Example resize fixes using IsWindowResized()

This commit is contained in:
Jon Daniel 2025-08-02 00:07:46 +02:00
parent a36905607c
commit b16313a2d3
30 changed files with 325 additions and 177 deletions

View File

@ -30,8 +30,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation"); InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
@ -72,6 +72,11 @@ int main(void)
UpdateModelAnimation(model, anims[0], animFrameCounter); UpdateModelAnimation(model, anims[0], animFrameCounter);
if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0; if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
} }
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

View File

@ -22,8 +22,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
@ -50,7 +50,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Move player // Move player
if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f; if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f; else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
@ -111,7 +115,7 @@ int main(void)
EndMode3D(); EndMode3D();
DrawText("Move player with arrow keys to collide", 220, 40, 20, GRAY); DrawText("Move player with arrow keys to collide", screenWidth/2 - 220, 40, 20, GRAY);
DrawFPS(10, 10); DrawFPS(10, 10);
@ -125,4 +129,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -22,8 +22,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
@ -54,6 +54,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -89,4 +94,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -35,8 +35,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading"); InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
@ -69,6 +69,11 @@ int main(void)
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON); UpdateCamera(&camera, CAMERA_FIRST_PERSON);
@ -132,8 +137,8 @@ int main(void)
EndMode3D(); EndMode3D();
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY); DrawText("Drag & drop model to load mesh/texture.", 10, screenHeight - 20, 10, DARKGRAY);
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN); if (selected) DrawText("MODEL SELECTED", screenWidth - 110, 10, 10, GREEN);
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
@ -152,4 +157,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -37,8 +37,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
const char* voxFileNames[] = { const char* voxFileNames[] = {
"resources/models/vox/chr_knight.vox", "resources/models/vox/chr_knight.vox",
@ -126,6 +126,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
{ {
const Vector2 mouseDelta = GetMouseDelta(); const Vector2 mouseDelta = GetMouseDelta();
@ -182,11 +187,11 @@ int main(void)
EndMode3D(); EndMode3D();
// Display info // Display info
DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f)); DrawRectangle(10, screenHeight - 50, 340, 60, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f)); DrawRectangleLines(10, screenHeight - 50, 340, 60, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE); DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, screenHeight - 50 + 10, 10, BLUE);
DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE); DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, screenHeight - 50 + 20, 10, BLUE);
DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE); DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, screenHeight - 50 + 30, 10, BLUE);
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY); DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
EndDrawing(); EndDrawing();

View File

@ -26,8 +26,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
@ -78,6 +78,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if(IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
@ -110,21 +115,21 @@ int main(void)
EndMode3D(); EndMode3D();
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f)); DrawRectangle(30, screenHeight - 50, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f)); DrawRectangleLines(30, screenHeight - 50, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE); DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, screenHeight - 50 + 10, 10, BLUE);
switch (currentModel) switch (currentModel)
{ {
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break; case 0: DrawText("PLANE", screenWidth - 120, 10, 20, DARKBLUE); break;
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break; case 1: DrawText("CUBE", screenWidth - 120, 10, 20, DARKBLUE); break;
case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break; case 2: DrawText("SPHERE", screenWidth - 120, 10, 20, DARKBLUE); break;
case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break; case 3: DrawText("HEMISPHERE", screenWidth - 160, 10, 20, DARKBLUE); break;
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break; case 4: DrawText("CYLINDER", screenWidth - 120, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break; case 5: DrawText("TORUS", screenWidth - 120, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break; case 6: DrawText("KNOT", screenWidth - 120, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break; case 7: DrawText("POLY", screenWidth - 120, 10, 20, DARKBLUE); break;
case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break; case 8: DrawText("Custom (triangle)", screenWidth - 220, 10, 20, DARKBLUE); break;
default: break; default: break;
} }

View File

@ -27,8 +27,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking"); InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
@ -73,6 +73,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
// Toggle camera controls // Toggle camera controls
@ -226,7 +231,7 @@ int main(void)
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
} }
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY); DrawText("Right click mouse to toggle camera controls", 10, screenHeight - 20, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
@ -245,4 +250,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -33,8 +33,8 @@ int main()
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering"); InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
@ -62,6 +62,11 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints; if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;

