Merge branch 'raysan5:master' into master
This commit is contained in:
commit
ad75005015
|
|
@ -3,7 +3,7 @@
|
|||
#
|
||||
# You may wish to alter this file to override the set of languages analyzed,
|
||||
# or to provide custom queries or build logic.
|
||||
name: "CodeQL"
|
||||
name: Analyze raylib with CodeQL
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: Android
|
||||
name: Build raylib - Android
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: CMakeBuilds
|
||||
name: Build raylib CMake - Windows+Linux
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: Linux Examples
|
||||
name: Build raylib examples - Linux
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: Windows Examples
|
||||
name: Build raylib examples - Windows
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: Linux
|
||||
name: Build raylib - Linux
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: macOS
|
||||
name: Build raylib - macOS
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: WebAssembly
|
||||
name: Build raylib - WebAssembly
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
name: Windows
|
||||
name: Build raylib - Windows
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
|
|
@ -30,8 +30,8 @@ jobs:
|
|||
if: steps.diff.outcome == 'failure'
|
||||
run: |
|
||||
set -x
|
||||
git config user.email "github-actions[bot]@users.noreply.github.com"
|
||||
git config user.name "github-actions[bot]"
|
||||
git add parser
|
||||
git config user.email "41898282+github-actions[bot]@users.noreply.github.com"
|
||||
git add tools/parser
|
||||
git commit -m "Update raylib_api.* by CI"
|
||||
git push
|
||||
72
.github/workflows/update_examples.yml
vendored
Normal file
72
.github/workflows/update_examples.yml
vendored
Normal file
|
|
@ -0,0 +1,72 @@
|
|||
name: Update examples collection
|
||||
|
||||
on:
|
||||
workflow_dispatch:
|
||||
push:
|
||||
paths:
|
||||
- 'examples/**'
|
||||
pull_request:
|
||||
paths:
|
||||
- 'examples/**'
|
||||
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Setup emsdk
|
||||
uses: mymindstorm/setup-emsdk@v14
|
||||
with:
|
||||
version: 'latest'
|
||||
actions-cache-folder: 'emsdk-cache'
|
||||
|
||||
- name: Clone raylib.com repo to update files
|
||||
run: |
|
||||
git clone https://x-access-token:${{ secrets.GITHUB_TOKEN }}@github.com/raysan5/raylib.com.git
|
||||
shell: bash
|
||||
|
||||
- name: Build and run rexm tool (requires GNU Makefile)
|
||||
# "rexm update" validates and updates all required examples in raylib and even raylib.com repos,
|
||||
# note that it calls examples/Makefile.Web internally, so it requires [make] tool available
|
||||
run: |
|
||||
sudo apt-get update && sudo apt-get install -y libopengl0 libglu1-mesa libx11-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libgl1-mesa-dev libglu1-mesa-dev
|
||||
cd "${{ github.workspace }}/src"
|
||||
make PLATFORM=PLATFORM_DESKTOP
|
||||
sudo make install
|
||||
make clean
|
||||
make PLATFORM=PLATFORM_WEB
|
||||
cd ../tools/rexm/
|
||||
make
|
||||
export REXM_EXAMPLES_BASE_PATH="${{ github.workspace }}/examples"
|
||||
export REXM_EXAMPLES_WEB_PATH="${{ github.workspace }}/raylib.com/examples"
|
||||
export REXM_EXAMPLES_TEMPLATE_FILE_PATH="${{ github.workspace }}/examples/examples_template.c"
|
||||
export REXM_EXAMPLES_TEMPLATE_SCREENSHOT_PATH="${{ github.workspace }}/examples/examples_template.png"
|
||||
export REXM_EXAMPLES_COLLECTION_FILE_PATH="${{ github.workspace }}/examples/examples_list.txt"
|
||||
export REXM_EXAMPLES_VS2022_SLN_FILE="${{ github.workspace }}/projects/VS2022/raylib.sln"
|
||||
export EMSDK_PATH="${{ github.workspace }}/emsdk-cache/emsdk-main"
|
||||
./rexm update
|
||||
shell: bash
|
||||
|
||||
- name: Commit changes to raylib repo (DISABLED)
|
||||
if: github.event_name == 'push' && false
|
||||
env:
|
||||
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
|
||||
run: |
|
||||
git config --global user.name "github-actions[bot]"
|
||||
git config --global user.email "41898282+github-actions[bot]@users.noreply.github.com"
|
||||
git add -A
|
||||
git commit -m "Update examples collection" || echo "git exited with code 1, nothing changed"
|
||||
git push
|
||||
shell: bash
|
||||
|
||||
- name: Push changes to raylib.com repo (DISABLED)
|
||||
if: github.event_name == 'push' && false
|
||||
run: |
|
||||
cd raylib.com
|
||||
git add -A
|
||||
git commit -m "Update web examples" || echo "git exited with code 1, nothing changed"
|
||||
git push origin
|
||||
shell: bash
|
||||
6
.gitignore
vendored
6
.gitignore
vendored
|
|
@ -113,5 +113,9 @@ docgen_tmp/
|
|||
|
||||
# Tools stuff
|
||||
tools/parser/raylib_parser
|
||||
tools/rexm/VS2022
|
||||
tools/rexm/rexm.exe
|
||||
tools/rexm/rexm
|
||||
|
||||
# CI
|
||||
emsdk-cache/
|
||||
raylib.com/
|
||||
|
|
|
|||
|
|
@ -82,7 +82,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||
| [raylib.v](https://github.com/irishgreencitrus/raylib.v) | 4.2 | [V](https://vlang.io) | Zlib |
|
||||
| [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **5.0** | [Vala](https://vala.dev) | Zlib |
|
||||
| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC |
|
||||
| [raylib-zig](https://github.com/Not-Nik/raylib-zig) | **5.5** | [Zig](https://ziglang.org) | MIT |
|
||||
| [raylib-zig](https://github.com/raylib-zig/raylib-zig) | **5.6-dev** | [Zig](https://ziglang.org) | MIT |
|
||||
| [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT |
|
||||
| [raylib-zig-bindings](https://github.com/L-Briand/raylib-zig-bindings) | **5.0** | [Zig](https://ziglang.org) | Zlib |
|
||||
| [hare-raylib](https://git.sr.ht/~evantj/hare-raylib) | **auto** | [Hare](https://harelang.org) | Zlib |
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@ Local variables | lowerCase | `Vector2 playerPosition = { 0 };`
|
|||
Global variables | lowerCase | `bool windowReady = false;`
|
||||
Constants | lowerCase | `const int maxValue = 8;`
|
||||
Pointers | MyType *pointer | `Texture2D *array = NULL;`
|
||||
float values | always x.xf | `float gravity = 10.0f`
|
||||
float values | always x.xf | `float gravity = 10.0f` (avoid `10.f`)
|
||||
Operators | value1*value2 | `int product = value*6;`
|
||||
Operators | value1/value2 | `int division = value/4;`
|
||||
Operators | value1 + value2 | `int sum = value + 10;`
|
||||
|
|
|
|||
68
build.zig
68
build.zig
|
|
@ -2,7 +2,7 @@ const std = @import("std");
|
|||
const builtin = @import("builtin");
|
||||
|
||||
/// Minimum supported version of Zig
|
||||
const min_ver = "0.13.0";
|
||||
const min_ver = "0.15.1";
|
||||
|
||||
const emccOutputDir = "zig-out" ++ std.fs.path.sep_str ++ "htmlout" ++ std.fs.path.sep_str;
|
||||
const emccOutputFile = "index.html";
|
||||
|
|
@ -99,26 +99,32 @@ const config_h_flags = outer: {
|
|||
break :outer flags[0..i].*;
|
||||
};
|
||||
|
||||
fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode, options: Options) !*std.Build.Step.Compile {
|
||||
