Merge branch 'raysan5:master' into master
This commit is contained in:
commit
b49ed4ff5c
2
.github/workflows/android.yml
vendored
2
.github/workflows/android.yml
vendored
|
|
@ -82,7 +82,7 @@ jobs:
|
|||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
|
|
|||
4
.github/workflows/cmake.yml
vendored
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.github/workflows/cmake.yml
vendored
|
|
@ -36,7 +36,7 @@ jobs:
|
|||
runs-on: windows-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v3
|
||||
|
||||
- name: Create Build Environment
|
||||
# Some projects don't allow in-source building, so create a separate build directory
|
||||
|
|
@ -75,7 +75,7 @@ jobs:
|
|||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v3
|
||||
|
||||
- name: Create Build Environment
|
||||
# Some projects don't allow in-source building, so create a separate build directory
|
||||
|
|
|
|||
2
.github/workflows/linux.yml
vendored
2
.github/workflows/linux.yml
vendored
|
|
@ -94,7 +94,7 @@ jobs:
|
|||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
|
|
|||
2
.github/workflows/linux_examples.yml
vendored
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.github/workflows/linux_examples.yml
vendored
|
|
@ -22,7 +22,7 @@ jobs:
|
|||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v2
|
||||
uses: actions/checkout@v3
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
|
|
|
|||
2
.github/workflows/macos.yml
vendored
2
.github/workflows/macos.yml
vendored
|
|
@ -99,7 +99,7 @@ jobs:
|
|||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
|
|
|||
2
.github/workflows/webassembly.yml
vendored
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.github/workflows/webassembly.yml
vendored
|
|
@ -69,7 +69,7 @@ jobs:
|
|||
shell: cmd
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
|
|
|||
25
.github/workflows/windows.yml
vendored
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.github/workflows/windows.yml
vendored
|
|
@ -74,10 +74,25 @@ jobs:
|
|||
|
||||
# Setup MSBuild.exe path if required
|
||||
- name: Setup MSBuild
|
||||
uses: microsoft/setup-msbuild@v1.0.2
|
||||
uses: microsoft/setup-msbuild@v1.1
|
||||
if: matrix.compiler == 'msvc16'
|
||||
|
||||
- name: Build Library (MinGW-w64)
|
||||
- name: Build Library (MinGW-w64 32bit)
|
||||
run: |
|
||||
cd src
|
||||
x86_64-w64-mingw32-gcc.exe --version
|
||||
windres.exe --version
|
||||
dir C:\msys64\mingw64\bin
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=x86_64-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS=-m32
|
||||
//windres.exe -i raylib.dll.rc -o raylib.dll.rc.data -O coff --target=${{ matrix.WINDRES_ARCH }}
|
||||
//make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
shell: cmd
|
||||
if: |
|
||||
matrix.compiler == 'mingw-w64' &&
|
||||
matrix.bits == 32
|
||||
|
||||
- name: Build Library (MinGW-w64 64bit)
|
||||
run: |
|
||||
cd src
|
||||
${{ matrix.ARCH }}-w64-mingw32-gcc.exe --version
|
||||
|
|
@ -88,7 +103,9 @@ jobs:
|
|||
make PLATFORM=PLATFORM_DESKTOP CC=${{ matrix.ARCH }}-w64-mingw32-gcc.exe RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
shell: cmd
|
||||
if: matrix.compiler == 'mingw-w64'
|
||||
if: |
|
||||
matrix.compiler == 'mingw-w64' &&
|
||||
matrix.bits == 64
|
||||
|
||||
- name: Build Library (MSVC16)
|
||||
run: |
|
||||
|
|
@ -116,7 +133,7 @@ jobs:
|
|||
shell: cmd
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v2
|
||||
uses: actions/upload-artifact@v3
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
|
|
|||
2
.github/workflows/windows_examples.yml
vendored
2
.github/workflows/windows_examples.yml
vendored
|
|
@ -22,7 +22,7 @@ jobs:
|
|||
runs-on: windows-latest
|
||||
|
||||
steps:
|
||||
- uses: actions/checkout@v2
|
||||
- uses: actions/checkout@v3
|
||||
|
||||
- name: Add MSBuild to PATH
|
||||
uses: microsoft/setup-msbuild@v1
|
||||
|
|
|
|||
20
BINDINGS.md
20
BINDINGS.md
|
|
@ -11,11 +11,13 @@ Some people ported raylib to other languages in form of bindings or wrappers to
|
|||
| Raylib-cs | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | https://github.com/ChrisDill/Raylib-cs |
|
||||
| Raylib-CsLo | **4.2** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo |
|
||||
| cl-raylib | **4.0** | [Common Lisp](https://common-lisp.net/) | MIT | https://github.com/longlene/cl-raylib |
|
||||
| raylib-cr | **4.0** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
|
||||
| claylib/wrap | **4.2** | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib |
|
||||
| chez-raylib | auto | [Chez Scheme](https://cisco.github.io/ChezScheme/) | GPLv3 | https://github.com/Yunoinsky/chez-raylib |
|
||||
| raylib-cr | **4.5-dev (7e7939e)** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
|
||||
| raylib-c3 | **4.5-dev** | [C3](https://c3-lang.org/) | MIT | https://github.com/Its-Kenta/Raylib-C3 |
|
||||
| dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib |
|
||||
| bindbc-raylib3 | **4.0** | [D](https://dlang.org/) | BSL-1.0 | https://github.com/o3o/bindbc-raylib3 |
|
||||
| dray | **4.0** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/xdrie/dray |
|
||||
| dray | **4.2** | [D](https://dlang.org/) | Apache-2.0 | https://github.com/redthing1/dray |
|
||||
| raylib-d | **4.2** | [D](https://dlang.org/) | Zlib | https://github.com/schveiguy/raylib-d |
|
||||
| dlang_raylib | **4.0** | [D](https://dlang.org) | MPL-2.0 |https://github.com/rc-05/dlang_raylib |
|
||||
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex |
|
||||
|
|
@ -25,26 +27,32 @@ Some people ported raylib to other languages in form of bindings or wrappers to
|
|||
| raylib-guile | auto | [Guile](https://www.gnu.org/software/guile/) | Zlib | https://github.com/petelliott/raylib-guile |
|
||||
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | MIT | https://github.com/ArnautDaniel/gforth-raylib |
|
||||
| h-raylib | 4.5-dev | [Haskell](https://haskell.org/) | Apache-2.0 | https://github.com/Anut-py/h-raylib |
|
||||
| raylib-hx | 4.0 | [Haxe](https://haxe.org/) | Zlib | https://github.com/foreignsasquatch/raylib-hx |
|
||||
| raylib-hx | **4.2** | [Haxe](https://haxe.org/) | Zlib | https://github.com/foreignsasquatch/raylib-hx |
|
||||
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | MIT | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
|
||||
| jaylib | **4.2** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3+CE | https://github.com/electronstudio/jaylib/ |
|
||||
| raylib-j | **4.0** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | Zlib | https://github.com/CreedVI/Raylib-J |
|
||||
| raylib.jl | **4.2** | [Julia](https://julialang.org/) | Zlib | https://github.com/irishgreencitrus/raylib.jl |
|
||||
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | ? | https://github.com/electronstudio/kaylib |
|
||||
| kaylib | **4.5-dev**| [Kotlin/native](https://kotlinlang.org) | Zlib | https://codeberg.org/Kenta/Kaylib |
|
||||
| raylib-lua | **4.2** | [Lua](http://www.lua.org/) | ISC | https://github.com/TSnake41/raylib-lua |
|
||||
| raylua | **4.0** | [Lua](http://www.lua.org/) | MIT | https://github.com/Rabios/raylua |
|
||||
| nelua-raylib | 4.0 | [nelua](https://nelua.io/) | MIT | https://github.com/AKDev21/nelua-raylib |
|
||||
| Raylib-Nelua | **4.5-dev** | [nelua](https://nelua.io/) | MIT | https://github.com/Its-Kenta/Raylib-Nelua |
|
||||
| NimraylibNow! | 4.2 | [Nim](https://nim-lang.org/) | MIT | https://github.com/greenfork/nimraylib_now |
|
||||
| raylib-Forever | auto | [Nim](https://nim-lang.org/) | ? | https://github.com/Guevara-chan/Raylib-Forever |
|
||||
| naylib | auto | [Nim](https://nim-lang.org/) | MIT | https://github.com/planetis-m/naylib |
|
||||
| node-raylib | **4.0** | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib |
|
||||
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings |
|
||||
| raylib-odin | **4.0** | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
|
||||
| raylib-ocaml | **4.0** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
|
||||
| raylib-ocaml | **4.2** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
|
