time_t now = time(NULL);
|
||||
|
|
@ -39,16 +39,18 @@ void LogCustom(int msgType, const char *text, va_list args)
|
|||
printf("\n");
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// First thing we do is setting our custom logger to ensure everything raylib logs
|
||||
// will use our own logger instead of its internal one
|
||||
SetTraceLogCallback(LogCustom);
|
||||
// Set custom logger
|
||||
SetTraceLogCallback(CustomLog);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
|
||||
|
||||
|
|
|
|||
|
|
@ -13,6 +13,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
@ -22,8 +25,7 @@ int main(void)
|
|||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||
|
||||
int count = 0;
|
||||
char **droppedFiles = { 0 };
|
||||
FilePathList droppedFiles = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -35,7 +37,11 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
if (IsFileDropped())
|
||||
{
|
||||
droppedFiles = GetDroppedFiles(&count);
|
||||
// Is some files have been previously loaded, unload them
|
||||
if (droppedFiles.count > 0) UnloadDroppedFiles(droppedFiles);
|
||||
|
||||
// Load new dropped files
|
||||
droppedFiles = LoadDroppedFiles();
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -45,20 +51,20 @@ int main(void)
|
|||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
|
||||
if (droppedFiles.count == 0) DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY);
|
||||
else
|
||||
{
|
||||
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
for (int i = 0; i < droppedFiles.count; i++)
|
||||
{
|
||||
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
|
||||
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
|
||||
|
||||
DrawText(droppedFiles[i], 120, 100 + 40*i, 10, GRAY);
|
||||
DrawText(droppedFiles.paths[i], 120, 100 + 40*i, 10, GRAY);
|
||||
}
|
||||
|
||||
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY);
|
||||
DrawText("Drop new files...", 100, 110 + 40*droppedFiles.count, 20, DARKGRAY);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
|
|
@ -67,7 +73,7 @@ int main(void)
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
UnloadDroppedFiles(droppedFiles); // Unload files memory
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -27,6 +27,9 @@
|
|||
#define PS3_NAME_ID "PLAYSTATION(R)3 Controller"
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -10,10 +10,14 @@
|
|||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#define MAX_GESTURE_STRINGS 20
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -15,6 +15,9 @@
|
|||
|
||||
#define MAX_TOUCH_POINTS 10
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -27,6 +27,9 @@ static void *LoadDataThread(void *arg); // Loading data thread function decl
|
|||
|
||||
static int dataProgress = 0; // Data progress accumulator
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -18,6 +18,9 @@
|
|||
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -13,6 +13,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -16,6 +16,9 @@
|
|||
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -40,6 +40,9 @@ void DrawScene(void)
|
|||
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -17,6 +17,9 @@ typedef enum {
|
|||
STORAGE_POSITION_HISCORE = 1
|
||||
} StorageData;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -17,6 +17,9 @@
|
|||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
@ -78,7 +81,11 @@ int main(void)
|
|||
|
||||
// Initialize framebuffer for stereo rendering
|
||||
// NOTE: Screen size should match HMD aspect ratio
|
||||
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
RenderTexture2D target = LoadRenderTexture(device.hResolution, device.vResolution);
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
|
||||
Rectangle destRec = { 0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
@ -121,8 +128,7 @@ int main(void)
|
|||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
BeginShaderMode(distortion);
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width,
|
||||
(float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
|
||||
DrawTexturePro(target.texture, sourceRec, destRec, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
|
||||
EndShaderMode();
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -13,21 +13,14 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
#define max(a, b) ((a)>(b)? (a) : (b))
|
||||
#define min(a, b) ((a)<(b)? (a) : (b))
|
||||
#include "raymath.h" // Required for: Vector2Clamp()
|
||||
|
||||
// Clamp Vector2 value with min and max and return a new vector2
|
||||
// NOTE: Required for virtual mouse, to clamp inside virtual game size
|
||||