var raylib_flags_arr = std.ArrayList([]const u8).init(b.allocator);
|
||||
defer raylib_flags_arr.deinit();
|
||||
pub fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.builtin.OptimizeMode, options: Options) !*std.Build.Step.Compile {
|
||||
var raylib_flags_arr: std.ArrayList([]const u8) = .empty;
|
||||
defer raylib_flags_arr.deinit(b.allocator);
|
||||
|
||||
try raylib_flags_arr.appendSlice(&[_][]const u8{
|
||||
try raylib_flags_arr.appendSlice(
|
||||
b.allocator,
|
||||
&[_][]const u8{
|
||||
"-std=gnu99",
|
||||
"-D_GNU_SOURCE",
|
||||
"-DGL_SILENCE_DEPRECATION=199309L",
|
||||
"-fno-sanitize=undefined", // https://github.com/raysan5/raylib/issues/3674
|
||||
});
|
||||
},
|
||||
);
|
||||
|
||||
if (options.shared) {
|
||||
try raylib_flags_arr.appendSlice(&[_][]const u8{
|
||||
try raylib_flags_arr.appendSlice(
|
||||
b.allocator,
|
||||
&[_][]const u8{
|
||||
"-fPIC",
|
||||
"-DBUILD_LIBTYPE_SHARED",
|
||||
});
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
// Sets a flag indiciating the use of a custom `config.h`
|
||||
try raylib_flags_arr.append("-DEXTERNAL_CONFIG_FLAGS");
|
||||
try raylib_flags_arr.append(b.allocator, "-DEXTERNAL_CONFIG_FLAGS");
|
||||
if (options.config.len > 0) {
|
||||
// Splits a space-separated list of config flags into multiple flags
|
||||
//
|
||||
|
|
@ -128,7 +134,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
|
||||
// Apply config flags supplied by the user
|
||||
while (config_iter.next()) |config_flag|
|
||||
try raylib_flags_arr.append(config_flag);
|
||||
try raylib_flags_arr.append(b.allocator, config_flag);
|
||||
|
||||
// Apply all relevant configs from `src/config.h` *except* the user-specified ones
|
||||
//
|
||||
|
|
@ -146,11 +152,11 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
}
|
||||
|
||||
// Otherwise, append default value from config.h to compile flags
|
||||
try raylib_flags_arr.append(flag);
|
||||
try raylib_flags_arr.append(b.allocator, flag);
|
||||
}
|
||||
} else {
|
||||
// Set default config if no custome config got set
|
||||
try raylib_flags_arr.appendSlice(&config_h_flags);
|
||||
try raylib_flags_arr.appendSlice(b.allocator, &config_h_flags);
|
||||
}
|
||||
|
||||
const raylib = b.addLibrary(.{
|
||||
|
|
@ -168,28 +174,28 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
raylib.addIncludePath(b.path("src/external/glfw/include"));
|
||||
}
|
||||
|
||||
var c_source_files = try std.ArrayList([]const u8).initCapacity(b.allocator, 2);
|
||||
var c_source_files: std.ArrayList([]const u8) = try .initCapacity(b.allocator, 2);
|
||||
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c", "src/utils.c" });
|
||||
|
||||
if (options.rshapes) {
|
||||
try c_source_files.append("src/rshapes.c");
|
||||
try raylib_flags_arr.append("-DSUPPORT_MODULE_RSHAPES");
|
||||
try c_source_files.append(b.allocator, "src/rshapes.c");
|
||||
try raylib_flags_arr.append(b.allocator, "-DSUPPORT_MODULE_RSHAPES");
|
||||
}
|
||||
if (options.rtextures) {
|
||||
try c_source_files.append("src/rtextures.c");
|
||||
try raylib_flags_arr.append("-DSUPPORT_MODULE_RTEXTURES");
|
||||
try c_source_files.append(b.allocator, "src/rtextures.c");
|
||||
try raylib_flags_arr.append(b.allocator, "-DSUPPORT_MODULE_RTEXTURES");
|
||||
}
|
||||
if (options.rtext) {
|
||||
try c_source_files.append("src/rtext.c");
|
||||
try raylib_flags_arr.append("-DSUPPORT_MODULE_RTEXT");
|
||||
try c_source_files.append(b.allocator, "src/rtext.c");
|
||||
try raylib_flags_arr.append(b.allocator, "-DSUPPORT_MODULE_RTEXT");
|
||||
}
|
||||
if (options.rmodels) {
|
||||
try c_source_files.append("src/rmodels.c");
|
||||
try raylib_flags_arr.append("-DSUPPORT_MODULE_RMODELS");
|
||||
try c_source_files.append(b.allocator, "src/rmodels.c");
|
||||
try raylib_flags_arr.append(b.allocator, "-DSUPPORT_MODULE_RMODELS");
|
||||
}
|
||||
if (options.raudio) {
|
||||
try c_source_files.append("src/raudio.c");
|
||||
try raylib_flags_arr.append("-DSUPPORT_MODULE_RAUDIO");
|
||||
try c_source_files.append(b.allocator, "src/raudio.c");
|
||||
try raylib_flags_arr.append(b.allocator, "-DSUPPORT_MODULE_RAUDIO");
|
||||
}
|
||||
|
||||
if (options.opengl_version != .auto) {
|
||||
|
|
@ -200,7 +206,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
switch (target.result.os.tag) {
|
||||
.windows => {
|
||||
switch (options.platform) {
|
||||
.glfw => try c_source_files.append("src/rglfw.c"),
|
||||
.glfw => try c_source_files.append(b.allocator, "src/rglfw.c"),
|
||||
.rgfw, .sdl, .drm, .android => {},
|
||||
}
|
||||
|
||||
|
|
@ -261,14 +267,14 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
raylib.addSystemIncludePath(.{ .cwd_relative = androidAsmPath });
|
||||
raylib.addSystemIncludePath(.{ .cwd_relative = androidGluePath });
|
||||
|
||||
var libcData = std.ArrayList(u8).init(b.allocator);
|
||||
const writer = libcData.writer();
|
||||
var libcData: std.ArrayList(u8) = .empty;
|
||||
var aw: std.Io.Writer.Allocating = .fromArrayList(b.allocator, &libcData);
|
||||
try (std.zig.LibCInstallation{
|
||||
.include_dir = androidIncludePath,
|
||||
.sys_include_dir = androidIncludePath,
|
||||
.crt_dir = androidApiSpecificPath,
|
||||
}).render(writer);
|
||||
const libcFile = b.addWriteFiles().add("android-libc.txt", try libcData.toOwnedSlice());
|
||||
}).render(&aw.writer);
|
||||
const libcFile = b.addWriteFiles().add("android-libc.txt", try libcData.toOwnedSlice(b.allocator));
|
||||
raylib.setLibCFile(libcFile);
|
||||
|
||||
if (options.opengl_version == .auto) {
|
||||
|
|
@ -279,7 +285,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
|
||||
setDesktopPlatform(raylib, .android);
|
||||
} else {
|
||||
try c_source_files.append("src/rglfw.c");
|
||||
try c_source_files.append(b.allocator, "src/rglfw.c");
|
||||
|
||||
if (options.linux_display_backend == .X11 or options.linux_display_backend == .Both) {
|
||||
raylib.root_module.addCMacro("_GLFW_X11", "");
|
||||
|
|
@ -320,7 +326,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
}
|
||||
},
|
||||
.freebsd, .openbsd, .netbsd, .dragonfly => {
|
||||
try c_source_files.append("rglfw.c");
|
||||
try c_source_files.append(b.allocator, "rglfw.c");
|
||||
raylib.linkSystemLibrary("GL");
|
||||
raylib.linkSystemLibrary("rt");
|
||||
raylib.linkSystemLibrary("dl");
|
||||
|
|
@ -343,7 +349,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
|||
}
|
||||
|
||||
// On macos rglfw.c include Objective-C files.
|
||||
try raylib_flags_arr.append("-ObjC");
|
||||
try raylib_flags_arr.append(b.allocator, "-ObjC");
|
||||
raylib.root_module.addCSourceFile(.{
|
||||
.file = b.path("src/rglfw.c"),
|
||||
.flags = raylib_flags_arr.items,
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
.{
|
||||
.name = .raylib,
|
||||
.version = "5.5.0",
|
||||
.minimum_zig_version = "0.14.0",
|
||||
.minimum_zig_version = "0.15.1",
|
||||
|
||||
.fingerprint = 0x13035e5cb8bc1ac2, // Changing this has security and trust implications.