||||
| TurboRaylib | **4.2** | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT | https://github.com/turborium/TurboRaylib |
|
||||
| Ray4Laz | **4.2** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/GuvaCode/Ray4Laz |
|
||||
| Raylib.4.0.Pascal | **4.0** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)| Zlib | https://github.com/sysrpl/Raylib.4.0.Pascal |
|
||||
| pyraylib | 3.7 | [Python](https://www.python.org/) | Zlib | https://github.com/Ho011/pyraylib |
|
||||
| raylib-python-cffi | **4.2** | [Python](https://www.python.org/) | EPL-2.0 | https://github.com/electronstudio/raylib-python-cffi |
|
||||
| raylibpyctbg | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylibpyctbg |
|
||||
| raylib-py | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/overdev/raylib-py |
|
||||
| raylib-python-ctypes | **4.2** | [Python](https://www.python.org/) | MIT | https://github.com/sDos280/raylib-python-ctypes |
|
||||
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/joseph-montanez/raylib-php |
|
||||
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/oraoto/raylib-phpcpp |
|
||||
| raylibr | **4.0** | [R](https://www.r-project.org) | MIT | https://github.com/jeroenjanssens/raylibr |
|
||||
|
|
@ -56,6 +64,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to
|
|||
| raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
|
||||
| raylib-umka | **4.2** | [Umka](https://github.com/vtereshkov/umka-lang) | Zlib | https://github.com/robloach/raylib-umka |
|
||||
| raylib.v | **4.2** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v |
|
||||
| raylib-vapi | **4.2** | [Vala](https://vala.dev/) | Zlib | https://github.com/lxmcf/raylib-vapi |
|
||||
| raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren |
|
||||
| raylib-zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/Not-Nik/raylib-zig |
|
||||
| raylib.zig | **4.2** | [Zig](https://ziglang.org/) | MIT | https://github.com/ryupold/raylib.zig |
|
||||
|
|
@ -68,6 +77,7 @@ These are utility wrappers for specific languages, they are not required to use
|
|||
| name | raylib version | language | license | repo |
|
||||
|:------------------:|:-------------: | :--------:|:-------:|:-------------------------------------------------------------|
|
||||
| raylib-cpp | **4.2** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | https://github.com/robloach/raylib-cpp |
|
||||
| claylib | **4.2** | [Common Lisp](https://common-lisp.net/) | Zlib | https://github.com/defun-games/claylib |
|
||||
|
||||
### Older or Unmaintained Language Bindings
|
||||
These are older raylib bindings that are more than 2 versions old or have not been maintained.
|
||||
|
|
@ -99,8 +109,6 @@ These are older raylib bindings that are more than 2 versions old or have not be
|
|||
| raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
|
||||
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi |
|
||||
| raylib-mruby | 2.5-dev | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
|
||||
| raylib-py-ctbg | 2.6 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py-ctbg |
|
||||
| raylib-py | 2.0 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py |
|
||||
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
|
||||
| clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
|
||||
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
|
||||
|
|
|
|||
152
CHANGELOG
152
CHANGELOG
|
|
@ -3,6 +3,158 @@ changelog
|
|||
|
||||
Current Release: raylib 4.2.0 (11 August 2022)
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 4.5 (xx February 2023) -WIP-
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- ADDED: M3D model format support with animations
|
||||
- ADDED: GLTF animation support
|
||||
- ADDED: QOA audio format support (import/export) -WIP-
|
||||
- rlgl redesign to avoid render batch triangles limits pre-check: rlCheckRenderBatchLimit()
|
||||
- rshapes simplification to minimize the requirement of rlgl functionality, now it only depends on 6 functions
|
||||
- rl_gputex.h: Compressed textures loading, required by rtextures module, has been moved to a separate self-contained library
|
||||
- raygui 3.5: New version of the immediate-mode gui system for tools development with raylib
|
||||
|
||||
Detailed changes:
|
||||
[core] ADDED: RAYLIB_VERSION_* values to raylib.h (#2856) by @RobLoach
|
||||
[core] ADDED: Basic gamepad support for Android (#2709) by @deniska
|
||||
[core] ADDED: Support CAPS/NUM lock keys registering if locked
|
||||
[core] ADDED: _GNU_SOURCE define on Linux (#2729)
|
||||
[core] `WARNING`: RENAMED: Exported raylib version symbol to raylib_version #2671
|
||||
[core] REMOVED: Touch points on touch up events on Android (#2711) by @deniska
|
||||
[core] REVIEWED: Window position setup on InitWindow() (#2732) by @RandomErrorMessage
|
||||
[core] REVIEWED: Touchscreen input related functions on Android (#2702) by @deniska
|
||||
[core] REVIEWED: Viewport scaling on Android after context rebind (#2703) by @deniska
|
||||
[core] REVIEWED: ScanDirectoryFilesRecursively() (#2704)
|
||||
[core] REVIEWED: Gamepad mappings with latest gamecontrollerdb (#2725)
|
||||
[core] REVIEWED: Monitor order check on app initialization
|
||||
[core] REVIEWED: Application monitor when opening (#2728, #2731) by @RandomErrorMessage
|
||||
[core] REVIEWED: Gestures module to use GetTime() if available (#2733) by @RobLoach
|
||||
[core] REVIEWED: Resolve GLFW3 some symbols re-definition of windows.h in glfw3native (#2643) by @daipom
|
||||
[core] REVIEWED: OpenURL(), string buffer too short sometimes
|
||||
[core] REVIEWED: GetRandomValue() range limit warning (#2800) by @Pere001
|
||||
[core] REVIEWED: UnloadDirectoryFiles()
|
||||
[core] REVIEWED: GetKeyPressed(), out of range issue (#2814) by @daipom
|
||||
[core] REVIEWED: GetTime(), renamed variable 'time' to 'nanoSeconds' (#2816) by @jtainer
|
||||
[core] REVIEWED: LoadShaderFromMemory(), issue with shader linkage
|
||||
[core] REVIEWED: Avoid possible gamepad index as -1 (#2839)
|
||||
[core] REVIEWED: SetShaderValue*(), avoid setup uniforms for invalid locations
|
||||
[core] REVIEWED: GetClipboardText() on PLATFORM_WEB, permissions issues
|
||||
[core] REVIEWED: Initial window position for display-sized fullscreen (#2742) by @daipom
|
||||
[core] REVIEWED: Sticky touches input (#2857) by @ImazighenGhost
|
||||
[core] REVIEWED: Enable GetWindowHandle() on macOS (#2915) by @Not-Nik
|
||||
[rlgl] ADDED: OpenGL ES 2.0 support on PLATFORM_DESKTOP (#2840) by @wtnbgo
|
||||
[rlgl] ADDED: Separate blending modes for color and alpha, BLEND_CUSTOM_SEPARATE (#2741)
|
||||
[rlgl] ADDED: rlSetBlendFactorsSeparate and custom blend mode modification checks (#2741) by @pure01fx
|
||||
[rlgl] ADDED: RL_TEXTURE_MIPMAP_BIAS_RATIO support to `rlTextureParameters()` for OpenGL 3.3 #2674
|
||||
[rlgl] ADDED: rlCubemapParameters() (#2862) by @GithubPrankster
|
||||
[rlgl] ADDED: rlSetCullFace() (#2797) by @jtainer
|
||||
[rlgl] REMOVED: Mipmaps software generation for OpenGL 1.1
|
||||
[rlgl] REVIEWED: Check for extensions before enabling them (#2706) by @Not-Nik
|
||||
[rlgl] REVIEWED: SSBO usage to avoid long long data types
|
||||
[rlgl] REVIEWED: Enable DXT compression on __APPLE__ targets (#2694) by @Not-Nik
|
||||
[rlgl] REVIEWED: enums exposed and description comments
|
||||
[rlgl] REVIEWED: rlBindImageTexture(), correct data types (#2808) by @planetis-m
|
||||
[rlgl] REVIEWED: rlMultMatrixf(), use const pointer (#2807) by @planetis-m
|
||||
[rlgl] REVIEWED: Expose OpenGL blending mode factors and functions/equations
|
||||
[rlgl] REVIEWED: rLoadTextureDepth(), issue with depth textures on WebGL (#2824)
|
||||
[raymath] ADDED: Vector2LineAngle() (#2887)
|
||||
[raymath] REVIEWED: Vector2Angle() (#2829, #2832) by @AlxHnr, @planetis-m
|
||||
[shapes] ADDED: CheckCollisionPointPoly() (#2685) by @acejacek
|
||||
[shapes] REVIEWED: DrawPixel*(), use RL_QUADS/RL_TRIANGLES (#2750) by @hatkidchan
|
||||
[shapes] REVIEWED: DrawLineBezier*(), fix bezier line breaking (#2735, #2767) by @nobytesgiven
|
||||