View File

@ -32,8 +32,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
const float sunRadius = 4.0f; const float sunRadius = 4.0f;
const float earthRadius = 0.6f; const float earthRadius = 0.6f;
@ -66,6 +66,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
earthRotation += (5.0f*rotationSpeed); earthRotation += (5.0f*rotationSpeed);
@ -112,7 +117,7 @@ int main(void)
EndMode3D(); EndMode3D();
DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON); DrawText("EARTH ORBITING AROUND THE SUN!", screenWidth - 400, 10, 20, MAROON);
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();

View File

@ -26,8 +26,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
//SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI); //SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)"); InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
@ -55,6 +55,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if(IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Plane pitch (x-axis) controls // Plane pitch (x-axis) controls
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f; if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f; else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
@ -101,11 +106,11 @@ int main(void)
EndMode3D(); EndMode3D();
// Draw controls info // Draw controls info
DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f)); DrawRectangle(30, screenHeight - 80, 260, 70, Fade(GREEN, 0.5f));
DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f)); DrawRectangleLines(30, screenHeight - 80, 260, 70, Fade(DARKGREEN, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY); DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, screenHeight - 70, 10, DARKGRAY);
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY); DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, screenHeight - 50, 10, DARKGRAY);
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY); DrawText("Yaw controlled with: KEY_A / KEY_S", 40, screenHeight - 30, 10, DARKGRAY);
DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY); DrawText("(c) WWI Plane Model created by GiaHanLam", screenWidth - 240, screenHeight - 20, 10, DARKGRAY);

View File

@ -12,19 +12,15 @@ uniform vec4 colDiffuse;
// NOTE: Add your custom variables here // NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800.0;
const float renderHeight = 450.0;
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;
uniform vec2 size = { 800.0, 450.0 };
uniform vec2 center; uniform vec2 center;
void main() void main()
{ {
vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*size;
vec2 tc = fragTexCoord*texSize;
tc -= center; tc -= center;
float dist = length(tc); float dist = length(tc);
@ -40,7 +36,7 @@ void main()
} }
tc += center; tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0); gl_FragColor = vec4(color.rgb, 1.0);
} }

View File

@ -10,19 +10,15 @@ uniform vec4 colDiffuse;
// NOTE: Add your custom variables here // NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;
uniform vec2 size = vec2(800.0, 450.0);
uniform vec2 center; uniform vec2 center;
void main() void main()
{ {
vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*size;
vec2 tc = fragTexCoord*texSize;
tc -= center; tc -= center;
float dist = length(tc); float dist = length(tc);
@ -38,7 +34,7 @@ void main()
} }
tc += center; tc += center;
vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;; vec4 color = texture2D(texture0, tc/size)*colDiffuse*fragColor;;
gl_FragColor = vec4(color.rgb, 1.0);; gl_FragColor = vec4(color.rgb, 1.0);;
} }

View File

@ -13,19 +13,15 @@ out vec4 finalColor;
// NOTE: Add your custom variables here // NOTE: Add your custom variables here
// NOTE: Render size values should be passed from code
const float renderWidth = 800;
const float renderHeight = 450;
float radius = 250.0; float radius = 250.0;
float angle = 0.8; float angle = 0.8;
uniform vec2 size = vec2(800.0, 450.0);
uniform vec2 center = vec2(200.0, 200.0); uniform vec2 center = vec2(200.0, 200.0);
void main() void main()
{ {
vec2 texSize = vec2(renderWidth, renderHeight); vec2 tc = fragTexCoord*size;
vec2 tc = fragTexCoord*texSize;
tc -= center; tc -= center;
float dist = length(tc); float dist = length(tc);
@ -41,7 +37,7 @@ void main()
} }
tc += center; tc += center;
vec4 color = texture(texture0, tc/texSize)*colDiffuse*fragColor;; vec4 color = texture(texture0, tc/size)*colDiffuse*fragColor;;
finalColor = vec4(color.rgb, 1.0);; finalColor = vec4(color.rgb, 1.0);;
} }