Vector2 ClampValue(Vector2 value, Vector2 min, Vector2 max)
|
||||
{
|
||||
Vector2 result = value;
|
||||
result.x = (result.x > max.x)? max.x : result.x;
|
||||
result.x = (result.x < min.x)? min.x : result.x;
|
||||
result.y = (result.y > max.y)? max.y : result.y;
|
||||
result.y = (result.y < min.y)? min.y : result.y;
|
||||
return result;
|
||||
}
|
||||
#define MAX(a, b) ((a)>(b)? (a) : (b))
|
||||
#define MIN(a, b) ((a)<(b)? (a) : (b))
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
const int windowWidth = 800;
|
||||
|
|
@ -57,7 +50,7 @@ int main(void)
|
|||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Compute required framebuffer scaling
|
||||
float scale = min((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
|
||||
float scale = MIN((float)GetScreenWidth()/gameScreenWidth, (float)GetScreenHeight()/gameScreenHeight);
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
|
|
@ -70,7 +63,7 @@ int main(void)
|
|||
Vector2 virtualMouse = { 0 };
|
||||
virtualMouse.x = (mouse.x - (GetScreenWidth() - (gameScreenWidth*scale))*0.5f)/scale;
|
||||
virtualMouse.y = (mouse.y - (GetScreenHeight() - (gameScreenHeight*scale))*0.5f)/scale;
|
||||
virtualMouse = ClampValue(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
|
||||
virtualMouse = Vector2Clamp(virtualMouse, (Vector2){ 0, 0 }, (Vector2){ (float)gameScreenWidth, (float)gameScreenHeight });
|
||||
|
||||
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
|
||||
//SetMouseOffset(-(GetScreenWidth() - (gameScreenWidth*scale))*0.5f, -(GetScreenHeight() - (gameScreenHeight*scale))*0.5f);
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -52,6 +52,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -21,7 +21,9 @@
|
|||
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -13,6 +13,9 @@
|
|||
|
||||
#include <stdlib.h> // Required for: free()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -11,6 +11,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -22,6 +22,9 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
@ -67,35 +70,34 @@ int main(void)
|
|||
// Load new models/textures on drag&drop
|
||||
if (IsFileDropped())
|
||||
{
|
||||
int count = 0;
|
||||
char **droppedFiles = GetDroppedFiles(&count);
|
||||
FilePathList droppedFiles = LoadDroppedFiles();
|
||||
|
||||
if (count == 1) // Only support one file dropped
|
||||
if (droppedFiles.count == 1) // Only support one file dropped
|
||||
{
|
||||
if (IsFileExtension(droppedFiles[0], ".obj") ||
|
||||
IsFileExtension(droppedFiles[0], ".gltf") ||
|
||||
IsFileExtension(droppedFiles[0], ".glb") ||
|
||||
IsFileExtension(droppedFiles[0], ".vox") ||
|
||||
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
|
||||
if (IsFileExtension(droppedFiles.paths[0], ".obj") ||
|
||||
IsFileExtension(droppedFiles.paths[0], ".gltf") ||
|
||||
IsFileExtension(droppedFiles.paths[0], ".glb") ||
|
||||
IsFileExtension(droppedFiles.paths[0], ".vox") ||
|
||||
IsFileExtension(droppedFiles.paths[0], ".iqm")) // Model file formats supported
|
||||
{
|
||||
UnloadModel(model); // Unload previous model
|
||||
model = LoadModel(droppedFiles[0]); // Load new model
|
||||
UnloadModel(model); // Unload previous model
|
||||
model = LoadModel(droppedFiles.paths[0]); // Load new model
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set current map diffuse texture
|
||||
|
||||
bounds = GetMeshBoundingBox(model.meshes[0]);
|
||||
|
||||
// TODO: Move camera position from target enough distance to visualize model properly
|
||||
}
|
||||
else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
|
||||
else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported
|
||||
{
|
||||
// Unload current model texture and load new one
|
||||
UnloadTexture(texture);
|
||||
texture = LoadTexture(droppedFiles[0]);
|
||||
texture = LoadTexture(droppedFiles.paths[0]);
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
}
|
||||
}
|
||||
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
||||
}
|
||||
|
||||
// Select model on mouse click
|
||||
|
|
|
|||
|
|
@ -1,25 +1,19 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Load models gltf
|
||||
* raylib [models] example - loading gltf
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* This example has been created using raylib 4.2 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* NOTE: To export a model from Blender, make sure it is not posed, the vertices need to be
|
||||
* in the same position as they would be in edit mode.
|
||||
* Also make sure the scale parameter of your models is set to 0.0,
|
||||
* scaling can be applied from the export menu.