[textures] ADDED: ColorBrightness()
|
||||
[textures] ADDED: ColorTint()
|
||||
[textures] ADDED: ColorContrast()
|
||||
[textures] ADDED: Support for PNM images (.ppm, .pgm)
|
||||
[textures] ADDED: GenImagePerlinNoise()
|
||||
[textures] ADDED: GenImageText(), generate grayscale image from text byte data
|
||||
[textures] ADDED: ImageDrawCircleLines(), ImageDrawCircleLinesV() (#2713) by @RobLoach
|
||||
[textures] ADDED: ImageBlurGaussian() (#2770) by @nobytesgiven
|
||||
[textures] REVIEWED: Image fileformat support: PIC, PNM
|
||||
[textures] REVIEWED: ImageTextEx() and ImageDrawTextEx() scaling (#2756) by @hatkidchan
|
||||
[textures] `WARNING`: REMOVED: DrawTextureQuad()
|
||||
[textures] `WARNING`: REMOVED: DrawTexturePoly(), function moved to example: `textures_polygon`
|
||||
[textures] `WARNING`: REMOVED: DrawTextureTiled(),function implementation moved to the textures_tiled.c
|
||||
[text] ADDED: GetCodepointPrevious()
|
||||
[text] ADDED: UnloadUTF8(), aligned with LoadUTF8()
|
||||
[text] `WARNING`: RENAMED: TextCodepointsToUTF8() to LoadUTF8()
|
||||
[text] `WARNING`: RENAMED: GetCodepoint() -> GetCodepointNext()
|
||||
[text] REDESIGNED: GetCodepointNext()
|
||||
[text] REVIEWED text_codepoints_loading.c
|
||||
[text] REVIEWED: MeasureTextEx(), avoid crash on bad data
|
||||
[text] REVIEWED: UnloadFontData(), avoid crash on invalid font data
|
||||
[models] ADDED: Support M3D model file format (meshes and materials) (#2648) by @bztsrc
|
||||
[models] ADDED: Support for M3D animations (#2648) by @bztsrc
|
||||
[models] ADDED: GLTF animation support (#2844) by @charles-l
|
||||
[models] ADDED: DrawCapsule() and DrawCapsuleWires() (#2761) by @IanBand
|
||||
[models] ADDED: LoadMaterials(), MTL files loading, same code as OBJ loader (#2872) by @JeffM2501
|
||||
[models] REVIEWED: DrawMesh(), using SHADER_LOC_COLOR_SPECULAR as a material map (#2908) by @haved
|
||||
[models] REVIEWED: LoadM3D() vertex color support (#2878) by @GithubPrankster, @bztsrc
|
||||
[models] REVIEWED: GenMeshHeightmap() (#2716)
|
||||
[models] REVIEWED: LoadIQM() (#2676)
|
||||
[models] REVIEWED: Simplify .vox signature check (#2752) by @CrezyDud
|
||||
[models] REVIEWED: LoadIQM(), support bone names loading if available (#2882) by @PencilAmazing
|
||||
[models] `WARNING`: REMOVED: DrawCubeTexture(), DrawCubeTextureRec(), functions moved to new example: `models_draw_cube_texture`
|
||||
[audio] ADDED: IsWaveReady()`, IsSoundReady(), IsMusicReady() (#2892) by @RobLoach
|
||||
[audio] REVIEWED: Clear PCM buffer state when closing audio device (#2736) by @veins1
|
||||
[audio] REVIEWED: Android backend selected (#2118, #2875) by @planetis-m
|
||||
[multi] ADDED: IsShaderReady(), IsImageReady(), IsFontReady() (#2892) by @RobLoach
|
||||
[multi] ADDED: IsModelReady(), IsMaterialReady(), IsTextureReady(), IsRenderTextureReady() (#2895) by @RobLoach
|
||||
[multi] REVIEWED: Multiple code/comment typos by @sDos280
|
||||
[multi] REVIEWED: Grammar mistakes and typos (#2914) by @stickM4N
|
||||
[multi] REVIEWED: Use TRACELOG() macro instead of TraceLog() in internal modules (#2881) by @RobLoach
|
||||
[examples] ADDED: textures_textured_curve (#2821) by @JeffM2501
|
||||
[examples] ADDED: shaders_write_depth (#2836) by @BugraAlptekinSari
|
||||
[examples] ADDED: shaders_hybrid_render (#2919) by @BugraAlptekinSari
|
||||
[examples] RENAMED: Several shaders for naming consistency (#2707)
|
||||
[examples] RENAMED: lighting_instanced.fs to lighting_instancing.fs (glsl100) (#2805) by @gtrxAC
|
||||
[examples] REVIEWED: core_custom_logging.c (#2692) by @hartmannathan
|
||||
[examples] REVIEWED: core_camera_2d_platformer (#2687) by @skylar779
|
||||
[examples] REVIEWED: core_input_gamepad.c (#2903) by @planetis-m
|
||||
[examples] REVIEWED: core_custom_frame_control
|
||||
[examples] REVIEWED: text_rectangle_bounds (#2746) by @SzieberthAdam
|
||||
[examples] REVIEWED: textures_image_processing, added gaussian blurring (#2775) by @nobytesgiven
|
||||
[examples] REVIEWED: models_billboard, highlighting rotation and draw order (#2779) by @nobytesgiven
|
||||
[examples] REVIEWED: core_loading_thread, join thread on completion (#2845) by @planetis-m
|
||||
[examples] REVIEWED: models_loading_gltf
|
||||
[examples] REVIEWED: Shader lighting.fs for GLSL120 (#2651)
|
||||
[parser] REVIEWED: raylib-parser Makefile (#2765) by @Peter0x44
|
||||
[build] ADDED: Packaging for distros with deb-based and rpm-based packages (#2877) by @KOLANICH
|
||||
[build] ADDED: Linkage library -latomic on Linux (only required for ARM32)
|
||||
[build] ADDED: Required frameworks on macOS (#2793) by @SpexGuy
|
||||
[build] ADDED: WASM support for Zig build (#2901) by @Not-Nik
|
||||
[build] REVIEWED: config.h format and inconsistencies
|
||||
[build] REVIEWED: Zig build to latest master, avoid deprecated functions (#2910) by @star-tek-mb
|
||||
[build] REVIEWED: CMake project template to easily target raylib version (#2700) by @RobLoach
|
||||
[build] REVIEWED: PATH for PLATFORM_WEB target (#2647) by @futureapricot
|
||||
[build] REVIEWED: build.zig to let user decide how to set build mode and linker fixes by @InKryption
|
||||
[build] REVIEWED: Deprecation error on Android API higher than 23 (#2778) by @anggape
|
||||
[build] REVIEWED: Android x86 Architecture name (#2783) by @IsaacTCB
|
||||
[build] REVIEWED: examples/build.zig for the latest Zig version (#2786) by @RomanAkberov
|
||||
[utils] REVIEWED: ExportDataAsCode() data types (#2787) by @RGDTAB
|
||||
[build] REVIEWED: Makefile emscripten path (#2785) by @Julianiolo
|
||||
[build] REVIEWED: Several compilation warnings (for strict rules)
|
||||
[build] REVIEWED: All github workflows using deprecated actions
|
||||
[build] REVIEWED: CMake when compiling for web (#2820) by @object71
|
||||
[build] REVIEWED: Avoid MSVC warnings in raylib project (#2871) by @JeffM2501
|
||||
[build] REVIEWED: Paths in .bat files to build examples (#2870) by @masoudd
|
||||
[build] REVIEWED: CMake, use GLVND for old cmake versions (#2826) by @simendsjo
|
||||
[build] REVIEWED: Makefile, multiple tweaks
|
||||
[build] REVIEWED: CI action: linux_examples.yml
|
||||
[build] REVIEWED: CI action: cmake.yml
|
||||
[bindings] ADDED: h-raylib (Haskell) by @Anut-py
|
||||
[bindings] ADDED: raylib-c3 (C3) by @Its-Kenta
|
||||
[bindings] ADDED: raylib-umka (Umka) by @RobLoach
|
||||
[bindings] ADDED: chez-raylib (Chez Scheme) by @Yunoinsky
|
||||
[bindings] ADDED: raylib-python-ctypes (Python) by @sDos280
|
||||
[bindings] ADDED: claylib (Common Lisp) by @shelvick
|
||||
[bindings] ADDED: raylib-vapi (Vala) by @lxmcf
|
||||
[bindings] ADDED: TurboRaylib (Object Pascal) by @turborium
|
||||
[bindings] ADDED: Kaylib (Kotlin/Native) by @Its-Kenta
|
||||
[bindings] ADDED: Raylib-Nelua (Nelua) by @Its-Kenta
|
||||
[misc] REVIEWED: Update external libraries to latest versions
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 4.2 (11 August 2022)
|
||||
-------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -57,6 +57,7 @@ cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editin
|
|||
cmake_dependent_option(SUPPORT_FILEFORMAT_PNG "Support loading PNG as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_DDS "Support loading DDS as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_HDR "Support loading HDR as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_PNM "Support loading PNM as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_KTX "Support loading KTX as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_ASTC "Support loading ASTC as textures" ON CUSTOMIZE_BUILD ON)
|
||||
cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures" ${OFF} CUSTOMIZE_BUILD OFF)
|
||||
|
|
|
|||
2
LICENSE
2
LICENSE
|
|
@ -1,4 +1,4 @@
|
|||
Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
|
||||
Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
|
||||
This software is provided "as-is", without any express or implied warranty. In no event
|
||||
will the authors be held liable for any damages arising from the use of this software.