View File

@ -82,8 +82,8 @@ int main()
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
@ -202,6 +202,12 @@ int main()
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })

View File

@ -35,8 +35,10 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
float swirlSize[2] = { (float)screenWidth, (float)screenHeight };
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
@ -62,12 +64,11 @@ int main(void)
// Get variable (uniform) location on the shader to connect with the program // Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1 // NOTE: If uniform variable could not be found in the shader, function returns -1
int swirlSizeLoc = GetShaderLocation(shader, "size");
int swirlCenterLoc = GetShaderLocation(shader, "center"); int swirlCenterLoc = GetShaderLocation(shader, "center");
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
// Create a RenderTexture2D to be used for render to texture // Create a RenderTexture2D to be used for render to texture
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight); RenderTexture2D target;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -75,15 +76,27 @@ int main(void)
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Create a RenderTexture2D to be used for render to texture
UnloadRenderTexture(target);
target = LoadRenderTexture(screenWidth, screenHeight);
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
Vector2 mousePosition = GetMousePosition(); Vector2 mousePosition = GetMousePosition();
swirlSize[0] = screenWidth;
swirlSize[1] = screenHeight;
SetShaderValue(shader, swirlSizeLoc, swirlSize, SHADER_UNIFORM_VEC2);
swirlCenter[0] = mousePosition.x; swirlCenter[0] = mousePosition.x;
swirlCenter[1] = screenHeight - mousePosition.y; swirlCenter[1] = screenHeight - mousePosition.y;
// Send new value to the shader to be used on drawing // Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2); SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -98,7 +111,7 @@ int main(void)
DrawGrid(10, 1.0f); // Draw a grid DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED); DrawText("TEXT DRAWN IN RENDER TEXTURE", screenWidth - 600, 10, 30, RED);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes) EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing(); BeginDrawing();
@ -107,7 +120,7 @@ int main(void)
// Enable shader using the custom uniform // Enable shader using the custom uniform
BeginShaderMode(shader); BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE); DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode(); EndShaderMode();
// Draw some 2d text over drawn texture // Draw some 2d text over drawn texture
@ -128,4 +141,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -34,8 +34,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
@ -51,9 +51,6 @@ int main(void)
int mouseLoc = GetShaderLocation(shader, "mouse"); int mouseLoc = GetShaderLocation(shader, "mouse");
int timeLoc = GetShaderLocation(shader, "time"); int timeLoc = GetShaderLocation(shader, "time");
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
float totalTime = 0.0f; float totalTime = 0.0f;
bool shaderAutoReloading = false; bool shaderAutoReloading = false;
@ -65,6 +62,14 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
totalTime += GetFrameTime(); totalTime += GetFrameTime();
Vector2 mouse = GetMousePosition(); Vector2 mouse = GetMousePosition();
float mousePos[2] = { mouse.x, mouse.y }; float mousePos[2] = { mouse.x, mouse.y };
@ -120,7 +125,7 @@ int main(void)
shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK); shaderAutoReloading? "AUTO" : "MANUAL"), 10, 10, 10, shaderAutoReloading? RED : BLACK);
if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK); if (!shaderAutoReloading) DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, BLACK);
DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, 430, 10, BLACK); DrawText(TextFormat("Shader last modification: %s", asctime(localtime(&fragShaderFileModTime))), 10, screenHeight - 20, 10, BLACK);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View File

@ -49,8 +49,9 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
@ -69,12 +70,6 @@ int main(void)
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir"); marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter"); marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
// Use Customized function to create writable depth texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Define the camera to look into our 3d world // Define the camera to look into our 3d world
Camera camera = { Camera camera = {
@ -87,6 +82,7 @@ int main(void)
// Camera FOV is pre-calculated in the camera Distance. // Camera FOV is pre-calculated in the camera Distance.
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD)); float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -96,6 +92,18 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Use Customized function to create writable depth texture buffer
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
screenCenter.x = screenWidth/2.0f;
screenCenter.y = screenHeight/2.0f;
UnloadRenderTexture(target);
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
}
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
// Update Camera Postion in the ray march shader. // Update Camera Postion in the ray march shader.
@ -133,7 +141,6 @@ int main(void)
// Draw into screen our custom render texture // Draw into screen our custom render texture
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE); DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();