|
||||
|
||||
|
|
|
|||
|
|
@ -507,6 +507,7 @@ CORE = \
|
|||
core/core_3d_camera_free \
|
||||
core/core_3d_camera_mode \
|
||||
core/core_3d_camera_split_screen \
|
||||
core/core_3d_camera_fps \
|
||||
core/core_3d_picking \
|
||||
core/core_automation_events \
|
||||
core/core_basic_screen_manager \
|
||||
|
|
@ -598,6 +599,7 @@ TEXT = \
|
|||
text/text_raylib_fonts \
|
||||
text/text_rectangle_bounds \
|
||||
text/text_unicode \
|
||||
text/text_unicode_ranges \
|
||||
text/text_writing_anim
|
||||
|
||||
MODELS = \
|
||||
|
|
@ -639,7 +641,7 @@ SHADERS = \
|
|||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_multi_sample2d \
|
||||
shaders/shaders_normalmap \
|
||||
shaders/shaders_normal_map \
|
||||
shaders/shaders_palette_switch \
|
||||
shaders/shaders_postprocessing \
|
||||
shaders/shaders_raymarching \
|
||||
|
|
|
|||
|
|
@ -104,7 +104,7 @@ USE_WAYLAND_DISPLAY ?= FALSE
|
|||
BUILD_WEB_ASYNCIFY ?= TRUE
|
||||
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/shell.html
|
||||
BUILD_WEB_HEAP_SIZE ?= 134217728
|
||||
BUILD_WEB_RESOURCES ?= TRUE
|
||||
BUILD_WEB_RESOURCES ?= FALSE
|
||||
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
|
||||
# Use WebGL2 backend (OpenGL 3.0)
|
||||
# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
|
||||
|
|
@ -507,6 +507,7 @@ CORE = \
|
|||
core/core_3d_camera_free \
|
||||
core/core_3d_camera_mode \
|
||||
core/core_3d_camera_split_screen \
|
||||
core/core_3d_camera_fps \
|
||||
core/core_3d_picking \
|
||||
core/core_automation_events \
|
||||
core/core_basic_screen_manager \
|
||||
|
|
@ -598,6 +599,7 @@ TEXT = \
|
|||
text/text_raylib_fonts \
|
||||
text/text_rectangle_bounds \
|
||||
text/text_unicode \
|
||||
text/text_unicode_ranges \
|
||||
text/text_writing_anim
|
||||
|
||||
MODELS = \
|
||||
|
|
@ -639,7 +641,7 @@ SHADERS = \
|
|||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_multi_sample2d \
|
||||
shaders/shaders_normalmap \
|
||||
shaders/shaders_normal_map \
|
||||
shaders/shaders_palette_switch \
|
||||
shaders/shaders_postprocessing \
|
||||
shaders/shaders_raymarching \
|
||||
|
|
@ -702,6 +704,9 @@ core/core_3d_camera_mode: core/core_3d_camera_mode.c
|
|||
core/core_3d_camera_split_screen: core/core_3d_camera_split_screen.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_3d_camera_fps: core/core_3d_camera_fps.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_3d_picking: core/core_3d_picking.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
|
|
@ -916,8 +921,7 @@ textures/textures_logo_raylib: textures/textures_logo_raylib.c
|
|||
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
||||
|
||||
textures/textures_mouse_painting: textures/textures_mouse_painting.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file textures/my_amazing_texture_painting.png@my_amazing_texture_painting.png
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
textures/textures_npatch_drawing: textures/textures_npatch_drawing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
|
|
@ -996,14 +1000,14 @@ text/text_input_box: text/text_input_box.c
|
|||
|
||||
text/text_raylib_fonts: text/text_raylib_fonts.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file text/resources/fonts/alagard.png@resources/fonts/alagard.png \
|
||||
--preload-file text/resources/fonts/pixelplay.png@resources/fonts/pixelplay.png \
|
||||
--preload-file text/resources/fonts/mecha.png@resources/fonts/mecha.png \
|
||||
--preload-file text/resources/fonts/setback.png@resources/fonts/setback.png \
|
||||
--preload-file text/resources/fonts/romulus.png@resources/fonts/romulus.png \
|
||||
--preload-file text/resources/fonts/pixantiqua.png@resources/fonts/pixantiqua.png \
|
||||
--preload-file text/resources/fonts/alpha_beta.png@resources/fonts/alpha_beta.png \
|
||||
--preload-file text/resources/fonts/jupiter_crash.png@resources/fonts/jupiter_crash.png
|
||||
--preload-file text/resources/sprite_fonts/alagard.png@resources/sprite_fonts/alagard.png \
|
||||
--preload-file text/resources/sprite_fonts/pixelplay.png@resources/sprite_fonts/pixelplay.png \
|
||||
--preload-file text/resources/sprite_fonts/mecha.png@resources/sprite_fonts/mecha.png \
|
||||
--preload-file text/resources/sprite_fonts/setback.png@resources/sprite_fonts/setback.png \
|
||||
--preload-file text/resources/sprite_fonts/romulus.png@resources/sprite_fonts/romulus.png \
|
||||
--preload-file text/resources/sprite_fonts/pixantiqua.png@resources/sprite_fonts/pixantiqua.png \
|
||||
--preload-file text/resources/sprite_fonts/alpha_beta.png@resources/sprite_fonts/alpha_beta.png \
|
||||
--preload-file text/resources/sprite_fonts/jupiter_crash.png@resources/sprite_fonts/jupiter_crash.png
|
||||
|
||||
text/text_rectangle_bounds: text/text_rectangle_bounds.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
|
@ -1014,6 +1018,10 @@ text/text_unicode: text/text_unicode.c
|
|||
--preload-file text/resources/noto_cjk.fnt@resources/noto_cjk.fnt \
|
||||
--preload-file text/resources/symbola.fnt@resources/symbola.fnt
|
||||
|
||||
text/text_unicode_ranges: text/text_unicode_ranges.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file text/resources/NotoSansTC-Regular.ttf@resources/NotoSansTC-Regular.ttf
|
||||
|
||||
text/text_writing_anim: text/text_writing_anim.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
|
|
@ -1202,7 +1210,7 @@ shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c
|
|||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs
|
||||
|
||||
shaders/shaders_normalmap: shaders/shaders_normalmap.c
|
||||
shaders/shaders_normal_map: shaders/shaders_normal_map.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/normalmap.vs@resources/shaders/glsl100/normalmap.vs \
|
||||
--preload-file shaders/resources/shaders/glsl100/normalmap.fs@resources/shaders/glsl100/normalmap.fs \
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@ You may find it easier to use than other toolchains, especially when it comes to
|
|||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES COLLECTION [TOTAL: 160]
|
||||
## EXAMPLES COLLECTION [TOTAL: 162]
|
||||
|
||||
### category: core [36]
|
||||
### category: core [37]
|
||||
|
||||
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
|
|
@ -40,6 +40,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
|
|||
| [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_3d_camera_split_screen](core/core_3d_camera_split_screen.c) | <img src="core/core_3d_camera_split_screen.png" alt="core_3d_camera_split_screen" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||
| [core_3d_camera_fps](core/core_3d_camera_fps.c) | <img src="core/core_3d_camera_fps.png" alt="core_3d_camera_fps" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Agnis Aldins](https://github.com/nezvers) |
|
||||
| [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐⭐☆☆ | 1.3 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
|
||||
|
|
@ -121,7 +122,7 @@ Examples using raylib textures functionality, including image/textures loading/g
|
|||
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||
|
||||
### category: text [12]
|
||||
### category: text [13]
|
||||
|
||||
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
|
||||
|
||||
|
|
@ -139,6 +140,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
|||
| [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||
| [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||
|
||||
### category: models [23]
|
||||
|
||||
|
|
@ -193,7 +195,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
|||
| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
|
||||
| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [shaders_normalmap](shaders/shaders_normalmap.c) | <img src="shaders/shaders_normalmap.png" alt="shaders_normalmap" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
|
||||
| [shaders_normal_map](shaders/shaders_normal_map.c) | <img src="shaders/shaders_normal_map.png" alt="shaders_normal_map" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
|
||||
| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||
| [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
|
||||
| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
||||
|
|
|
|||
|
|
@ -55,7 +55,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - processing mixed output");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - mixed audio processing");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Module playing (streaming)
|
||||
* raylib [audio] example - module playing (streaming)
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Music playing (streaming)
|
||||
* raylib [audio] example - music playing (streaming)
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Raw audio streaming
|
||||
* raylib [audio] example - raw audio streaming
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Sound loading and playing
|
||||
* raylib [audio] example - sound loading and playing
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - spatialized 3D sound
|
||||
* raylib [audio] example - 3d sound positioning
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
@ -32,7 +32,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - spatialized 3D sound");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - 3d sound positioning");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Music stream processing effects
|
||||
* raylib [audio] example - stream effects
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -2,27 +2,26 @@
|
|||
:: .