|
||||
*
|
||||
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2022 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_GLTF_MODELS 8
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
@ -27,7 +21,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - model");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
@ -37,18 +31,8 @@ int main(void)
|
|||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
// Load some models
|
||||
Model model[MAX_GLTF_MODELS] = { 0 };
|
||||
model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb");
|
||||
model[1] = LoadModel("resources/models/gltf/rigged_figure.glb");
|
||||
model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb");
|
||||
model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb");
|
||||
model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf");
|
||||
model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb");
|
||||
model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb");
|
||||
model[7] = LoadModel("resources/models/gltf/girl.glb");
|
||||
|
||||
int currentModel = 0;
|
||||
// Loaf gltf model
|
||||
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
|
|
@ -63,18 +47,6 @@ int main(void)
|
|||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update our camera with inputs
|
||||
|
||||
if (IsKeyReleased(KEY_RIGHT))
|
||||
{
|
||||
currentModel++;
|
||||
if (currentModel == MAX_GLTF_MODELS) currentModel = 0;
|
||||
}
|
||||
|
||||
if (IsKeyReleased(KEY_LEFT))
|
||||
{
|
||||
currentModel--;
|
||||
if (currentModel < 0) currentModel = MAX_GLTF_MODELS - 1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -85,7 +57,7 @@ int main(void)
|
|||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model[currentModel], position, 1.0f, WHITE);
|
||||
DrawModel(model, position, 1.0f, WHITE);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
|
@ -96,7 +68,7 @@ int main(void)
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]); // Unload models
|
||||
UnloadModel(model); // Unload model and meshes/material
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -17,6 +17,9 @@
|
|||
|
||||
#define MAX_VOX_FILES 3
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -15,6 +15,9 @@
|
|||
|
||||
static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -16,6 +16,9 @@
|
|||
|
||||
#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -18,6 +18,9 @@
|
|||
#define FOVY_PERSPECTIVE 45.0f
|
||||
#define WIDTH_ORTHOGRAPHIC 10.0f
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -23,6 +23,9 @@
|
|||
// Generate cubemap (6 faces) from equirectangular (panorama) texture
|
||||
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
@ -97,18 +100,17 @@ int main(void)
|
|||
// Load new cubemap texture on drag&drop
|
||||
if (IsFileDropped())
|
||||
{
|
||||
int count = 0;
|
||||
char **droppedFiles = GetDroppedFiles(&count);
|
||||
FilePathList droppedFiles = LoadDroppedFiles();
|
||||
|
||||
if (count == 1) // Only support one file dropped
|
||||
if (droppedFiles.count == 1) // Only support one file dropped
|
||||
{
|
||||
if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
|
||||
if (IsFileExtension(droppedFiles.paths[0], ".png;.jpg;.hdr;.bmp;.tga"))
|
||||
{
|
||||
// Unload current cubemap texture and load new one
|
||||
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
|
||||
if (useHDR)
|
||||
{
|
||||
Texture2D panorama = LoadTexture(droppedFiles[0]);
|
||||
Texture2D panorama = LoadTexture(droppedFiles.paths[0]);
|
||||
|
||||
// Generate cubemap from panorama texture
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
|
||||
|
|
@ -116,16 +118,16 @@ int main(void)
|
|||
}
|
||||
else
|
||||
{
|
||||
Image img = LoadImage(droppedFiles[0]);
|
||||
Image img = LoadImage(droppedFiles.paths[0]);
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
UnloadImage(img);
|
||||
}
|
||||
|
||||
TextCopy(skyboxFileName, droppedFiles[0]);
|
||||
TextCopy(skyboxFileName, droppedFiles.paths[0]);
|
||||
}
|
||||
}
|
||||
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
UnloadDroppedFiles(droppedFiles); // Unload filepaths from memory
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -13,8 +13,11 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <math.h> // Required for: sinf()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -15,6 +15,9 @@
|
|||
|
||||
#include "raymath.h" // Required for: MatrixRotateXYZ()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -1,16 +1,15 @@
|
|||
| resource | author | licence | notes |
|
||||
| :------------------- | :---------: | :------ | :---- |
|
||||
| models/obj/castle.obj,<br>models/castle_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/bridge.obj,<br>models/bridge_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/house.obj,<br>models/house_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/market.obj,<br>models/market_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/turret.obj,<br>models/turret_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/well.obj,<br>models/well_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/cube.obj,<br>models/cube_diffuse.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| models/obj/plane.gltf,<br>models/gltf/plane/plane.bin,<br>models/gltf/plane/plane_diffuse.png | [GiaHanLam](https://sketchfab.com/GiaHanLam) | [CC-BY](https://creativecommons.org/licenses/by/4.0/) | Used by: [`models_yaw_pitch_roll.c`](https://github.com/raysan5/raylib/blob/master/examples/models/models_yaw_pitch_roll.c)
|
||||
| models/obj/castle.obj,<br>models/obj/castle_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/bridge.obj,<br>models/obj/bridge_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/house.obj,<br>models/obj/house_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/market.obj,<br>models/obj/market_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/turret.obj,<br>models/obj/turret_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/well.obj,<br>models/obj/well_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/cube.obj,<br>models/obj/cube_diffuse.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| models/obj/plane.obj,<br>models/obj/plane_diffuse.png | [GiaHanLam](https://sketchfab.com/GiaHanLam) | [CC-BY](https://creativecommons.org/licenses/by/4.0/) | Used by: [`models_yaw_pitch_roll.c`](https://github.com/raysan5/raylib/blob/master/examples/models/models_yaw_pitch_roll.c)
|
||||
| models/iqm/guy.iqm,<br>models/iqm/guyanim.iqm,<br>models/iqm/guytex.png,<br>models/iqm/guy.blend | [@culacant](https://github.com/culacant) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| models/iqm/vertex_colored_object.iqm | ❔ | ❔ | - |
|
||||
| models/gltf/... | _various_ | Check [LICENSE](https://github.com/raysan5/raylib/blob/master/examples/models/resources/models/gltf/LICENSE) | - |
|
||||
| models/gltf/robot.glb,<br>models/gltf/robot.blend | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| models/vox/chr_knight.vox | ❔ | ❔ | - |
|
||||
| models/vox/chr_sword.vox | ❔ | ❔ | - |
|
||||
| models/vox/monu9.vox | ❔ | ❔ | - |
|
||||
|
|
|
|||
Binary file not shown.