View File

@ -35,8 +35,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
@ -71,6 +71,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_FREE); UpdateCamera(&camera, CAMERA_FREE);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -106,4 +111,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -69,8 +69,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
@ -133,6 +133,13 @@ int main(void)
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if(IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
UnloadRenderTexture(target);
target = LoadRenderTexture(screenWidth, screenHeight);
}
BeginTextureMode(target); // Enable drawing to texture BeginTextureMode(target); // Enable drawing to texture
ClearBackground(RAYWHITE); // Clear texture background ClearBackground(RAYWHITE); // Clear texture background
@ -148,7 +155,7 @@ int main(void)
// Render generated texture using selected postprocessing shader // Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]); BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE); DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2){0, 0}, WHITE);
EndShaderMode(); EndShaderMode();
// Draw 2d shapes and text over drawn texture // Draw 2d shapes and text over drawn texture
@ -158,7 +165,7 @@ int main(void)
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK); DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED); DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
DrawText("< >", 540, 10, 30, DARKBLUE); DrawText("< >", 540, 10, 30, DARKBLUE);
DrawFPS(700, 15); DrawFPS(screenWidth - 100, 15);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }

View File

@ -68,8 +68,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
const Color rectangleColor = BLUE; const Color rectangleColor = BLUE;
const Color shadowColor = DARKBLUE; const Color shadowColor = DARKBLUE;
@ -100,6 +100,13 @@ int main(void)
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
@ -162,12 +169,10 @@ int main(void)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode(); EndShaderMode();
// Draw one more rectangle with all three colors // Draw one more rectangle with all three colors
rec = (Rectangle){ 240, 80, 500, 300 }; rec = (Rectangle){ 240, 80, screenWidth - 300, screenHeight - 150 };
DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY); DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
DrawText("Rectangle with all three combined", (int)rec.x - 30, (int)rec.y - 45, 10, DARKGRAY); DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
rec.y = screenHeight - rec.y - rec.height; rec.y = screenHeight - rec.y - rec.height;
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4); SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);

View File

@ -38,8 +38,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); SetConfigFlags(FLAG_MSAA_4X_HINT);
// Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm, // Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
@ -101,6 +101,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
float dt = GetFrameTime(); float dt = GetFrameTime();
Vector3 cameraPos = cam.position; Vector3 cameraPos = cam.position;