|
||||
:: Compile your examples for web using: build_example_web.bat <example_category>/<example_name>
|
||||
:: .
|
||||
set "INPUT_FILE=%1"
|
||||
SET "INPUT_FILE=%1"
|
||||
:: Change delimiter for the FOR loop
|
||||
for /f "tokens=1-10 delims=/" %%a in ("%INPUT_FILE%") do (
|
||||
set CATEGORY=%%a
|
||||
set FILENAME=%%b
|
||||
FOR /f "tokens=1-10 delims=/" %%a IN ("%INPUT_FILE%") DO (
|
||||
SET CATEGORY=%%a
|
||||
SET FILENAME=%%b
|
||||
)
|
||||
:: > Setup required Environment
|
||||
:: > SETup required Environment
|
||||
:: -------------------------------------
|
||||
set RAYLIB_PATH=C:\GitHub\raylib
|
||||
set EMSDK_PATH=C:\raylib\emsdk
|
||||
SET RAYLIB_PATH=C:\GitHub\raylib
|
||||
SET EMSDK_PATH=C:\raylib\emsdk
|
||||
SET COMPILER_PATH=C:\raylib\w64devkit\bin
|
||||
ENV_SET PATH=%COMPILER_PATH%
|
||||
SET MAKE=mingw32-make
|
||||
echo
|
||||
:: Set required web compilation options
|
||||
:: -------------------------------------
|
||||
set CC=%EMSDK_PATH%\upstream\emscripten\emcc
|
||||
set CFLAGS=-Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result -O3 -I. -Iexternal -I%RAYLIB_PATH%\src -I%RAYLIB_PATH%\external -DPLATFORM_WEB
|
||||
set LDFLAGS=-L. -L$(RAYLIB_PATH)\src -sUSE_GLFW=3 -sEXPORTED_RUNTIME_METHODS=ccall -sASYNCIFY --shell-file %RAYLIB_PATH%\src\shell.html
|
||||
set LDLIBS=%RAYLIB_PATH%\src\libraylib.web.a
|
||||
:: TODO: If using some resources/assets, set the directory path as shown in the commented line!
|
||||
set RESOURCES=
|
||||
::set RESOURCES=--preload-file $(RESOURCES_PATH)
|
||||
cd %RAYLIB_PATH%\examples\%CATEGORY%
|
||||
::SET CC=%EMSDK_PATH%\upstream\emscripten\emcc
|
||||
::SET CFLAGS=-Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result -O3 -I. -Iexternal -I%RAYLIB_PATH%\src -I%RAYLIB_PATH%\external -DPLATFORM_WEB
|
||||
::SET LDFLAGS=-L. -L$(RAYLIB_PATH)\src -sUSE_GLFW=3 -sEXPORTED_RUNTIME_METHODS=ccall -sASYNCIFY --shell-file %RAYLIB_PATH%\src\shell.html
|
||||
::SET LDLIBS=%RAYLIB_PATH%\src\libraylib.web.a
|
||||
echo
|
||||
:: Clean latest build
|
||||
:: ------------------------
|
||||
|
|
@ -38,6 +37,8 @@ echo on
|
|||
:: Compile program
|
||||
:: -----------------------
|
||||
C:
|
||||
%CC% -o %FILENAME%.html %FILENAME%.c %CFLAGS% %LDFLAGS% %LDLIBS% %RESOURCES%
|
||||
cd %RAYLIB_PATH%\examples
|
||||
%MAKE% -f Makefile.Web %CATEGORY%/%FILENAME% PLATFORM=PLATFORM_WEB -B
|
||||
::%CC% -o %FILENAME%.html %FILENAME%.c %CFLAGS% %LDFLAGS% %LDLIBS% %RESOURCES%
|
||||
cd ..
|
||||
echo
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2D Camera system
|
||||
* raylib [core] example - 2d camera
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2D Camera platformer
|
||||
* raylib [core] example - 2d camera platformer
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
@ -54,7 +54,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera platformer");
|
||||
|
||||
Player player = { 0 };
|
||||
player.position = (Vector2){ 400, 280 };
|
||||
|
|
|
|||
330
examples/core/core_3d_camera_fps.c
Normal file
330
examples/core/core_3d_camera_fps.c
Normal file
|
|
@ -0,0 +1,330 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 3d first-person camera controller
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025-2025 Agnis Aldins (@nezvers)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
#include "rcamera.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
// Movement constants
|
||||
#define GRAVITY 32.0f
|
||||
#define MAX_SPEED 20.0f
|
||||
#define CROUCH_SPEED 5.0f
|
||||
#define JUMP_FORCE 12.0f
|
||||
#define MAX_ACCEL 150.0f
|
||||
// Grounded drag
|
||||
#define FRICTION 0.86f
|
||||
// Increasing air drag, increases strafing speed
|
||||
#define AIR_DRAG 0.98f
|
||||
// Responsiveness for turning movement direction to looked direction
|
||||
#define CONTROL 15.0f
|
||||
#define CROUCH_HEIGHT 0.0f
|
||||
#define STAND_HEIGHT 1.0f
|
||||
#define BOTTOM_HEIGHT 0.5f
|
||||
|
||||
#define NORMALIZE_INPUT 0
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Body structure
|
||||
typedef struct {
|
||||
Vector3 position;
|
||||
Vector3 velocity;
|
||||
Vector3 dir;
|
||||
bool isGrounded;
|
||||
} Body;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static Vector2 sensitivity = { 0.001f, 0.001f };
|
||||
|
||||
static Body player = { 0 };
|
||||
static Vector2 lookRotation = { 0 };
|
||||
static float headTimer = 0.0f;
|
||||
static float walkLerp = 0.0f;
|
||||
static float headLerp = STAND_HEIGHT;
|
||||
static Vector2 lean = { 0 };
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module functions declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static void DrawLevel(void);
|
||||
static void UpdateCameraAngle(Camera *camera);
|
||||
static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d first-person camera controller");
|
||||
|
||||
// Initialize camera variables
|
||||
// NOTE: UpdateCameraAngle() takes care of the rest
|
||||
Camera camera = { 0 };
|
||||
camera.fovy = 60.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){
|
||||
player.position.x,
|
||||
player.position.y + (BOTTOM_HEIGHT + headLerp),
|
||||
player.position.z,
|
||||
};
|
||||
|
||||
UpdateCameraAngle(&camera); // Update camera parameters
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Vector2 mouseDelta = GetMouseDelta();
|
||||
lookRotation.x -= mouseDelta.x*sensitivity.x;
|
||||
lookRotation.y += mouseDelta.y*sensitivity.y;
|
||||
|
||||
char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
|
||||
char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
|
||||
bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
|
||||
UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
|
||||
|
||||
float delta = GetFrameTime();
|
||||
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
|
||||
camera.position = (Vector3){
|
||||
player.position.x,
|
||||
player.position.y + (BOTTOM_HEIGHT + headLerp),
|
||||
player.position.z,
|
||||
};
|
||||
|
||||
if (player.isGrounded && ((forward != 0) || (sideway != 0)))
|
||||
{
|
||||
headTimer += delta*3.0f;
|
||||
walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta);
|
||||
camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta);
|
||||
}
|
||||
else
|
||||
{
|
||||
walkLerp = Lerp(walkLerp, 0.0f, 10.0f*delta);
|
||||
camera.fovy = Lerp(camera.fovy, 60.0f, 5.0f*delta);
|
||||
}
|
||||
|
||||
lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta);
|
||||
lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
|
||||
|
||||
UpdateCameraAngle(&camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawLevel();
|
||||
EndMode3D();
|
||||
|
||||
// Draw info box
|
||||
DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(5, 5, 330, 75, BLUE);
|
||||
|
||||
DrawText("Camera controls:", 15, 15, 10, BLACK);
|
||||
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
|
||||
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
|
||||
DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module functions definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
|
||||
{
|
||||
Vector2 input = (Vector2){ (float)side, (float)-forward };
|
||||
|
||||
#if defined(NORMALIZE_INPUT)
|
||||
// Slow down diagonal movement
|
||||
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
|
||||
#endif
|
||||
|
||||
float delta = GetFrameTime();
|
||||
|
||||
if (!body->isGrounded) body->velocity.y -= GRAVITY*delta;
|
||||
|
||||
if (body->isGrounded && jumpPressed)
|
||||
{
|
||||
body->velocity.y = JUMP_FORCE;
|
||||
body->isGrounded = false;
|
||||
|
||||
// Sound can be played at this moment
|
||||
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
|
||||
//PlaySound(fxJump);
|
||||
}
|
||||
|
||||
Vector3 front = (Vector3){ sin(rot), 0.f, cos(rot) };
|
||||
Vector3 right = (Vector3){ cos(-rot), 0.f, sin(-rot) };
|
||||
|
||||
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
|
||||
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
|
||||
|
||||
float decel = (body->isGrounded ? FRICTION : AIR_DRAG);
|
||||
Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel };
|
||||
|
||||
float hvelLength = Vector3Length(hvel); // Magnitude
|
||||
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
|
||||
|
||||
// This is what creates strafing
|
||||
float speed = Vector3DotProduct(hvel, body->dir);
|
||||
|
||||
// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
|
||||
// a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
|
||||
// More info here: https://youtu.be/v3zT3Z5apaM?t=165
|
||||
float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
|
||||
float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
|
||||
hvel.x += body->dir.x*accel;
|
||||
hvel.z += body->dir.z*accel;
|
||||
|
||||
body->velocity.x = hvel.x;
|
||||
body->velocity.z = hvel.z;