|
||||
|
|
|
|||
|
|
@ -23,8 +23,6 @@ Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
|
|||
[](https://www.reddit.com/r/raylib/)
|
||||
[](https://www.youtube.com/c/raylib)
|
||||
[](https://www.twitch.tv/raysan5)
|
||||
[](https://twitter.com/raysan5)
|
||||
|
||||
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3AWindows)
|
||||
[](https://github.com/raysan5/raylib/actions?query=workflow%3ALinux)
|
||||
|
|
|
|||
18
build.zig
Normal file
18
build.zig
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
const std = @import("std");
|
||||
const raylib = @import("src/build.zig");
|
||||
|
||||
pub fn build(b: *std.Build) void {
|
||||
// Standard target options allows the person running `zig build` to choose
|
||||
// what target to build for. Here we do not override the defaults, which
|
||||
// means any target is allowed, and the default is native. Other options
|
||||
// for restricting supported target set are available.
|
||||
const target = b.standardTargetOptions(.{});
|
||||
// Standard optimization options allow the person running `zig build` to select
|
||||
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
|
||||
// set a preferred release mode, allowing the user to decide how to optimize.
|
||||
const optimize = b.standardOptimizeOption(.{});
|
||||
|
||||
const lib = raylib.addRaylib(b, target, optimize);
|
||||
lib.installHeader("src/raylib.h", "raylib.h");
|
||||
lib.install();
|
||||
}
|
||||
|
|
@ -35,6 +35,7 @@ if (${CUSTOMIZE_BUILD})
|
|||
define_if("raylib" SUPPORT_FILEFORMAT_PNG)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_DDS)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_HDR)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_PNM)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_KTX)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_ASTC)
|
||||
define_if("raylib" SUPPORT_FILEFORMAT_BMP)
|
||||
|
|
@ -76,7 +77,7 @@ if (${CUSTOMIZE_BUILD})
|
|||
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
|
||||
|
||||
target_compile_definitions("raylib" PUBLIC "STORAGE_DATA_FILE=\"storage.data\"")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_KEY_PRESSED_QUEUE=16")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_CHAR_PRESSED_QUEUE=16")
|
||||
target_compile_definitions("raylib" PUBLIC "MAX_DECOMPRESSION_SIZE=64")
|
||||
|
||||
if (${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_33" OR ${GRAPHICS} MATCHES "GRAPHICS_API_OPENGL_11")
|
||||
|
|
|
|||
|
|
@ -1,3 +1,12 @@
|
|||
# Set OpenGL_GL_PREFERENCE to new "GLVND" even when legacy library exists and
|
||||
# cmake is <= 3.10
|
||||
#
|
||||
# See https://cmake.org/cmake/help/latest/policy/CMP0072.html for more
|
||||
# information.
|
||||
if(POLICY CMP0072)
|
||||
cmake_policy(SET CMP0072 NEW)
|
||||
endif()
|
||||
|
||||
if (${PLATFORM} MATCHES "Desktop")
|
||||
set(PLATFORM_CPP "PLATFORM_DESKTOP")
|
||||
|
||||
|
|
@ -45,7 +54,6 @@ elseif (${PLATFORM} MATCHES "Android")
|
|||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||
list(APPEND raylib_sources ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c)
|
||||
add_definitions(-DANDROID -D__ANDROID_API__=21)
|
||||
include_directories(${ANDROID_NDK}/sources/android/native_app_glue)
|
||||
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -u ANativeActivity_onCreate -Wl,-undefined,dynamic_lookup")
|
||||
|
||||
|
|
@ -85,7 +93,7 @@ elseif ("${PLATFORM}" MATCHES "DRM")
|
|||
|
||||
endif ()
|
||||
|
||||
if (${OPENGL_VERSION})
|
||||
if (NOT ${OPENGL_VERSION})
|
||||
set(${SUGGESTED_GRAPHICS} "${GRAPHICS}")
|
||||
if (${OPENGL_VERSION} MATCHES "4.3")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_43")
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
# Packaging
|
||||
SET(CPACK_PACKAGE_NAME "raylib")
|
||||
SET(CPACK_PACKAGE_CONTACT "raysan5")
|
||||
SET(CPACK_PACKAGE_DESCRIPTION_SUMMARY "Simple and easy-to-use library to enjoy videogames programming")
|
||||
SET(CPACK_PACKAGE_VERSION "${PROJECT_VERSION}")
|
||||
SET(CPACK_PACKAGE_VERSION_MAJOR "${PROJECT_VERSION_MAJOR}")
|
||||
|
|
@ -9,5 +10,9 @@ SET(CPACK_PACKAGE_DESCRIPTION_FILE "${PROJECT_SOURCE_DIR}/../README.md")
|
|||
SET(CPACK_RESOURCE_FILE_WELCOME "${PROJECT_SOURCE_DIR}/../README.md")
|
||||
SET(CPACK_RESOURCE_FILE_LICENSE "${PROJECT_SOURCE_DIR}/../LICENSE")
|
||||
SET(CPACK_PACKAGE_FILE_NAME "raylib-${PROJECT_VERSION}$ENV{RAYLIB_PACKAGE_SUFFIX}")
|
||||
SET(CPACK_GENERATOR "ZIP;TGZ") # Remove this, if you want the NSIS installer on Windows
|
||||
SET(CPACK_GENERATOR "ZIP;TGZ;DEB;RPM") # Remove this, if you want the NSIS installer on Windows
|
||||
SET(CPACK_DEBIAN_PACKAGE_SHLIBDEPS OFF) # can be used to generate deps, slow and requires tools.