|
|
@ -1,118 +0,0 @@
|
|||
{
|
||||
"scene" : 0,
|
||||
"scenes" : [
|
||||
{
|
||||
"nodes" : [ 0 ]
|
||||
}
|
||||
],
|
||||
|
||||
"nodes" : [
|
||||
{
|
||||
"mesh" : 0,
|
||||
"rotation" : [ 0.0, 0.0, 0.0, 1.0 ]
|
||||
}
|
||||
],
|
||||
|
||||
"meshes" : [
|
||||
{
|
||||
"primitives" : [ {
|
||||
"attributes" : {
|
||||
"POSITION" : 1
|
||||
},
|
||||
"indices" : 0
|
||||
} ]
|
||||
}
|
||||
],
|
||||
|
||||
"animations": [
|
||||
{
|
||||
"samplers" : [
|
||||
{
|
||||
"input" : 2,
|
||||
"interpolation" : "LINEAR",
|
||||
"output" : 3
|
||||
}
|
||||
],
|
||||
"channels" : [ {
|
||||
"sampler" : 0,
|
||||
"target" : {
|
||||
"node" : 0,
|
||||
"path" : "rotation"
|
||||
}
|
||||
} ]
|
||||
}
|
||||
],
|
||||
|
||||
"buffers" : [
|
||||
{
|
||||
"uri" : "data:application/octet-stream;base64,AAABAAIAAAAAAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAAAAAAAAACAPwAAAAA=",
|
||||
"byteLength" : 44
|
||||
},
|
||||
{
|
||||
"uri" : "data:application/octet-stream;base64,AAAAAAAAgD4AAAA/AABAPwAAgD8AAAAAAAAAAAAAAAAAAIA/AAAAAAAAAAD0/TQ/9P00PwAAAAAAAAAAAACAPwAAAAAAAAAAAAAAAPT9ND/0/TS/AAAAAAAAAAAAAAAAAACAPw==",
|
||||
"byteLength" : 100
|
||||
}
|
||||
],
|
||||
"bufferViews" : [
|
||||
{
|
||||
"buffer" : 0,
|
||||
"byteOffset" : 0,
|
||||
"byteLength" : 6,
|
||||
"target" : 34963
|
||||
},
|
||||
{
|
||||
"buffer" : 0,
|
||||
"byteOffset" : 8,
|
||||
"byteLength" : 36,
|
||||
"target" : 34962
|
||||
},
|
||||
{
|
||||
"buffer" : 1,
|
||||
"byteOffset" : 0,
|
||||
"byteLength" : 100
|
||||
}
|
||||
],
|
||||
"accessors" : [
|
||||
{
|
||||
"bufferView" : 0,
|
||||
"byteOffset" : 0,
|
||||
"componentType" : 5123,
|
||||
"count" : 3,
|
||||
"type" : "SCALAR",
|
||||
"max" : [ 2 ],
|
||||
"min" : [ 0 ]
|
||||
},
|
||||
{
|
||||
"bufferView" : 1,
|
||||
"byteOffset" : 0,
|
||||
"componentType" : 5126,
|
||||
"count" : 3,
|
||||
"type" : "VEC3",
|
||||
"max" : [ 1.0, 1.0, 0.0 ],
|
||||
"min" : [ 0.0, 0.0, 0.0 ]
|
||||
},
|
||||
{
|
||||
"bufferView" : 2,
|
||||
"byteOffset" : 0,
|
||||
"componentType" : 5126,
|
||||
"count" : 5,
|
||||
"type" : "SCALAR",
|
||||
"max" : [ 1.0 ],
|
||||
"min" : [ 0.0 ]
|
||||
},
|
||||
{
|
||||
"bufferView" : 2,
|
||||
"byteOffset" : 20,
|
||||
"componentType" : 5126,
|
||||
"count" : 5,
|
||||
"type" : "VEC4",
|
||||
"max" : [ 0.0, 0.0, 1.0, 1.0 ],
|
||||
"min" : [ 0.0, 0.0, 0.0, -0.707 ]
|
||||
}
|
||||
],
|
||||
|
||||
"asset" : {
|
||||
"version" : "2.0"
|
||||
}
|
||||
|
||||
}
|
||||
Binary file not shown.
|
|
@ -1,23 +1,2 @@
|
|||
Rigged Figure model has been created by Cesium (https://cesium.com/cesiumjs/),
|
||||
and licensed as Creative Commons Attribution 4.0 International License.
|
||||
|
||||
Box Animated model has been created by Cesium (https://cesium.com/cesiumjs/)
|
||||
and is licensed as Creative Commons Attribution 4.0 International License
|
||||
|
||||
Avocado model is provided by Microsoft
|
||||
and licensed as CC0 Universal Public Domain
|
||||
|
||||
Animated Morph Cube model is provided by Microsoft
|
||||
and licensed as CC0 Universal Public Domain
|
||||
|
||||
Animated Triangle model is licensed as CC0 Universal Public Domain
|
||||
|
||||
Gearbox Assy model has been provided by Okino Computer Graphics, using Okino Polytrans Software.