|
||||
|
||||
body->position.x += body->velocity.x*delta;
|
||||
body->position.y += body->velocity.y*delta;
|
||||
body->position.z += body->velocity.z*delta;
|
||||
|
||||
// Fancy collision system against the floor
|
||||
if (body->position.y <= 0.0f)
|
||||
{
|
||||
body->position.y = 0.0f;
|
||||
body->velocity.y = 0.0f;
|
||||
body->isGrounded = true; // Enable jumping
|
||||
}
|
||||
}
|
||||
|
||||
// Update camera
|
||||
static void UpdateCameraAngle(Camera *camera)
|
||||
{
|
||||
const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
|
||||
|
||||
// Left and right
|
||||
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
|
||||
|
||||
// Clamp view up
|
||||
float maxAngleUp = Vector3Angle(up, yaw);
|
||||
maxAngleUp -= 0.001f; // Avoid numerical errors
|
||||
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
|
||||
|
||||
// Clamp view down
|
||||
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
|
||||
maxAngleDown *= -1.0f; // Downwards angle is negative
|
||||
maxAngleDown += 0.001f; // Avoid numerical errors
|
||||
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; }
|
||||
|
||||
// Up and down
|
||||
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
|
||||
|
||||
// Rotate view vector around right axis
|
||||
float pitchAngle = -lookRotation.y -
|
||||
lean.y;
|
||||
pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
|
||||
Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
|
||||
|
||||
// Head animation
|
||||
// Rotate up direction around forward axis
|
||||
float headSin = sin(headTimer*PI);
|
||||
float headCos = cos(headTimer*PI);
|
||||
const float stepRotation = 0.01f;
|
||||
camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x);
|
||||
|
||||
// Camera BOB
|
||||
const float bobSide = 0.1f;
|
||||
const float bobUp = 0.15f;
|
||||
Vector3 bobbing = Vector3Scale(right, headSin*bobSide);
|
||||
bobbing.y = fabsf(headCos*bobUp);
|
||||
|
||||
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
|
||||
camera->target = Vector3Add(camera->position, pitch);
|
||||
}
|
||||
|
||||
// Draw game level
|
||||
static void DrawLevel(void)
|
||||
{
|
||||
const int floorExtent = 25;
|
||||
const float tileSize = 5.0f;
|
||||
const Color tileColor1 = (Color){ 150, 200, 200, 255 };
|
||||
|
||||
// Floor tiles
|
||||
for (int y = -floorExtent; y < floorExtent; y++)
|
||||
{
|
||||
for (int x = -floorExtent; x < floorExtent; x++)
|
||||
{
|
||||
if ((y & 1) && (x & 1))
|
||||
{
|
||||
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1);
|
||||
}
|
||||
else if (!(y & 1) && !(x & 1))
|
||||
{
|
||||
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const Vector3 towerSize = (Vector3){ 16.0f, 32.0f, 16.0f };
|
||||
const Color towerColor = (Color){ 150, 200, 200, 255 };
|
||||
|
||||
Vector3 towerPos = (Vector3){ 16.0f, 16.0f, 16.0f };
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
towerPos.x *= -1;
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
towerPos.z *= -1;
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
towerPos.x *= -1;
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
// Red sun
|
||||
DrawSphere((Vector3){ 300.0f, 300.0f, 0.0f }, 100.0f, (Color){ 255, 0, 0, 255 });
|
||||
}
|
||||
BIN
examples/core/core_3d_camera_fps.png
Normal file
BIN
examples/core/core_3d_camera_fps.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 8.9 KiB |
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera free
|
||||
* raylib [core] example - 3d camera free
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera mode
|
||||
* raylib [core] example - 3d camera mode
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 3d cmaera split screen
|
||||
* raylib [core] example - 3d camera split screen
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Picking in 3d mode
|
||||
* raylib [core] example - 3d picking
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] examples - basic screen manager
|
||||
* raylib [core] example - basic screen manager
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic window
|
||||
* raylib [core] example - basic window
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic window (adapted for HTML5 platform)
|
||||
* raylib [core] example - basic window
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Custom logging
|
||||
* raylib [core] example - custom logging
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Windows drop files
|
||||
* raylib [core] example - drop files
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - HighDPI
|
||||
* raylib [core] example - high dpi
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] e/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Gamepad input
|
||||
* raylib [core] example - gamepad input
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Input Gestures Detection
|
||||
* raylib [core] example - input gestures
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Input Gestures for Web
|
||||
* raylib [core] example - input gestures web
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Keyboard input
|
||||
* raylib [core] example - keyboard input
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Mouse input
|
||||
* raylib [core] example - mouse input
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
@ -29,7 +29,6 @@ int main(void)
|
|||
|
||||
Vector2 ballPosition = { -100.0f, -100.0f };
|
||||
Color ballColor = DARKBLUE;
|
||||
int isCursorHidden = 0;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
|
@ -41,15 +40,13 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_H))
|
||||
{
|
||||
if (isCursorHidden == 0)
|
||||
if (IsCursorHidden())
|
||||
{
|
||||
HideCursor();
|
||||
isCursorHidden = 1;
|
||||
ShowCursor();
|
||||
}
|
||||
else
|
||||
{
|
||||
ShowCursor();
|
||||
isCursorHidden = 0;
|
||||
HideCursor();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -75,7 +72,7 @@ int main(void)
|
|||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
|
||||
DrawText("Press 'H' to toggle cursor visibility", 10, 30, 20, DARKGRAY);
|
||||
|
||||
if (isCursorHidden == 1) DrawText("CURSOR HIDDEN", 20, 60, 20, RED);
|
||||
if (!IsCursorHidden()) DrawText("CURSOR HIDDEN", 20, 60, 20, RED);
|
||||
else DrawText("CURSOR VISIBLE", 20, 60, 20, LIME);
|
||||
|
||||
EndDrawing();
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] examples - Mouse wheel input
|
||||
* raylib [core] example - input mouse wheel
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Input multitouch
|
||||
* raylib [core] example - input multitouch
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Generate random values
|
||||
* raylib [core] example - generate random values
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Scissor test
|
||||
* raylib [core] example - scissor test
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Smooth Pixel-perfect camera
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Storage save/load values
|
||||
* raylib [core] example - storage save/load values
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||
* raylib [core] example - vr simulator
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window scale letterbox (and virtual mouse)
|
||||
* raylib [core] example - window scale letterbox
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
@ -27,12 +27,12 @@
|
|||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
const int windowWidth = 800;
|
||||
const int windowHeight = 450;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable config flags for resizable window and vertical synchro
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
|
||||
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window scale letterbox");
|
||||
SetWindowMinSize(320, 240);
|
||||
|
||||
int gameScreenWidth = 640;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Window should close
|
||||
* raylib [core] example - window should close
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - World to screen
|
||||
* raylib [core] example - core world screen
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -23,6 +23,7 @@ core;core_3d_camera_mode;⭐️☆☆☆;1.0;1.0;"Ramon Santamaria";@raysan5
|
|||
core;core_3d_camera_free;⭐️☆☆☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||
core;core_3d_camera_first_person;⭐️⭐️☆☆;1.3;1.3;"Ramon Santamaria";@raysan5
|
||||
core;core_3d_camera_split_screen;⭐️⭐️⭐️☆;3.7;4.0;"Jeffery Myers";@JeffM2501
|
||||
core;core_3d_camera_fps;⭐️⭐️⭐️☆;5.5;5.5;"Agnis Aldins";@nezvers
|
||||
core;core_3d_picking;⭐️⭐️☆☆;1.3;4.0;"Ramon Santamaria";@raysan5
|
||||
core;core_world_screen;⭐️⭐️☆☆;1.3;1.4;"Ramon Santamaria";@raysan5
|
||||
core;core_custom_logging;⭐️⭐️⭐️☆;2.5;2.5;"Pablo Marcos Oltra";@pamarcos
|
||||
|
|