|
||||
SET(CPACK_DEBIAN_PACKAGE_DEPENDS "libatomic1, libc6, libglfw3, libglu1-mesa | libglu1, libglx0, libopengl0")
|
||||
SET(CPACK_DEBIAN_PACKAGE_NAME "lib${CPACK_PACKAGE_NAME}-dev")
|
||||
SET(CPACK_RPM_PACKAGE_NAME "lib${CPACK_PACKAGE_NAME}-devel")
|
||||
include(CPack)
|
||||
|
|
@ -2,7 +2,7 @@
|
|||
#
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
|
|
@ -51,6 +51,13 @@ USE_EXTERNAL_GLFW ?= FALSE
|
|||
# NOTE: This variable is only used for PLATFORM_OS: LINUX
|
||||
USE_WAYLAND_DISPLAY ?= FALSE
|
||||
|
||||
# PLATFORM_WEB: Default properties
|
||||
BUILD_WEB_ASYNCIFY ?= TRUE
|
||||
BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
|
||||
BUILD_WEB_HEAP_SIZE ?= 134217728
|
||||
BUILD_WEB_RESOURCES ?= TRUE
|
||||
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
|
||||
|
||||
# Use cross-compiler for PLATFORM_RPI
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
USE_RPI_CROSS_COMPILER ?= FALSE
|
||||
|
|
@ -60,8 +67,8 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
|
|||
endif
|
||||
endif
|
||||
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# Determine PLATFORM_OS in case PLATFORM_DESKTOP or PLATFORM_WEB selected
|
||||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_WEB))
|
||||
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
|
||||
# ifeq ($(UNAME),Msys) -> Windows
|
||||
ifeq ($(OS),Windows_NT)
|
||||
|
|
@ -119,16 +126,18 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
|
|||
endif
|
||||
|
||||
# Define raylib release directory for compiled library
|
||||
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
|
||||
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH ?= C:/emsdk
|
||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
|
||||
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
|
||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
# Emscripten required variables
|
||||
EMSDK_PATH ?= C:/emsdk
|
||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
|
||||
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
|
||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
# Define default C compiler: CC
|
||||
|
|
@ -195,9 +204,13 @@ ifeq ($(BUILD_MODE),DEBUG)
|
|||
endif
|
||||
else
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
CFLAGS += -Os
|
||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||
CFLAGS += -O3
|
||||
else
|
||||
CFLAGS += -Os
|
||||
endif
|
||||
else
|
||||
CFLAGS += -s -O1
|
||||
CFLAGS += -s -O2
|
||||
endif
|
||||
endif
|
||||
|
||||
|
|
@ -283,16 +296,32 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
|||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
# --source-map-base # allow debugging in browser with source map
|
||||
LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file $(dir $<)resources@resources
|
||||
LDFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -s FORCE_FILESYSTEM=1
|
||||
|
||||
# Build using asyncify
|
||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||
LDFLAGS += -s ASYNCIFY
|
||||
endif
|
||||
|
||||
# Add resources building if required
|
||||
ifeq ($(BUILD_WEB_RESOURCES),TRUE)
|
||||
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
|
||||
endif
|
||||
|
||||
# Add debug mode flags if required
|
||||
ifeq ($(BUILD_MODE),DEBUG)
|
||||
LDFLAGS += -s ASSERTIONS=1 --profiling
|
||||
endif
|
||||
|
||||
# Define a custom shell .html and output extension
|
||||
LDFLAGS += --shell-file $(BUILD_WEB_SHELL)
|
||||
EXT = .html
|
||||
|
||||
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
|
||||
# we can compile same code for ALL platforms with no change required, but, working on bigger
|
||||
# projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
|
||||
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
|
||||
|
||||
# Define a custom shell .html and output extension
|
||||
LDFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
|
||||
EXT = .html
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib
|
||||
|
|
@ -326,7 +355,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
LDLIBS += -lc
|
||||
endif
|
||||
|
||||
# TODO: On ARM 32bit arch, miniaudio requires atomics library
|
||||
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
|
||||
LDLIBS += -latomic
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
|
|
@ -433,6 +462,7 @@ TEXTURES = \
|
|||
textures/textures_sprite_anim \
|
||||
textures/textures_sprite_button \
|
||||
textures/textures_sprite_explosion \
|
||||
textures/textures_textured_curve \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_blend_modes \
|
||||
textures/textures_draw_tiled \
|
||||
|
|
@ -492,7 +522,9 @@ SHADERS = \
|
|||
shaders/shaders_spotlight \
|
||||
shaders/shaders_hot_reloading \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_multi_sample2d
|
||||
shaders/shaders_multi_sample2d \
|
||||
shaders/shaders_write_depth \
|
||||
shaders/shaders_hybrid_render
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_module_playing \
|
||||
|
|
@ -550,7 +582,10 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
|
|||
rm -fv *.o
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
del *.o *.html *.js
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
del *.wasm *.html *.js *.data
|
||||
else
|
||||
rm -f */*.wasm */*.html */*.js */*.data
|
||||
endif
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
#
|
||||
# raylib makefile for Android project (APK building)
|
||||
#
|
||||
# Copyright (c) 2017-2022 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
|
|
@ -48,7 +48,7 @@ ifeq ($(ANDROID_ARCH),ARM64)
|
|||
ANDROID_ARCH_NAME = arm64-v8a
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86)
|
||||
ANDROID_ARCH_NAME = i686
|
||||
ANDROID_ARCH_NAME = x86
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86_64)
|
||||
ANDROID_ARCH_NAME = x86_64
|
||||
|
|
|
|||
|
|
@ -2,7 +2,7 @@
|
|||
#
|
||||
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
|
||||
#
|
||||
# Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
|
|
@ -279,11 +279,12 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
|||
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# -s EXPORTED_RUNTIME_METHODS=ccall # require exporting some LEGACY_RUNTIME functions, ccall() is required by miniaudio
|
||||
# --profiling # include information for code profiling
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
# --source-map-base # allow debugging in browser with source map
|
||||
LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY
|
||||
LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY -s EXPORTED_RUNTIME_METHODS=ccall
|
||||
|
||||
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
|
||||
# we can compile same code for ALL platforms with no change required, but, working on bigger
|
||||
|
|
@ -328,6 +329,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||
LDLIBS += -lc
|
||||
endif
|
||||
|
||||
# NOTE: On ARM 32bit arch, miniaudio requires atomics library
|
||||
LDLIBS += -latomic
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# Libraries for OSX 10.9 desktop compiling
|
||||
|
|
@ -466,6 +470,7 @@ MODELS = \
|
|||
models/models_loading \
|
||||
models/models_loading_vox \
|
||||
models/models_loading_gltf \
|
||||
models/models_loading_m3d \
|
||||
models/models_orthographic_projection \
|
||||
models/models_rlgl_solar_system \
|
||||
models/models_skybox \
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2016-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2016-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -34,7 +34,7 @@ int main(void)
|
|||
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
||||
bool pause = false; // Music playing paused
|
||||
|
||||
SetTargetFPS(30); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -43,7 +43,7 @@ void AudioInputCallback(void *buffer, unsigned int frames)
|
|||
float incr = audioFrequency/44100.0f;
|
||||
short *d = (short *)buffer;
|
||||
|
||||
for (int i = 0; i < frames; i++)
|
||||
for (unsigned int i = 0; i < frames; i++)
|
||||
{
|
||||
d[i] = (short)(32000.0f*sinf(2*PI*sineIdx));
|
||||
sineIdx += incr;
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2022-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -1,10 +1,10 @@
|
|||
const std = @import("std");
|
||||
const builtin = @import("builtin");
|
||||
|
||||
fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zig.CrossTarget) !*std.build.Step {
|
||||
// Standard release options allow the person running `zig build` to select
|
||||
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall.