|
||||
no license information was provided
|
||||
|
||||
Girl model has been provided by Hristo Stamenov (https://thatonegamedev.com/)
|
||||
and licensed as CC0 Universal Public Domain
|
||||
|
||||
Check for details on CC0: https://creativecommons.org/publicdomain/zero/1.0/
|
||||
Check for details on CC4: http://creativecommons.org/licenses/by/4.0/
|
||||
GLTF sample models for testing are taken from: https://github.com/KhronosGroup/glTF-Sample-Models/
|
||||
robot.glb model by @Quaternius (https://www.patreon.com/quaternius)
|
||||
Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)
|
||||
Binary file not shown.
Binary file not shown.
BIN
examples/models/resources/models/gltf/robot.blend
Normal file
BIN
examples/models/resources/models/gltf/robot.blend
Normal file
Binary file not shown.
BIN
examples/models/resources/models/gltf/robot.glb
Normal file
BIN
examples/models/resources/models/gltf/robot.glb
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
|
@ -11,7 +11,7 @@
|
|||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and 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.
|
||||
|
|
@ -36,7 +36,7 @@
|
|||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
|
||||
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
|
|
@ -45,22 +45,22 @@
|
|||
// Light data
|
||||
typedef struct {
|
||||
int type;
|
||||
bool enabled;
|
||||
Vector3 position;
|
||||
Vector3 target;
|
||||
Color color;
|
||||
bool enabled;
|
||||
|
||||
// Shader locations
|
||||
int enabledLoc;
|
||||
int typeLoc;
|
||||
int posLoc;
|
||||
int positionLoc;
|
||||
int targetLoc;
|
||||
int colorLoc;
|
||||
} Light;
|
||||
|
||||
// Light type
|
||||
typedef enum {
|
||||
LIGHT_DIRECTIONAL,
|
||||
LIGHT_DIRECTIONAL = 0,
|
||||
LIGHT_POINT
|
||||
} LightType;
|
||||
|
||||
|
|
@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
|
|||
light.target = target;
|
||||
light.color = color;
|
||||
|
||||
// TODO: Below code doesn't look good to me,
|
||||
// it assumes a specific shader naming and structure
|
||||
// Probably this implementation could be improved
|
||||
char enabledName[32] = "lights[x].enabled\0";
|
||||
char typeName[32] = "lights[x].type\0";
|
||||
char posName[32] = "lights[x].position\0";
|
||||
char targetName[32] = "lights[x].target\0";
|
||||
char colorName[32] = "lights[x].color\0";
|
||||
|
||||
// Set location name [x] depending on lights count
|
||||
enabledName[7] = '0' + lightsCount;
|
||||
typeName[7] = '0' + lightsCount;
|
||||
posName[7] = '0' + lightsCount;
|
||||
targetName[7] = '0' + lightsCount;
|
||||
colorName[7] = '0' + lightsCount;
|
||||
|
||||
light.enabledLoc = GetShaderLocation(shader, enabledName);
|
||||
light.typeLoc = GetShaderLocation(shader, typeName);
|
||||
light.posLoc = GetShaderLocation(shader, posName);
|
||||
light.targetLoc = GetShaderLocation(shader, targetName);
|
||||
light.colorLoc = GetShaderLocation(shader, colorName);
|
||||
// NOTE: Lighting shader naming must be the provided ones
|
||||
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
|
||||
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
|
||||
light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
|
||||
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
|
||||
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
|
||||
|
||||
UpdateLightValues(shader, light);
|
||||
|
||||
|
|
@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light)
|
|||
|
||||
// Send to shader light position values
|
||||
float position[3] = { light.position.x, light.position.y, light.position.z };
|
||||
SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
|
||||
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light target position values
|
||||
float target[3] = { light.target.x, light.target.y, light.target.z };
|
||||
|
|
|
|||
|
|
@ -90,7 +90,7 @@
|
|||
#define EASEDEF extern
|
||||
#endif
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
|
||||
#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
|
||||
|
|
@ -101,71 +101,71 @@ 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); }
|
||||
EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); }
|
||||
EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); }
|
||||
EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
|
||||
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); }
|
||||
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
|
||||
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); }
|
||||
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 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); }
|
||||
EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); }
|
||||
EASEDEF float EaseCircInOut(float t, float b, float c, float d)
|
||||
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); }
|
||||
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); }
|
||||
EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
|
||||
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); }
|
||||
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); }
|
||||
EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
|
||||
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); }
|
||||
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); }
|
||||
EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
|
||||
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);
|
||||
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)
|