@ -141,7 +142,7 @@ shaders;shaders_simple_mask;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscam
|
|||
shaders;shaders_hot_reloading;⭐️⭐️⭐️☆;3.0;3.5;"Ramon Santamaria";@raysan5
|
||||
shaders;shaders_mesh_instancing;⭐️⭐️⭐️⭐️;3.7;4.2;"seanpringle";@seanpringle
|
||||
shaders;shaders_multi_sample2d;⭐️⭐️☆☆;3.5;3.5;"Ramon Santamaria";@raysan5
|
||||
shaders;shaders_normalmap;⭐️⭐️⭐️⭐️;5.6;5.6;"Jeremy Montgomery";@Sir_Irk
|
||||
shaders;shaders_normal_map;⭐️⭐️⭐️⭐️;5.6;5.6;"Jeremy Montgomery";@Sir_Irk
|
||||
shaders;shaders_spotlight;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_deferred_render;⭐️⭐️⭐️⭐️;4.5;4.5;"Justin Andreas Lacoste";@27justin
|
||||
shaders;shaders_hybrid_render;⭐️⭐️⭐️⭐️;4.2;4.2;"Buğra Alptekin Sarı";@BugraAlptekinSari
|
||||
|
|
@ -167,3 +168,4 @@ others;easings_testbed;⭐️⭐️⭐️☆;2.5;3.0;"Juan Miguel López";@flash
|
|||
others;raylib_opengl_interop;⭐️⭐️⭐️⭐️;3.8;4.0;"Stephan Soller";@arkanis
|
||||
others;embedded_files_loading;⭐️⭐️☆☆;3.0;3.5;"Kristian Holmgren";@defutura
|
||||
others;raymath_vector_angle;⭐️⭐️☆☆;1.0;4.6;"Ramon Santamaria";@raysan5
|
||||
text;text_unicode_ranges;⭐⭐⭐⭐️;2.5;4.0;"Vlad Adrian";@demizdor
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Load 3d model with animations and play them
|
||||
* raylib [models] example - model animation
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Drawing billboards
|
||||
* raylib [models] example - billboard render
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
@ -26,7 +26,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - billboard render");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Using bones as socket for calculating the positioning of something
|
||||
* raylib [models] example - bone socket
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
|
||||
* raylib [models] example - box collisions
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Cubicmap loading and drawing
|
||||
* raylib [models] example - cubicmap loading and drawing
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
@ -25,7 +25,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Draw textured cube
|
||||
* raylib [models] example - draw cube texture
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
|
||||
* raylib [models] example - geometric shapes
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Doing skinning on the gpu using a vertex shader
|
||||
* raylib [models] example - gpu skinning
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
@ -37,7 +37,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - GPU skinning");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - gpu skinning");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Heightmap loading and drawing
|
||||
* raylib [models] example - heightmap terrain
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
@ -25,7 +25,7 @@ int main(void)
|
|||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap terrain");
|
||||
|
||||
// Define our custom camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Models loading
|
||||
* raylib [models] example - models loading
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - loading gltf with animations
|
||||
* raylib [models] example - loading gltf animations
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Load models M3D
|
||||
* raylib [models] example - model loading m3d
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
@ -31,7 +31,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - M3D model loading");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - model loading m3d");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Load models vox (MagicaVoxel)
|
||||
* raylib [models] example - magicavoxel loading
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - procedural mesh generation
|
||||
* raylib [models] example - mesh generation
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
|
||||
* raylib [models] example - mesh picking
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
@ -89,7 +89,7 @@ int main(void)
|
|||
|
||||
// Display information about closest hit
|
||||
RayCollision collision = { 0 };
|
||||
char *hitObjectName = "None";
|
||||
const char *hitObjectName = "None";
|
||||
collision.distance = FLT_MAX;
|
||||
collision.hit = false;
|
||||
Color cursorColor = WHITE;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Show the difference between perspective and orthographic projection
|
||||
* raylib [models] example - orthographic projection
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
@ -30,7 +30,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - orthographic projection");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib example - point rendering
|
||||
* raylib [models] example - point rendering
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Skybox loading and drawing
|
||||
* raylib [models] example - skybox rendering
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
@ -37,7 +37,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox rendering");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Tesseract view
|
||||
* raylib [models] example - tesseract view
|
||||
*
|
||||
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Waving cubes
|
||||
* raylib [models] example - waving cubes
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Plane rotations (yaw, pitch, roll)
|
||||
* raylib [models] example - plane rotations (yaw, pitch, roll)
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
65
examples/models/resources/shaders/glsl100/voxel_lighting.fs
Normal file
65
examples/models/resources/shaders/glsl100/voxel_lighting.fs
Normal file
|
|
@ -0,0 +1,65 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input from vertex shader
|
||||
varying vec3 fragPosition;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
// Uniforms
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 ambient;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDot = vec3(0.0);
|
||||
vec3 normal = normalize(fragNormal);
|
||||
vec3 viewD = normalize(viewPos - fragPosition);
|
||||
vec3 specular = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
vec3 light = vec3(0.0);
|
||||
|
||||
if (lights[i].type == LIGHT_DIRECTIONAL)
|
||||
light = -normalize(lights[i].target - lights[i].position);
|
||||
|
||||
if (lights[i].type == LIGHT_POINT)
|
||||
light = normalize(lights[i].position - fragPosition);
|
||||
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
lightDot += lights[i].color.rgb * NdotL;
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
|
||||
specular += specCo;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
|
||||
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
|
||||
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
|
||||
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
28
examples/models/resources/shaders/glsl100/voxel_lighting.vs
Normal file
28
examples/models/resources/shaders/glsl100/voxel_lighting.vs
Normal file
|
|
@ -0,0 +1,28 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec4 vertexColor;
|
||||
// attribute vec2 vertexTexCoord;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
|
||||
// Output to fragment shader
|
||||
varying vec3 fragPosition;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
|
||||
fragColor = vertexColor;
|
||||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
|
||||
|
||||
gl_Position = mvp * vec4(vertexPosition, 1.0);
|
||||
}
|
||||
62
examples/models/resources/shaders/glsl120/voxel_lighting.fs
Normal file
62
examples/models/resources/shaders/glsl120/voxel_lighting.fs
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
#version 120
|
||||
// Input from vertex shader
|
||||
varying vec3 fragPosition;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
// Uniforms
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 ambient;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 lightDot = vec3(0.0);
|
||||
vec3 normal = normalize(fragNormal);
|
||||
vec3 viewD = normalize(viewPos - fragPosition);
|
||||
vec3 specular = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
vec3 light = vec3(0.0);
|
||||
|
||||
if (lights[i].type == LIGHT_DIRECTIONAL)
|
||||
light = -normalize(lights[i].target - lights[i].position);
|
||||
|
||||
if (lights[i].type == LIGHT_POINT)
|
||||
light = normalize(lights[i].position - fragPosition);
|
||||
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
lightDot += lights[i].color.rgb * NdotL;
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
float specCo = pow(max(0.0, dot(viewD, reflect(-light, normal))), 16.0);
|
||||
specular += specCo;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
vec4 finalColor = (fragColor * ((colDiffuse + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
|
||||