|
||||
const mode = b.standardReleaseOptions();
|
||||
fn add_module(comptime module: []const u8, b: *std.Build, target: std.zig.CrossTarget, optimize: std.builtin.OptimizeMode) !*std.Build.Step {
|
||||
if (target.getOsTag() == .emscripten) {
|
||||
@panic("Emscripten building via Zig unsupported");
|
||||
}
|
||||
|
||||
const all = b.step(module, "All " ++ module ++ " examples");
|
||||
const dir = try std.fs.cwd().openIterableDir(module, .{});
|
||||
|
|
@ -18,33 +18,33 @@ fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zi
|
|||
// zig's mingw headers do not include pthread.h
|
||||
if (std.mem.eql(u8, "core_loading_thread", name) and target.getOsTag() == .windows) continue;
|
||||
|
||||
const exe = b.addExecutable(name, null);
|
||||
exe.addCSourceFile(path, switch (target.getOsTag()) {
|
||||
.windows => &[_][]const u8{},
|
||||
.linux => &[_][]const u8{},
|
||||
.macos => &[_][]const u8{"-DPLATFORM_DESKTOP"},
|
||||
else => @panic("Unsupported OS"),
|
||||
const exe = b.addExecutable(.{
|
||||
.name = name,
|
||||
.target = target,
|
||||
.optimize = optimize,
|
||||
});
|
||||
exe.setTarget(target);
|
||||
exe.setBuildMode(mode);
|
||||
exe.addCSourceFile(path, &[_][]const u8{});
|
||||
exe.linkLibC();
|
||||
exe.addObjectFile(switch (target.getOsTag()) {
|
||||
.windows => "../src/raylib.lib",
|
||||
.linux => "../src/libraylib.a",
|
||||
.macos => "../src/libraylib.a",
|
||||
.emscripten => "../src/libraylib.a",
|
||||
else => @panic("Unsupported OS"),
|
||||
});
|
||||
|
||||
exe.addIncludeDir("../src");
|
||||
exe.addIncludeDir("../src/external");
|
||||
exe.addIncludeDir("../src/external/glfw/include");
|
||||
exe.addIncludePath("../src");
|
||||
exe.addIncludePath("../src/external");
|
||||
exe.addIncludePath("../src/external/glfw/include");
|
||||
|
||||
switch (exe.target.toTarget().os.tag) {
|
||||
switch (target.getOsTag()) {
|
||||
.windows => {
|
||||
exe.linkSystemLibrary("winmm");
|
||||
exe.linkSystemLibrary("gdi32");
|
||||
exe.linkSystemLibrary("opengl32");
|
||||
exe.addIncludeDir("external/glfw/deps/mingw");
|
||||
exe.addIncludePath("external/glfw/deps/mingw");
|
||||
|
||||
exe.defineCMacro("PLATFORM_DESKTOP", null);
|
||||
},
|
||||
.linux => {
|
||||
exe.linkSystemLibrary("GL");
|
||||
|
|
@ -52,6 +52,8 @@ fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zi
|
|||
exe.linkSystemLibrary("dl");
|
||||
exe.linkSystemLibrary("m");
|
||||
exe.linkSystemLibrary("X11");
|
||||
|
||||
exe.defineCMacro("PLATFORM_DESKTOP", null);
|
||||
},
|
||||
.macos => {
|
||||
exe.linkFramework("Foundation");
|
||||
|
|
@ -60,6 +62,8 @@ fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zi
|
|||
exe.linkFramework("CoreAudio");
|
||||
exe.linkFramework("CoreVideo");
|
||||
exe.linkFramework("IOKit");
|
||||
|
||||
exe.defineCMacro("PLATFORM_DESKTOP", null);
|
||||
},
|
||||
else => {
|
||||
@panic("Unsupported OS");
|
||||
|
|
@ -77,21 +81,25 @@ fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zi
|
|||
return all;
|
||||
}
|
||||
|
||||
pub fn build(b: *std.build.Builder) !void {
|
||||
pub fn build(b: *std.Build) !void {
|
||||
// Standard target options allows the person running `zig build` to choose
|
||||
// what target to build for. Here we do not override the defaults, which
|
||||
// means any target is allowed, and the default is native. Other options
|
||||
// for restricting supported target set are available.
|
||||
const target = b.standardTargetOptions(.{});
|
||||
// Standard optimization options allow the person running `zig build` to select
|
||||
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall. Here we do not
|
||||
// set a preferred release mode, allowing the user to decide how to optimize.
|
||||
const optimize = b.standardOptimizeOption(.{});
|
||||
|
||||
const all = b.getInstallStep();
|
||||
|
||||
all.dependOn(try add_module("audio", b, target));
|
||||
all.dependOn(try add_module("core", b, target));
|
||||
all.dependOn(try add_module("models", b, target));
|
||||
all.dependOn(try add_module("others", b, target));
|
||||
all.dependOn(try add_module("shaders", b, target));
|
||||
all.dependOn(try add_module("shapes", b, target));
|
||||
all.dependOn(try add_module("text", b, target));
|
||||
all.dependOn(try add_module("textures", b, target));
|
||||
all.dependOn(try add_module("audio", b, target, optimize));
|
||||
all.dependOn(try add_module("core", b, target, optimize));
|
||||
all.dependOn(try add_module("models", b, target, optimize));
|
||||
all.dependOn(try add_module("others", b, target, optimize));
|
||||
all.dependOn(try add_module("shaders", b, target, optimize));
|
||||
all.dependOn(try add_module("shapes", b, target, optimize));
|
||||
all.dependOn(try add_module("text", b, target, optimize));
|
||||
all.dependOn(try add_module("textures", b, target, optimize));
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2016-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2016-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2022 Jeffery Myers (@JeffM2501)
|
||||
* Copyright (c) 2022-2023 Jeffery Myers (@JeffM2501)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 arvyy (@arvyy)
|
||||
* Copyright (c) 2019-2023 arvyy (@arvyy)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,11 +7,12 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "rcamera.h"
|
||||
|
||||
#define MAX_COLUMNS 20
|
||||
|
||||
|
|
@ -29,11 +30,13 @@ int main(void)
|
|||
|
||||
// Define the camera to look into our 3d world (position, target, up vector)
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
|
||||
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 60.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
int cameraMode = CAMERA_FIRST_PERSON;
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS] = { 0 };
|
||||
|
|
@ -47,17 +50,70 @@ int main(void)
|
|||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||
}
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
// Switch camera mode
|
||||
if (IsKeyPressed(KEY_ONE))
|
||||
{
|
||||
cameraMode = CAMERA_FREE;
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_TWO))
|
||||
{
|
||||
cameraMode = CAMERA_FIRST_PERSON;
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_THREE))
|
||||
{
|
||||
cameraMode = CAMERA_THIRD_PERSON;
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_FOUR))
|
||||
{
|
||||
cameraMode = CAMERA_ORBITAL;
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
|
||||
}
|
||||
|
||||
// Switch camera projection
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
if (camera.projection == CAMERA_PERSPECTIVE)
|
||||
{
|
||||
// Create isometric view
|
||||
cameraMode = CAMERA_THIRD_PERSON;
|
||||
// Note: The target distance is related to the render distance in the orthographic projection
|
||||
camera.position = (Vector3){ 0.0f, 2.0f, -100.0f };
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.projection = CAMERA_ORTHOGRAPHIC;
|
||||
camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
|
||||
CameraYaw(&camera, -135 * DEG2RAD, true);
|
||||
CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
|
||||
}
|
||||
else if (camera.projection == CAMERA_ORTHOGRAPHIC)
|
||||
{
|
||||
// Reset to default view
|
||||
cameraMode = CAMERA_THIRD_PERSON;
|
||||
camera.position = (Vector3){ 0.0f, 2.0f, 10.0f };
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.fovy = 60.0f;
|
||||
}
|
||||
}
|
||||
|
||||
UpdateCamera(&camera, cameraMode); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -80,14 +136,39 @@ int main(void)
|
|||
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
|
||||
}
|
||||
|
||||
// Draw player cube
|
||||
if (cameraMode == CAMERA_THIRD_PERSON)
|
||||
{
|
||||
DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE);
|
||||
DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 220, 70, BLUE);
|
||||
// Draw info boxes
|
||||
DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(5, 5, 330, 100, BLUE);
|
||||
|
||||
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
|
||||
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("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
|
||||
DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
|
||||
DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
|
||||
|
||||
DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(600, 5, 195, 100, BLUE);
|
||||
|
||||
DrawText("Camera status:", 610, 15, 10, BLACK);
|
||||
DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" :
|
||||
(cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
|
||||
(cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
|
||||
(cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK);
|
||||
DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
|
||||
(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK);
|
||||
DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK);
|
||||
DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK);
|
||||
DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -31,11 +31,11 @@ int main(void)
|
|||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -45,7 +45,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FREE);
|
||||
|
||||
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -31,16 +31,13 @@ int main(void)
|
|||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||
|
||||
Ray ray = { 0 }; // Picking line ray
|
||||
|
||||
RayCollision collision = { 0 };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
RayCollision collision = { 0 }; // Ray collision hit info
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -50,7 +47,14 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Toggle camera controls
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
if (IsCursorHidden()) EnableCursor();
|
||||
else DisableCursor();
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
|
|
@ -93,10 +97,12 @@ int main(void)
|
|||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
|
||||
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
|
||||
|
||||
if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
|
||||
|
||||
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2021-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2021-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@
|
|||
* 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) 2013-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -11,7 +11,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@
|
|||
* 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) 2021-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2021-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -86,8 +86,8 @@ int main(void)
|
|||