||||
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)
|
||||
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)
|
||||
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)
|
||||
|
|
@ -180,7 +180,7 @@ EASEDEF float EaseBackInOut(float t, float b, float c, float d)
|
|||
}
|
||||
|
||||
// Bounce Easing functions
|
||||
EASEDEF float EaseBounceOut(float t, float b, float c, float d)
|
||||
EASEDEF float EaseBounceOut(float t, float b, float c, float d) // Ease: Bounce Out
|
||||
{
|
||||
if ((t/=d) < (1.0f/2.75f))
|
||||
{
|
||||
|
|
@ -203,15 +203,15 @@ EASEDEF float EaseBounceOut(float t, float b, float c, float d)
|
|||
}
|
||||
}
|
||||
|
||||
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); }
|
||||
EASEDEF float EaseBounceInOut(float t, float b, float c, float d)
|
||||
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)
|
||||
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);
|
||||
|
|
@ -224,7 +224,7 @@ EASEDEF float EaseElasticIn(float t, float b, float c, float d)
|
|||
return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
|
||||
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);
|
||||
|
|
@ -236,7 +236,7 @@ EASEDEF float EaseElasticOut(float t, float b, float c, float d)
|
|||
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)
|
||||
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);
|
||||
|
|
|
|||
|
|
@ -56,10 +56,8 @@ enum EasingTypes {
|
|||
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
|
||||
|
||||
|
||||
// Easing functions reference data
|
||||
static const struct {
|
||||
const char *name;
|
||||
|
|
@ -96,7 +94,9 @@ static const struct {
|
|||
[EASING_NONE] = { .name = "None", .func = NoEase },
|
||||
};
|
||||
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -16,6 +16,9 @@
|
|||
#include "resources/audio_data.h" // Wave file exported with ExportWaveAsCode()
|
||||
#include "resources/image_data.h" // Image file exported with ExportImageAsCode()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -49,7 +49,10 @@ typedef struct Particle {
|
|||
float period;
|
||||
} Particle;
|
||||
|
||||
int main()
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -40,6 +40,9 @@ typedef struct GolUpdateSSBO {
|
|||
GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
|
||||
} GolUpdateSSBO;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -113,9 +113,9 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
|
|||
//static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
|
||||
//static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main Entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
|
|
|||
|
|
@ -1,128 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - physics demo
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
|
||||
*
|
||||
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "extras/physac.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics demo");
|
||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
|
||||
// Create floor rectangle physics body
|
||||
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10);
|
||||
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
|
||||
// Create obstacle circle physics body
|
||||
PhysicsBody circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
|
||||
circle->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics system
|
||||
{
|
||||
ResetPhysics();
|
||||
|
||||
floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, 500, 100, 10);
|
||||
floor->enabled = false;
|
||||
|
||||
circle = CreatePhysicsBodyCircle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 45, 10);
|
||||
circle->enabled = false;
|
||||
}
|
||||
|
||||
// Physics body creation inputs
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) CreatePhysicsBodyPolygon(GetMousePosition(), (float)GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
|
||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) CreatePhysicsBodyCircle(GetMousePosition(), (float)GetRandomValue(10, 45), 10);
|
||||
|
||||
// Destroy falling physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = bodiesCount - 1; i >= 0; i--)
|
||||
{
|
||||
PhysicsBody body = GetPhysicsBody(i);
|
||||
if (body != NULL && (body->position.y > screenHeight*2)) DestroyPhysicsBody(body);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawFPS(screenWidth - 90, screenHeight - 30);
|
||||
|
||||
// Draw created physics bodies
|
||||
bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody body = GetPhysicsBody(i);
|
||||
|
||||
if (body != NULL)
|
||||
{
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("Left mouse button to create a polygon", 10, 10, 10, WHITE);
|
||||
DrawText("Right mouse button to create a circle", 10, 25, 10, WHITE);
|
||||
DrawText("Press 'R' to reset example", 10, 40, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 23 KiB |
|
|
@ -1,142 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - physics friction
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
|
||||
*
|
||||
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "extras/physac.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics friction");
|
||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
|
||||
// Create floor rectangle physics body
|
||||
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
|
||||
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
PhysicsBody wall = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight*0.8f }, 10, 80, 10);