View File

@ -62,6 +62,9 @@ typedef struct Star {
Vector2 speed; Vector2 speed;
} Star; } Star;
int screenWidth = 800;
int screenHeight = 450;
static void UpdateStar(Star *s); static void UpdateStar(Star *s);
static void ResetStar(Star *s); static void ResetStar(Star *s);
@ -72,9 +75,6 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight");
HideCursor(); HideCursor();
@ -85,10 +85,8 @@ int main(void)
for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]); for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
// Progress all the stars on, so they don't all start in the centre // Progress all the stars on, so they don't all start in the centre
for (int m = 0; m < screenWidth/2.0; m++) for (int m = 0; m < screenWidth * 0.5; m++)
{
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]); for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
}
int frameCounter = 0; int frameCounter = 0;
@ -117,7 +115,7 @@ int main(void)
// Tell the shader how wide the screen is so we can have // Tell the shader how wide the screen is so we can have
// a pitch black half and a dimly lit half. // a pitch black half and a dimly lit half.
unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth"); unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
float sw = (float)GetScreenWidth(); float sw = (float)screenWidth;
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT); SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
// Randomize the locations and velocities of the spotlights // Randomize the locations and velocities of the spotlights
@ -150,8 +148,16 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
frameCounter++; frameCounter++;
sw = (float)screenWidth;
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
// Move the stars, resetting them if the go offscreen // Move the stars, resetting them if the go offscreen
for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]); for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
@ -194,8 +200,8 @@ int main(void)
for (int i = 0; i < 16; i++) for (int i = 0; i < 16; i++)
{ {
DrawTexture(texRay, DrawTexture(texRay,
(int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32), (int)((screenWidth * 0.5f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
(int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE); (int)((screenHeight * 0.5f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
} }
// Draw spot lights // Draw spot lights
@ -210,8 +216,8 @@ int main(void)
DrawFPS(10, 10); DrawFPS(10, 10);
DrawText("Move the mouse!", 10, 30, 20, GREEN); DrawText("Move the mouse!", 10, 30, 20, GREEN);
DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN); DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight * 0.5f, 20, GREEN);
DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN); DrawText("Dark", (int)(screenWidth*.66f), screenHeight * 0.5f, 20, GREEN);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -231,7 +237,7 @@ int main(void)
static void ResetStar(Star *s) static void ResetStar(Star *s)
{ {
s->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }; s->position = (Vector2){ screenWidth * 0.5f, screenHeight * 0.5f };
do do
{ {
@ -247,8 +253,8 @@ static void UpdateStar(Star *s)
{ {
s->position = Vector2Add(s->position, s->speed); s->position = Vector2Add(s->position, s->speed);
if ((s->position.x < 0) || (s->position.x > GetScreenWidth()) || if ((s->position.x < 0) || (s->position.x > screenWidth) ||
(s->position.y < 0) || (s->position.y > GetScreenHeight())) (s->position.y < 0) || (s->position.y > screenHeight))
{ {
ResetStar(s); ResetStar(s);
} }

View File

@ -41,8 +41,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer"); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
@ -69,11 +69,18 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UnloadRenderTexture(target);
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Draw into our custom render texture (framebuffer) // Draw into our custom render texture (framebuffer)
BeginTextureMode(target); BeginTextureMode(target);
ClearBackground(WHITE); ClearBackground(WHITE);
@ -91,7 +98,7 @@ int main(void)
// Draw into screen our custom render texture // Draw into screen our custom render texture
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE); DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();
@ -164,4 +171,4 @@ void UnloadRenderTextureDepthTex(RenderTexture2D target)
// queried and deleted before deleting framebuffer // queried and deleted before deleting framebuffer
rlUnloadFramebuffer(target.id); rlUnloadFramebuffer(target.id);
} }
} }

View File

@ -22,13 +22,13 @@ int main(void)
{ {
// Initialization // Initialization
//--------------------------------------------------------- //---------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }; Vector2 ballPosition = { screenWidth/2.0f, screenHeight/2.0f };
Vector2 ballSpeed = { 5.0f, 4.0f }; Vector2 ballSpeed = { 5.0f, 4.0f };
int ballRadius = 20; int ballRadius = 20;
@ -51,8 +51,8 @@ int main(void)
ballPosition.y += ballSpeed.y; ballPosition.y += ballSpeed.y;
// Check walls collision for bouncing // Check walls collision for bouncing
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; if ((ballPosition.x >= (screenWidth - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; if ((ballPosition.y >= (screenHeight - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f;
} }
else framesCounter++; else framesCounter++;
//----------------------------------------------------- //-----------------------------------------------------
@ -64,10 +64,10 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawCircleV(ballPosition, (float)ballRadius, MAROON); DrawCircleV(ballPosition, (float)ballRadius, MAROON);
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, screenHeight - 25, 20, LIGHTGRAY);
// On pause, we draw a blinking message // On pause, we draw a blinking message
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY); if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", (screenWidth - 100)/2, (screenHeight- 50)/2, 30, GRAY);
DrawFPS(10, 10); DrawFPS(10, 10);
@ -81,4 +81,4 @@ int main(void)
//---------------------------------------------------------- //----------------------------------------------------------
return 0; return 0;
} }