finalColor += fragColor * (ambient / 10.0) * colDiffuse;
|
||||
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2)); // gamma correction
|
||||
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
24
examples/models/resources/shaders/glsl120/voxel_lighting.vs
Normal file
24
examples/models/resources/shaders/glsl120/voxel_lighting.vs
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
#version 120
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
// Uniforms
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
|
||||
// Output to fragment shader
|
||||
varying vec3 fragPosition;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
|
||||
fragColor = vertexColor;
|
||||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
|
||||
|
||||
gl_Position = mvp * vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [easings] example - Easings Testbed
|
||||
* raylib [easings] example - easings testbed
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [others] example - Embedded files loading (Wave and Image)
|
||||
* raylib [others] example - embedded files loading
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - OpenGL point particle system
|
||||
* raylib [others] example - OpenGL interoperatibility
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
|
|
@ -71,7 +71,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - point particles");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [others] example - OpenGL interoperatibility");
|
||||
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - Vector Angle
|
||||
* raylib [math] example - vector angle
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@ uniform vec4 color;
|
|||
void main()
|
||||
{
|
||||
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
|
||||
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
|
||||
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
|
||||
// it. (0, 0) is the top left, (1, 1) the bottom right corner
|
||||
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges
|
||||
gl_FragColor = vec4(color.rgb, color.a*(1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
|
||||
}
|
||||
|
|
@ -11,7 +11,7 @@ out vec4 finalColor;
|
|||
void main()
|
||||
{
|
||||
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
|
||||
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
|
||||
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
|
||||
// it. (0, 0) is the top left, (1, 1) the bottom right corner
|
||||
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges
|
||||
finalColor = vec4(color.rgb, color.a*(1 - length(gl_PointCoord.xy - vec2(0.5))*2));
|
||||
}
|
||||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [rlgl] example - compute shader - Conway's Game of Life
|
||||
* raylib [rlgl] example - compute shader - game of life
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
|
||||
* shaders used in this example are #version 430 (OpenGL 4.3)
|
||||
|
|
|
|||
|
|
@ -12,9 +12,9 @@ uniform vec4 colDiffuse;
|
|||
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
const vec2 size = vec2(800, 450); // Framebuffer size
|
||||
const float samples = 5.0; // Pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // Defines size factor: Lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -16,7 +16,7 @@ float angle = 0.0;
|
|||
vec2 VectorRotateTime(vec2 v, float speed)
|
||||
{
|
||||
float time = uTime*speed;
|
||||
float localTime = fract(time); // The time domain this works on is 1 sec.
|
||||
float localTime = fract(time); // The time domain this works on is 1 sec
|
||||
|
||||
if ((localTime >= 0.0) && (localTime < 0.25)) angle = 0.0;
|
||||
else if ((localTime >= 0.25) && (localTime < 0.50)) angle = PI/4.0*sin(2.0*PI*localTime - PI/2.0);
|
||||
|
|
|
|||
|
|
@ -13,9 +13,9 @@ uniform sampler2D gAlbedoSpec;
|
|||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type; // Unused in this demo.
|
||||
int type; // Unused in this demo
|
||||
vec3 position;
|
||||
vec3 target; // Unused in this demo.
|
||||
vec3 target; // Unused in this demo
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -7,12 +7,12 @@ precision mediump float;
|
|||
The Sieve of Eratosthenes -- a simple shader by ProfJski
|
||||
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
|
||||
|
||||
The screen is divided into a square grid of boxes, each representing an integer value.
|
||||
Each integer is tested to see if it is a prime number. Primes are colored white.
|
||||
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
|
||||
The screen is divided into a square grid of boxes, each representing an integer value
|
||||
Each integer is tested to see if it is a prime number. Primes are colored white
|
||||
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer
|
||||
|
||||
You can change the scale variable to make a larger or smaller grid.
|
||||
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
|
||||
You can change the scale variable to make a larger or smaller grid
|
||||
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers
|
||||
|
||||
WARNING: If you make scale too large, your GPU may bog down!
|
||||
|
||||
|
|
@ -38,7 +38,7 @@ vec4 Colorizer(float counter, float maxSize)
|
|||
void main()
|
||||
{
|
||||
vec4 color = vec4(1.0);
|
||||
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
|
||||
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid
|
||||
float value = scale*floor(fragTexCoord.y*scale) + floor(fragTexCoord.x*scale); // Group pixels into boxes representing integer values
|
||||
int valuei = int(value);
|
||||
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
#version 100
|
||||
|
||||
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
|
||||
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
|
||||
|
||||
|
|
@ -11,6 +12,7 @@ uniform vec4 colDiffuse;
|
|||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepthEXT = gl_FragCoord.z;
|
||||
}
|
||||
|
|
@ -1,9 +1,9 @@
|
|||
#version 100
|
||||
|
||||
#extension GL_EXT_frag_depth : enable //Extension required for writing depth
|
||||
#extension GL_OES_standard_derivatives : enable //Extension used for fwidth()
|
||||
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
|
||||
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
|
@ -19,13 +19,14 @@ uniform vec2 screenCenter;
|
|||
|
||||
#define ZERO 0
|
||||
|
||||
// https://learnopengl.com/Advanced-OpenGL/Depth-testing
|
||||
float CalcDepth(in vec3 rd, in float Idist){
|
||||
// SRC: https://learnopengl.com/Advanced-OpenGL/Depth-testing
|
||||
float CalcDepth(in vec3 rd, in float Idist)
|
||||
{
|
||||
float local_z = dot(normalize(camDir),rd)*Idist;
|
||||
return (1.0/(local_z) - 1.0/0.01)/(1.0/1000.0 -1.0/0.01);
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/distfunctions/
|
||||
// SRC: https://iquilezles.org/articles/distfunctions/
|
||||
float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
|
||||
{
|
||||
p.x = abs(p.x);
|
||||
|
|
@ -57,11 +58,10 @@ float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
|
|||
|
||||
float w = sqrt(r*r-h*h);
|
||||
|
||||
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
|
||||
abs(length(q)-r) ) - t;
|
||||
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : abs(length(q)-r)) - t;
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/boxfunctions
|
||||
// SRC: https://iquilezles.org/articles/boxfunctions
|
||||
vec2 iBox(in vec3 ro, in vec3 rd, in vec3 rad)
|
||||
{
|
||||
vec3 m = 1.0/rd;
|
||||
|
|
@ -69,6 +69,7 @@ vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
|
|||
vec3 k = abs(m)*rad;
|
||||
vec3 t1 = -n - k;
|
||||
vec3 t2 = -n + k;
|
||||
|
||||
return vec2(max(max(t1.x, t1.y), t1.z),
|
||||
min(min(t2.x, t2.y), t2.z));
|
||||
}
|
||||
|
|
@ -78,20 +79,23 @@ vec2 opU( vec2 d1, vec2 d2 )
|
|||
return (d1.x<d2.x) ? d1 : d2;
|
||||
}
|
||||
|
||||
vec2 map( in vec3 pos ){
|
||||
vec2 map(in vec3 pos)
|
||||
{
|
||||
vec2 res = vec2(sdHorseshoe(pos-vec3(-1.0,0.08, 1.0), vec2(cos(1.3),sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5) ;
|
||||
res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5)) ;
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/Xds3zN
|
||||
vec2 raycast( in vec3 ro, in vec3 rd ){
|
||||
// SRC: https://www.shadertoy.com/view/Xds3zN
|
||||
vec2 raycast(in vec3 ro, in vec3 rd)
|
||||
{
|
||||
vec2 res = vec2(-1.0,-1.0);
|
||||
|
||||
float tmin = 1.0;
|
||||
float tmax = 20.0;
|
||||
|
||||
// raytrace floor plane
|
||||
// Raytrace floor plane
|
||||
float tp1 = (-ro.y)/rd.y;
|
||||
if (tp1>0.0)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -7,12 +7,12 @@ varying vec2 fragTexCoord;
|
|||
varying vec4 fragColor;
|
||||
|
||||
uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
|
||||
uniform vec2 offset; // Offset of the scale.