|
||||
wall->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
|
||||
// Create left ramp physics body
|
||||
PhysicsBody rectLeft = CreatePhysicsBodyRectangle((Vector2){ 25, (float)screenHeight - 5 }, 250, 250, 10);
|
||||
rectLeft->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
SetPhysicsBodyRotation(rectLeft, 30*DEG2RAD);
|
||||
|
||||
// Create right ramp physics body
|
||||
PhysicsBody rectRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 25, (float)screenHeight - 5 }, 250, 250, 10);
|
||||
rectRight->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
SetPhysicsBodyRotation(rectRight, 330*DEG2RAD);
|
||||
|
||||
// Create dynamic physics bodies
|
||||
PhysicsBody bodyA = CreatePhysicsBodyRectangle((Vector2){ 35, screenHeight*0.6f }, 40, 40, 10);
|
||||
bodyA->staticFriction = 0.1f;
|
||||
bodyA->dynamicFriction = 0.1f;
|
||||
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
|
||||
|
||||
PhysicsBody bodyB = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth - 35, (float)screenHeight*0.6f }, 40, 40, 10);
|
||||
bodyB->staticFriction = 1.0f;
|
||||
bodyB->dynamicFriction = 1.0f;
|
||||
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics system
|
||||
{
|
||||
// Reset dynamic physics bodies position, velocity and rotation
|
||||
bodyA->position = (Vector2){ 35, screenHeight*0.6f };
|
||||
bodyA->velocity = (Vector2){ 0, 0 };
|
||||
bodyA->angularVelocity = 0;
|
||||
SetPhysicsBodyRotation(bodyA, 30*DEG2RAD);
|
||||
|
||||
bodyB->position = (Vector2){ (float)screenWidth - 35, screenHeight * 0.6f };
|
||||
bodyB->velocity = (Vector2){ 0, 0 };
|
||||
bodyB->angularVelocity = 0;
|
||||
SetPhysicsBodyRotation(bodyB, 330*DEG2RAD);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawFPS(screenWidth - 90, screenHeight - 30);
|
||||
|
||||
// Draw created physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody body = GetPhysicsBody(i);
|
||||
|
||||
if (body != NULL)
|
||||
{
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangle(0, screenHeight - 49, screenWidth, 49, BLACK);
|
||||
|
||||
DrawText("Friction amount", (screenWidth - MeasureText("Friction amount", 30))/2.0f, 75, 30, WHITE);
|
||||
DrawText("0.1", (int)bodyA->position.x - MeasureText("0.1", 20)/2, (int)bodyA->position.y - 7, 20, WHITE);
|
||||
DrawText("1", (int)bodyB->position.x - MeasureText("1", 20)/2, (int)bodyB->position.y - 7, 20, WHITE);
|
||||
|
||||
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 18 KiB |
|
|
@ -1,128 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - physics movement
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
|
||||
*
|
||||
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "extras/physac.h"
|
||||
|
||||
#define VELOCITY 0.5f
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics movement");
|
||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
|
||||
// Create floor and walls rectangle physics body
|
||||
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
|
||||
PhysicsBody platformLeft = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.25f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
|
||||
PhysicsBody platformRight = CreatePhysicsBodyRectangle((Vector2){ screenWidth*0.75f, screenHeight*0.6f }, screenWidth*0.25f, 10, 10);
|
||||
PhysicsBody wallLeft = CreatePhysicsBodyRectangle((Vector2){ -5, screenHeight/2.0f }, 10, (float)screenHeight, 10);
|
||||
PhysicsBody wallRight = CreatePhysicsBodyRectangle((Vector2){ (float)screenWidth + 5, screenHeight/2.0f }, 10, (float)screenHeight, 10);
|
||||
|
||||
// Disable dynamics to floor and walls physics bodies
|
||||
floor->enabled = false;
|
||||
platformLeft->enabled = false;
|
||||
platformRight->enabled = false;
|
||||
wallLeft->enabled = false;
|
||||
wallRight->enabled = false;
|
||||
|
||||
// Create movement physics body
|
||||
PhysicsBody body = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, 50, 50, 1);
|
||||
body->freezeOrient = true; // Constrain body rotation to avoid little collision torque amounts
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics input
|
||||
{
|
||||
// Reset movement physics body position, velocity and rotation
|
||||
body->position = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
|
||||
body->velocity = (Vector2){ 0, 0 };
|
||||
SetPhysicsBodyRotation(body, 0);
|
||||
}
|
||||
|
||||
// Horizontal movement input
|
||||
if (IsKeyDown(KEY_RIGHT)) body->velocity.x = VELOCITY;
|
||||
else if (IsKeyDown(KEY_LEFT)) body->velocity.x = -VELOCITY;
|
||||
|
||||
// Vertical movement input checking if player physics body is grounded
|
||||
if (IsKeyDown(KEY_UP) && body->isGrounded) body->velocity.y = -VELOCITY*4;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawFPS(screenWidth - 90, screenHeight - 30);
|
||||
|
||||
// Draw created physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody body = GetPhysicsBody(i);
|
||||
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("Use 'ARROWS' to move player", 10, 10, 10, WHITE);
|
||||
DrawText("Press 'R' to reset example", 10, 30, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 16 KiB |
|
|
@ -1,129 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - physics restitution
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
|
||||
*
|
||||
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "extras/physac.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics restitution");