View File

@ -25,9 +25,6 @@
#define SCREEN_WIDTH 800 #define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 450 #define SCREEN_HEIGHT 450
#define CENTER_X SCREEN_WIDTH * 0.5
#define CENTER_Y SCREEN_HEIGHT * 0.5 - 100
// Constant for Simulation // Constant for Simulation
#define SIMULATION_STEPS 30 #define SIMULATION_STEPS 30
#define G 9.81 #define G 9.81
@ -37,7 +34,7 @@
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
static Vector2 CalculatePendulumEndPoint(float l, float theta); static Vector2 CalculatePendulumEndPoint(float l, float theta);
static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2); static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2);
static Vector2 CalculateCenter(Vector2 screenSize) { return (Vector2){ screenSize.x * 0.5, screenSize.y * 0.5 - 100 }; }
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
@ -47,6 +44,8 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_WINDOW_HIGHDPI); SetConfigFlags(FLAG_WINDOW_HIGHDPI);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shapes] example - Double Pendulum"); InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shapes] example - Double Pendulum");
Vector2 screenSize = { GetScreenWidth(), GetScreenHeight() };
Vector2 screenCenter = CalculateCenter(screenSize);
// Simulation Paramters // Simulation Paramters
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -56,8 +55,8 @@ int main(void)
float totalM = m1 + m2; float totalM = m1 + m2;
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previousPosition.x += CENTER_X; previousPosition.x += screenCenter.x;
previousPosition.y += CENTER_Y; previousPosition.y += screenCenter.y;
// Scale length // Scale length
float L1 = l1 * lengthScaler; float L1 = l1 * lengthScaler;
@ -70,7 +69,7 @@ int main(void)
// Create Framebuffer // Create Framebuffer
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
RenderTexture2D target = LoadRenderTexture(SCREEN_WIDTH, SCREEN_HEIGHT); RenderTexture2D target = LoadRenderTexture(screenSize.x, screenSize.y);
SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR); SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);
SetTargetFPS(60); SetTargetFPS(60);
@ -82,6 +81,16 @@ int main(void)
// Update // Update
float dt = GetFrameTime(); float dt = GetFrameTime();
float step = dt / SIMULATION_STEPS, step2 = step * step; float step = dt / SIMULATION_STEPS, step2 = step * step;
if(IsWindowResized())
{
// Update screen dimensions
screenSize.x = GetScreenWidth();
screenSize.y = GetScreenHeight();
screenCenter = CalculateCenter(screenSize);
UnloadRenderTexture(target);
target = LoadRenderTexture(screenSize.x, screenSize.y);
SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);
}
// Update Physics - larger steps = better approximation // Update Physics - larger steps = better approximation
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -115,15 +124,15 @@ int main(void)
// Calculate position // Calculate position
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2); Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
currentPosition.x += CENTER_X; currentPosition.x += screenCenter.x;
currentPosition.y += CENTER_Y; currentPosition.y += screenCenter.y;
// Draw to framebuffer // Draw to framebuffer
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginTextureMode(target); BeginTextureMode(target);
// Draw a transparent rectangle - smaller alpha = longer trails // Draw a transparent rectangle - smaller alpha = longer trails
DrawRectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Fade(BLACK, fateAlpha)); DrawRectangle(0, 0, screenSize.x, screenSize.y, Fade(BLACK, fateAlpha));
// Draw trail // Draw trail
DrawCircleV(previousPosition, trailThick, RED); DrawCircleV(previousPosition, trailThick, RED);
@ -146,11 +155,11 @@ int main(void)
(Vector2){ 0, 0 }, WHITE); (Vector2){ 0, 0 }, WHITE);
// Draw Double Pendulum // Draw Double Pendulum
DrawRectanglePro((Rectangle){ CENTER_X, CENTER_Y, 10 * l1, lineThick }, DrawRectanglePro((Rectangle){ screenCenter.x, screenCenter.y, 10 * l1, lineThick },
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE); (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1); Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
DrawRectanglePro((Rectangle){ CENTER_X + endpoint1.x, CENTER_Y + endpoint1.y, 10 * l2, lineThick }, DrawRectanglePro((Rectangle){ screenCenter.x + endpoint1.x, screenCenter.y + endpoint1.y, 10 * l2, lineThick },
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE); (Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE);
EndDrawing(); EndDrawing();