|
||||
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
|
||||
|
||||
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
|
||||
DrawText(TextFormat("PosX: %03.0f", position), position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
|
||||
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
|
||||
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
|
||||
|
||||
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
|
||||
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
|
||||
|
|
@ -115,7 +115,7 @@ int main(void)
|
|||
deltaTime = (float)(currentTime - previousTime);
|
||||
}
|
||||
}
|
||||
else deltaTime = updateDrawTime; // Framerate could be variable
|
||||
else deltaTime = (float)updateDrawTime; // Framerate could be variable
|
||||
|
||||
previousTime = currentTime;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2018-2022 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2018-2023 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -58,7 +58,7 @@ int main(void)
|
|||
{
|
||||
DrawText("Dropped files:", 100, 40, 20, DARKGRAY);
|
||||
|
||||
for (int i = 0; i < droppedFiles.count; i++)
|
||||
for (unsigned int i = 0; i < droppedFiles.count; i++)
|
||||
{
|
||||
if (i%2 == 0) DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5f));
|
||||
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3f));
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@
|
|||
* 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) 2013-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -174,7 +174,7 @@ int main(void)
|
|||
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(0, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
}
|
||||
|
||||
if (GetGamepadButtonPressed() != -1) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
}
|
||||
else
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2016-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2016-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -39,8 +39,12 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Get multiple touchpoints
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
|
||||
// Get the touch point count ( how many fingers are touching the screen )
|
||||
int tCount = GetTouchPointCount();
|
||||
// Clamp touch points available ( set the maximum touch points allowed )
|
||||
if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
|
||||
// Get touch points positions
|
||||
for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -49,7 +53,7 @@ int main(void)
|
|||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
|
||||
for (int i = 0; i < tCount; ++i)
|
||||
{
|
||||
// Make sure point is not (0, 0) as this means there is no touch for it
|
||||
if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
*
|
||||
* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -23,10 +23,10 @@
|
|||
|
||||
// Using C11 atomics for synchronization
|
||||
// NOTE: A plain bool (or any plain data type for that matter) can't be used for inter-thread synchronization
|
||||
static atomic_bool dataLoaded = ATOMIC_VAR_INIT(false); // Data Loaded completion indicator
|
||||
static atomic_bool dataLoaded = false; // Data Loaded completion indicator
|
||||
static void *LoadDataThread(void *arg); // Loading data thread function declaration
|
||||
|
||||
static int dataProgress = 0; // Data progress accumulator
|
||||
static atomic_int dataProgress = 0; // Data progress accumulator
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
|
|
@ -69,9 +69,13 @@ int main(void)
|
|||
case STATE_LOADING:
|
||||
{
|
||||
framesCounter++;
|
||||
if (atomic_load(&dataLoaded))
|
||||
if (atomic_load_explicit(&dataLoaded, memory_order_relaxed))
|
||||
{
|
||||
framesCounter = 0;
|
||||
int error = pthread_join(threadId, NULL);
|
||||
if (error != 0) TraceLog(LOG_ERROR, "Error joining loading thread");
|
||||
else TraceLog(LOG_INFO, "Loading thread terminated successfully");
|
||||
|
||||
state = STATE_FINISHED;
|
||||
}
|
||||
} break;
|
||||
|
|
@ -80,8 +84,8 @@ int main(void)
|
|||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
// Reset everything to launch again
|
||||
atomic_store(&dataLoaded, false);
|
||||
dataProgress = 0;
|
||||
atomic_store_explicit(&dataLoaded, false, memory_order_relaxed);
|
||||
atomic_store_explicit(&dataProgress, 0, memory_order_relaxed);
|
||||
state = STATE_WAITING;
|
||||
}
|
||||
} break;
|
||||
|
|
@ -100,7 +104,7 @@ int main(void)
|
|||
case STATE_WAITING: DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY); break;
|
||||
case STATE_LOADING:
|
||||
{
|
||||
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
|
||||
DrawRectangle(150, 200, atomic_load_explicit(&dataProgress, memory_order_relaxed), 60, SKYBLUE);
|
||||
if ((framesCounter/15)%2) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
|
||||
|
||||
} break;
|
||||
|
|
@ -141,11 +145,11 @@ static void *LoadDataThread(void *arg)
|
|||
|
||||
// We accumulate time over a global variable to be used in
|
||||
// main thread as a progress bar
|
||||
dataProgress = timeCounter/10;
|
||||
atomic_store_explicit(&dataProgress, timeCounter/10, memory_order_relaxed);
|
||||
}
|
||||
|
||||
// When data has finished loading, we set global variable
|
||||
atomic_store(&dataLoaded, true);
|
||||
atomic_store_explicit(&dataLoaded, true, memory_order_relaxed);
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 Chris Dill (@MysteriousSpace)
|
||||
* Copyright (c) 2019-2023 Chris Dill (@MysteriousSpace)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@
|
|||
* 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) 2021-2022 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2021-2023 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,13 +9,12 @@
|
|||
* 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) 2021-2022 Jeffery Myers (@JeffM2501)
|
||||
* Copyright (c) 2021-2023 Jeffery Myers (@JeffM2501)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
Texture2D textureGrid = { 0 };
|
||||
Camera cameraPlayer1 = { 0 };
|
||||
Camera cameraPlayer2 = { 0 };
|
||||
|
||||
|
|
@ -32,8 +31,8 @@ void DrawScene(void)
|
|||
{
|
||||
for (float z = -count*spacing; z <= count*spacing; z += spacing)
|
||||
{
|
||||
DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
|
||||
DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
|
||||
DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
|
||||
DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -54,13 +53,6 @@ int main(void)
|
|||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
|
||||
|
||||
// Generate a simple texture to use for trees
|
||||
Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
|
||||
textureGrid = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
|
||||
SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);
|
||||
|
||||
// Setup player 1 camera and screen
|
||||
cameraPlayer1.fovy = 45.0f;
|
||||
cameraPlayer1.up.y = 1.0f;
|
||||
|
|
@ -151,7 +143,6 @@ int main(void)
|
|||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenPlayer1); // Unload render texture
|
||||
UnloadRenderTexture(screenPlayer2); // Unload render texture
|
||||
UnloadTexture(textureGrid); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2017-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -95,11 +95,11 @@ int main(void)
|
|||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -109,7 +109,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2020-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2020-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2013-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -23,20 +23,20 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -46,7 +46,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
|
||||
// Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||
|
|
@ -68,7 +68,9 @@ int main(void)
|
|||
EndMode3D();
|
||||
|
||||
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
|
||||
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))/2, 25, 20, GRAY);
|
||||
|
||||
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
|
||||
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -48,7 +48,7 @@
|
|||
* 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) 2022 <user_name> (@<user_github>)
|
||||
* Copyright (c) 2023 <user_name> (@<user_github>)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 Culacant (@culacant) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Culacant (@culacant) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
|
|
@ -21,8 +21,6 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
|
|
@ -54,8 +52,7 @@ int main(void)
|
|||
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
|
||||
int animFrameCounter = 0;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -64,7 +61,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Play animation when spacebar is held down
|
||||
if (IsKeyDown(KEY_SPACE))
|
||||
|
|
@ -103,15 +100,11 @@ int main(void)
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModelAnimations(anims, animsCount); // Unload model animations data
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
// Unload model animations data
|
||||
for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
|
||||
RL_FREE(anims);
|
||||
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -7,11 +7,12 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
|
|
@ -27,26 +28,46 @@ int main(void)
|
|||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
|
||||
Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
|
||||
Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
// Entire billboard texture, source is used to take a segment from a larger texture.
|
||||
Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
// NOTE: Billboard locked on axis-Y
|
||||
Vector3 billUp = { 0.0f, 1.0f, 0.0f };
|
||||
|
||||
// Rotate around origin
|
||||
// Here we choose to rotate around the image center
|
||||
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
|
||||
Vector2 rotateOrigin = { 0.0f };
|
||||
|
||||
// Distance is needed for the correct billboard draw order
|
||||
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
|
||||
float distanceStatic;
|
||||
float distanceRotating;
|
||||
float rotation = 0.0f;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
rotation += 0.4f;
|
||||
distanceStatic = Vector3Distance(camera.position, billPositionStatic);
|
||||
distanceRotating = Vector3Distance(camera.position, billPositionRotating);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -59,7 +80,17 @@ int main(void)
|
|||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
|
||||
// Draw order matters!