|
||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
|
||||
// Create floor rectangle physics body
|
||||
PhysicsBody floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2.0f, (float)screenHeight }, (float)screenWidth, 100, 10);
|
||||
floor->enabled = false; // Disable body state to convert it to static (no dynamics, but collisions)
|
||||
floor->restitution = 1;
|
||||
|
||||
// Create circles physics body
|
||||
PhysicsBody circleA = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.25f, screenHeight/2.0f }, 30, 10);
|
||||
circleA->restitution = 0;
|
||||
PhysicsBody circleB = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.5f, screenHeight/2.0f }, 30, 10);
|
||||
circleB->restitution = 0.5f;
|
||||
PhysicsBody circleC = CreatePhysicsBodyCircle((Vector2){ screenWidth*0.75f, screenHeight/2.0f }, 30, 10);
|
||||
circleC->restitution = 1;
|
||||
|
||||
// Restitution demo needs a very tiny physics time step for a proper simulation
|
||||
SetPhysicsTimeStep(1.0/60.0/100*1000);
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics input
|
||||
{
|
||||
// Reset circles physics bodies position and velocity
|
||||
circleA->position = (Vector2){ screenWidth*0.25f, screenHeight/2.0f };
|
||||
circleA->velocity = (Vector2){ 0, 0 };
|
||||
circleB->position = (Vector2){ screenWidth*0.5f, screenHeight/2.0f };
|
||||
circleB->velocity = (Vector2){ 0, 0 };
|
||||
circleC->position = (Vector2){ screenWidth*0.75f, screenHeight/2.0f };
|
||||
circleC->velocity = (Vector2){ 0, 0 };
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
DrawFPS(screenWidth - 90, screenHeight - 30);
|
||||
|
||||
// Draw created physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody body = GetPhysicsBody(i);
|
||||
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(body, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(body, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("Restitution amount", (screenWidth - MeasureText("Restitution amount", 30))/2, 75, 30, WHITE);
|
||||
DrawText("0", (int)circleA->position.x - MeasureText("0", 20)/2, circleA->position.y - 7, 20, WHITE);
|
||||
DrawText("0.5", (int)circleB->position.x - MeasureText("0.5", 20)/2, circleB->position.y - 7, 20, WHITE);
|
||||
DrawText("1", (int)circleC->position.x - MeasureText("1", 20)/2, circleC->position.y - 7, 20, WHITE);
|
||||
|
||||
DrawText("Press 'R' to reset example", 10, 10, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
DestroyPhysicsBody(circleA);
|
||||
DestroyPhysicsBody(circleB);
|
||||
DestroyPhysicsBody(circleC);
|
||||
DestroyPhysicsBody(floor);
|
||||
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 17 KiB |
|
|
@ -1,111 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [physac] example - physics shatter
|
||||
*
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* This example uses physac 1.1 (https://github.com/raysan5/raylib/blob/master/src/physac.h)
|
||||
*
|
||||
* Copyright (c) 2016-2021 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define PHYSAC_IMPLEMENTATION
|
||||
#include "extras/physac.h"
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [physac] example - physics shatter");
|
||||
|
||||
// Physac logo drawing position
|
||||
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
|
||||
int logoY = 15;
|
||||
|
||||
// Initialize physics and default physics bodies
|
||||
InitPhysics();
|
||||
SetPhysicsGravity(0, 0);
|
||||
|
||||
// Create random polygon physics body to shatter
|
||||
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdatePhysics(); // Update physics system
|
||||
|
||||
if (IsKeyPressed(KEY_R)) // Reset physics input
|
||||
{
|
||||
ResetPhysics();
|
||||
|
||||
CreatePhysicsBodyPolygon((Vector2){ screenWidth/2.0f, screenHeight/2.0f }, (float)GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) // Physics shatter input
|
||||
{
|
||||
int count = GetPhysicsBodiesCount();
|
||||
for (int i = count - 1; i >= 0; i--)
|
||||
{
|
||||
PhysicsBody currentBody = GetPhysicsBody(i);
|
||||
|
||||
if (currentBody != NULL) PhysicsShatter(currentBody, GetMousePosition(), 10/currentBody->inverseMass);
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw created physics bodies
|
||||
int bodiesCount = GetPhysicsBodiesCount();
|
||||
for (int i = 0; i < bodiesCount; i++)
|
||||
{
|
||||
PhysicsBody currentBody = GetPhysicsBody(i);
|
||||
|
||||
int vertexCount = GetPhysicsShapeVerticesCount(i);
|
||||
for (int j = 0; j < vertexCount; j++)
|
||||
{
|
||||
// Get physics bodies shape vertices to draw lines
|
||||
// Note: GetPhysicsShapeVertex() already calculates rotation transformations
|
||||
Vector2 vertexA = GetPhysicsShapeVertex(currentBody, j);
|
||||
|
||||
int jj = (((j + 1) < vertexCount) ? (j + 1) : 0); // Get next vertex or first to close the shape
|
||||
Vector2 vertexB = GetPhysicsShapeVertex(currentBody, jj);
|
||||
|
||||
DrawLineV(vertexA, vertexB, GREEN); // Draw a line between two vertex positions
|
||||
}
|
||||
}
|
||||
|
||||
DrawText("Left mouse button in polygon area to shatter body\nPress 'R' to reset example", 10, 10, 10, WHITE);
|
||||
|
||||
DrawText("Physac", logoX, logoY, 30, WHITE);
|
||||
DrawText("Powered by", logoX + 50, logoY - 7, 10, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
ClosePhysics(); // Unitialize physics
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 23 KiB |
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user