|
||||
uniform float zoom; // Zoom of the scale.
|
||||
uniform vec2 offset; // Offset of the scale
|
||||
uniform float zoom; // Zoom of the scale
|
||||
|
||||
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
||||
// for example, on RasperryPi for this examply only supports up to 60
|
||||
const int maxIterations = 48; // Max iterations to do.
|
||||
const int maxIterations = 255; // Max iterations to do.
|
||||
const float colorCycles = 1.0; // Number of times the color palette repeats.
|
||||
|
||||
// Square a complex number
|
||||
|
|
@ -32,22 +32,22 @@ vec3 Hsv2rgb(vec3 c)
|
|||
void main()
|
||||
{
|
||||
/**********************************************************************************************
|
||||
Julia sets use a function z^2 + c, where c is a constant.
|
||||
This function is iterated until the nature of the point is determined.
|
||||
Julia sets use a function z^2 + c, where c is a constant
|
||||
This function is iterated until the nature of the point is determined
|
||||
|
||||
If the magnitude of the number becomes greater than 2, then from that point onward
|
||||
the number will get bigger and bigger, and will never get smaller (tends towards infinity).
|
||||
2^2 = 4, 4^2 = 8 and so on.
|
||||
So at 2 we stop iterating.
|
||||
the number will get bigger and bigger, and will never get smaller (tends towards infinity)
|
||||
2^2 = 4, 4^2 = 8 and so on
|
||||
So at 2 we stop iterating
|
||||
|
||||
If the number is below 2, we keep iterating.
|
||||
If the number is below 2, we keep iterating
|
||||
But when do we stop iterating if the number is always below 2 (it converges)?
|
||||
That is what maxIterations is for.
|
||||
Then we can divide the iterations by the maxIterations value to get a normalized value that we can
|
||||
then map to a color.
|
||||
That is what maxIterations is for
|
||||
Then we can divide the iterations by the maxIterations value to get a normalized value
|
||||
that we can then map to a color
|
||||
|
||||
We use dot product (z.x * z.x + z.y * z.y) to determine the magnitude (length) squared.
|
||||
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power).
|
||||
We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
|
||||
And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
|
||||
*************************************************************************************************/
|
||||
|
||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||
|
|
@ -57,7 +57,7 @@ void main()
|
|||
z.y += offset.y;
|
||||
|
||||
int iter = 0;
|
||||
for (int iterations = 0; iterations < 60; iterations++)
|
||||
for (int iterations = 0; iterations < maxIterations; iterations++)
|
||||
{
|
||||
z = ComplexSquare(z) + c; // Iterate function
|
||||
if (dot(z, z) > 4.0) break;
|
||||
|
|
@ -65,18 +65,18 @@ void main()
|
|||
iter = iterations;
|
||||
}
|
||||
|
||||
// Another few iterations decreases errors in the smoothing calculation.
|
||||
// See http://linas.org/art-gallery/escape/escape.html for more information.
|
||||
// Another few iterations decreases errors in the smoothing calculation
|
||||
// See http://linas.org/art-gallery/escape/escape.html for more information
|
||||
z = ComplexSquare(z) + c;
|
||||
z = ComplexSquare(z) + c;
|
||||
|
||||
// This last part smooths the color (again see link above).
|
||||
// This last part smooths the color (again see link above)
|
||||
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
|
||||
|
||||
// Normalize the value so it is between 0 and 1.
|
||||
// Normalize the value so it is between 0 and 1
|
||||
float norm = smoothVal/float(maxIterations);
|
||||
|
||||
// If in set, color black. 0.999 allows for some float accuracy error.
|
||||
// If in set, color black. 0.999 allows for some float accuracy error
|
||||
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ uniform vec2 resolution;
|
|||
// SOFTWARE.
|
||||
|
||||
// A list of useful distance function to simple primitives, and an example on how to
|
||||
// do some interesting boolean operations, repetition and displacement.
|
||||
// do some interesting boolean operations, repetition and displacement
|
||||
//
|
||||
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
|
||||
|
||||
|
|
|
|||
|
|
@ -1,9 +1,9 @@
|
|||
// Note: SDF by Iñigo Quilez is licensed under MIT License
|
||||
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// NOTE: SDF by Iñigo Quilez, licensed under MIT License
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
|
|
|||
86
examples/shaders/resources/shaders/glsl100/shadowmap.fs
Normal file
86
examples/shaders/resources/shaders/glsl100/shadowmap.fs
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// This shader is based on the basic lighting shader
|
||||
// This only supports one light, which is directional, and it (of course) supports shadows
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
//varying in vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Input lighting values
|
||||
uniform vec3 lightDir;
|
||||
uniform vec4 lightColor;
|
||||
uniform vec4 ambient;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
// Input shadowmapping values
|
||||
uniform mat4 lightVP; // Light source view-projection matrix
|
||||
uniform sampler2D shadowMap;
|
||||
|
||||
uniform int shadowMapResolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
vec3 lightDot = vec3(0.0);
|
||||
vec3 normal = normalize(fragNormal);
|
||||
vec3 viewD = normalize(viewPos - fragPosition);
|
||||
vec3 specular = vec3(0.0);
|
||||
|
||||
vec3 l = -lightDir;
|
||||
|
||||
float NdotL = max(dot(normal, l), 0.0);
|
||||
lightDot += lightColor.rgb*NdotL;
|
||||
|
||||
float specCo = 0.0;
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(l), normal))), 16.0); // 16 refers to shine
|
||||
specular += specCo;
|
||||
|
||||
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||||
|
||||
// Shadow calculations
|
||||
vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
|
||||
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
|
||||
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
|
||||
vec2 sampleCoords = fragPosLightSpace.xy;
|
||||
float curDepth = fragPosLightSpace.z;
|
||||
|
||||
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene
|
||||
// The solution is adding a small bias to the depth
|
||||
// In this case, the bias is proportional to the slope of the surface, relative to the light
|
||||
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
|
||||
int shadowCounter = 0;
|
||||
const int numSamples = 9;
|
||||
|
||||
// PCF (percentage-closer filtering) algorithm:
|
||||
// Instead of testing if just one point is closer to the current point,
|
||||
// we test the surrounding points as well
|
||||
// This blurs shadow edges, hiding aliasing artifacts
|
||||
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize*vec2(x, y)).r;
|
||||
if (curDepth - bias > sampleDepth) shadowCounter++;
|
||||
}
|
||||
}
|
||||
|
||||
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
|
||||
|
||||
// Add ambient lighting whether in shadow or not
|
||||
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
||||
|
||||
// Gamma correction
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2));
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
32
examples/shaders/resources/shaders/glsl100/shadowmap.vs
Normal file
32
examples/shaders/resources/shaders/glsl100/shadowmap.vs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
// NOTE: Add your custom variables here
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user