View File

@ -24,8 +24,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
@ -45,6 +45,15 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
if(state > 0)
ballPositionX = (int)EaseElasticOut((float)120, -100, screenWidth/2.0f + 100, 120);
if(state > 1)
ballRadius = (int)EaseElasticIn((float)200, 20, screenWidth/2.0f + 100, 200);
}
if (state == 0) // Move ball position X with easing if (state == 0) // Move ball position X with easing
{ {
framesCounter++; framesCounter++;
@ -59,7 +68,7 @@ int main(void)
else if (state == 1) // Increase ball radius with easing else if (state == 1) // Increase ball radius with easing
{ {
framesCounter++; framesCounter++;
ballRadius = (int)EaseElasticIn((float)framesCounter, 20, 500, 200); ballRadius = (int)EaseElasticIn((float)framesCounter, 20, screenWidth/2.0f + 100, 200);
if (framesCounter >= 200) if (framesCounter >= 200)
{ {
@ -100,9 +109,9 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); if (state >= 2) DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawCircle(ballPositionX, 200, (float)ballRadius, Fade(RED, 1.0f - ballAlpha)); DrawCircle(ballPositionX, screenHeight / 2, (float)ballRadius, Fade(RED, 1.0f - ballAlpha));
if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", 240, 200, 20, BLACK); if (state == 3) DrawText("PRESS [ENTER] TO PLAY AGAIN!", screenWidth/2 - 140, (screenHeight/2 - 10), 20, BLACK);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -114,4 +123,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -24,8 +24,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
@ -46,6 +46,16 @@ int main(void)
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
scleraLeftPosition.x = screenWidth/2.0f - 100.0f;
scleraLeftPosition.y = screenHeight/2.0f;
scleraRightPosition.x = screenWidth/2.0f + 100.0f;
scleraRightPosition.y = screenHeight/2.0f;
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
irisLeftPosition = GetMousePosition(); irisLeftPosition = GetMousePosition();
@ -108,4 +118,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -22,8 +22,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
@ -37,7 +37,11 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// TODO: Update your variables here // TODO: Update your variables here
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
@ -48,7 +52,7 @@ int main(void)
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE); DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE);
DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK); DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK);
DrawText("this is NOT a texture!", 350, 370, 10, GRAY); DrawText("this is NOT a texture!", screenWidth/2 - 50, screenHeight/2 + 145, 10, GRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -60,4 +64,4 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }

View File

@ -22,8 +22,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
@ -48,6 +48,14 @@ int main(void)
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
logoPositionX = screenWidth/2 - 128;
logoPositionY = screenHeight/2 - 128;
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (state == 0) // State 0: Small box blinking if (state == 0) // State 0: Small box blinking
@ -145,13 +153,13 @@ int main(void)
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
DrawText(TextSubtext("raylib", 0, lettersCount), GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); DrawText(TextSubtext("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha));
} }
else if (state == 4) else if (state == 4)
{ {
DrawText("[R] REPLAY", 340, 200, 20, GRAY); DrawText("[R] REPLAY", screenWidth/2 - 60, screenHeight/2 - 25, 20, GRAY);
} }
EndDrawing(); EndDrawing();

View File

@ -81,8 +81,8 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; int screenWidth = 800;
const int screenHeight = 450; int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT); SetConfigFlags(FLAG_MSAA_4X_HINT|FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D"); InitWindow(screenWidth, screenHeight, "raylib [text] example - draw 2D text in 3D");
@ -143,6 +143,11 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
}
UpdateCamera(&camera, camera_mode); UpdateCamera(&camera, camera_mode);
// Handle font files dropped // Handle font files dropped
@ -691,4 +696,4 @@ static Color GenerateRandomColor(float s, float v)
float h = (float)GetRandomValue(0, 360); float h = (float)GetRandomValue(0, 360);
h = fmodf((h + h*Phi), 360.0f); h = fmodf((h + h*Phi), 360.0f);
return ColorFromHSV(h, s, v); return ColorFromHSV(h, s, v);
} }