|
||||
if (distanceStatic > distanceRotating)
|
||||
{
|
||||
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
|
||||
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
|
||||
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -26,7 +26,12 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
||||
|
|
@ -36,23 +41,21 @@ int main(void)
|
|||
|
||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
|
||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||
|
||||
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
|||
245
examples/models/models_draw_cube_texture.c
Normal file
245
examples/models/models_draw_cube_texture.c
Normal file
|
|
@ -0,0 +1,245 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Draw textured cube
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* 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) 2022-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h" // Required to define vertex data (immediate-mode style)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Custom Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
|
||||
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Load texture to be applied to the cubes sides
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw cube with an applied texture
|
||||
DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
|
||||
|
||||
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
|
||||
DrawCubeTextureRec(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 },
|
||||
(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Custom Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Draw cube textured
|
||||
// NOTE: Cube position is the center position
|
||||
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = position.x;
|
||||
float y = position.y;
|
||||
float z = position.z;
|
||||
|
||||
// Set desired texture to be enabled while drawing following vertex data
|
||||
rlSetTexture(texture.id);
|
||||
|
||||
// Vertex data transformation can be defined with the commented lines,
|
||||
// but in this example we calculate the transformed vertex data directly when calling rlVertex3f()
|
||||
//rlPushMatrix();
|
||||
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
|
||||
//rlTranslatef(2.0f, 0.0f, 0.0f);
|
||||
//rlRotatef(45, 0, 1, 0);
|
||||
//rlScalef(2.0f, 2.0f, 2.0f);
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
// Front Face
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
|
||||
// Back Face
|
||||
rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
|
||||
// Top Face
|
||||
rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
|
||||
// Bottom Face
|
||||
rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
|
||||
// Right face
|
||||
rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
|
||||
// Left Face
|
||||
rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
|
||||
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
|
||||
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
|
||||
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
|
||||
rlEnd();
|
||||
//rlPopMatrix();
|
||||
|
||||
rlSetTexture(0);
|
||||
}
|
||||
|
||||
// Draw cube with texture piece applied to all faces
|
||||
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = position.x;
|
||||
float y = position.y;
|
||||
float z = position.z;
|
||||
float texWidth = (float)texture.width;
|
||||
float texHeight = (float)texture.height;
|
||||
|
||||
// Set desired texture to be enabled while drawing following vertex data
|
||||
rlSetTexture(texture.id);
|
||||
|
||||
// We calculate the normalized texture coordinates for the desired texture-source-rectangle
|
||||
// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front face
|
||||
rlNormal3f(0.0f, 0.0f, 1.0f);
|
||||
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2);
|
||||
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2);
|
||||
|
||||
// Back face
|
||||
rlNormal3f(0.0f, 0.0f, - 1.0f);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2);
|
||||
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x + width/2, y + height/2, z - length/2);
|
||||
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2);
|
||||
|
||||
// Top face
|
||||
rlNormal3f(0.0f, 1.0f, 0.0f);
|
||||
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2);
|
||||
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x + width/2, y + height/2, z - length/2);
|
||||
|
||||
// Bottom face
|
||||
rlNormal3f(0.0f, - 1.0f, 0.0f);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2);
|
||||
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2);
|
||||
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2);
|
||||
|
||||
// Right face
|
||||
rlNormal3f(1.0f, 0.0f, 0.0f);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x + width/2, y + height/2, z - length/2);
|
||||
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2);
|
||||
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2);
|
||||
|
||||
// Left face
|
||||
rlNormal3f( - 1.0f, 0.0f, 0.0f);
|
||||
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2);
|
||||
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2);
|
||||
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2);
|
||||
|
||||
rlEnd();
|
||||
|
||||
rlSetTexture(0);
|
||||
}
|
||||
BIN
examples/models/models_draw_cube_texture.png
Normal file
BIN
examples/models/models_draw_cube_texture.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 62 KiB |
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2019-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -28,7 +28,13 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 0.2f, 0.4f, 0.2f }; // Camera position
|
||||
camera.target = (Vector3){ 0.185f, 0.4f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||
Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
|
||||
|
|
@ -37,7 +43,7 @@ int main(void)
|
|||
|
||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
|
||||
// Get map image data to be used for collision detection
|
||||
Color *mapPixels = LoadImageColors(imMap);
|
||||
|
|
@ -45,7 +51,7 @@ int main(void)
|
|||
|
||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -57,7 +63,7 @@ int main(void)
|
|||
//----------------------------------------------------------------------------------
|
||||
Vector3 oldCamPos = camera.position; // Store old camera position
|
||||
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Check player collision (we simplify to 2D collision detection)
|
||||
Vector2 playerPos = { camera.position.x, camera.position.z };
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -26,30 +26,33 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||
|
||||
// Define our custom camera to look into our 3d world
|
||||
Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 18.0f, 21.0f, 18.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
|
||||
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
|
||||
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
||||
Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
|
||||
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
||||
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
|
||||
|
||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
|||
|
|
@ -20,7 +20,7 @@
|
|||
* 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -57,10 +57,10 @@ int main(void)
|
|||
// NOTE: bounds are calculated from the original size of the model,
|
||||
// if model is scaled on drawing, bounds must be also scaled
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
bool selected = false; // Selected object flag
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -69,7 +69,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Load new models/textures on drag&drop
|
||||
if (IsFileDropped())
|
||||
|
|
|
|||
|
|
@ -1,13 +1,20 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - loading gltf
|
||||
* raylib [models] example - loading gltf with animations
|
||||
*
|
||||
* LIMITATIONS:
|
||||
* - Only supports 1 armature per file, and skips loading it if there are multiple armatures
|
||||
* - Only supports linear interpolation (default method in Blender when checked
|
||||
* "Always Sample Animations" when exporting a GLTF file)
|
||||
* - Only supports translation/rotation/scale animation channel.path,
|
||||
* weights not considered (i.e. morph targets)
|
||||
*
|
||||
* Example originally created with raylib 3.7, last time updated with raylib 4.2
|
||||
*
|
||||
* 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) 2020-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2020-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -27,18 +34,24 @@ int main(void)
|
|||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Loaf gltf model
|
||||
// Load gltf model
|
||||
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||
|
||||
// Load gltf model animations
|
||||
unsigned int animsCount = 0;
|
||||
unsigned int animIndex = 0;
|
||||
unsigned int animCurrentFrame = 0;
|
||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -48,22 +61,32 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
|
||||
else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
|
||||
|
||||
// Update model animation
|
||||
ModelAnimation anim = modelAnimations[animIndex];
|
||||
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
|
||||
UpdateModelAnimation(model, anim, animCurrentFrame);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(SKYBLUE);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, WHITE);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
DrawModel(model, position, 1.0f, WHITE); // Draw animated model
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Use the UP/DOWN arrow keys to switch animation", 10, 10, 20, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
|
|
|||
Binary file not shown.
|
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 25 KiB |
|
|
@ -13,7 +13,7 @@
|
|||
* 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) 2022 bzt (@bztsrc)
|
||||
* Copyright (c) 2022-2023 bzt (@bztsrc)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -33,11 +33,12 @@ int main(void)
|
|||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
|
||||
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
char modelFileName[128] = "resources/models/m3d/CesiumMan.m3d";
|
||||
|
|
@ -53,17 +54,17 @@ int main(void)
|
|||
int animFrameCounter = 0, animId = 0;
|
||||
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
if (animsCount)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2021-2022 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2021-2023 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -43,7 +43,7 @@ int main(void)
|
|||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load MagicaVoxel files
|
||||
Model models[MAX_VOX_FILES] = { 0 };
|
||||
|
|
@ -69,8 +69,6 @@ int main(void)
|
|||
|
||||
int currentModel = 0;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -79,7 +77,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2017-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -68,8 +68,6 @@ int main(void)
|
|||
|
||||
int currentModel = 0;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -78,7 +76,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2017-2022 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2023 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -36,7 +36,7 @@ int main(void)
|
|||
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Ray ray = { 0 }; // Picking ray
|
||||
|
||||
|
|
@ -64,8 +64,6 @@ int main(void)
|
|||
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
||||
float sr = 4.0f;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Main game loop
|
||||
|
|
@ -73,7 +71,14 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
|
||||
|
||||
// Toggle camera controls
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
if (IsCursorHidden()) EnableCursor();
|
||||
else DisableCursor();
|
||||
}
|
||||
|
||||
// Display information about closest hit
|
||||
RayCollision collision = { 0 };
|
||||
|
|
@ -219,7 +224,7 @@ int main(void)
|
|||
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
||||
}
|
||||
|
||||
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
|
||||
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
|
||||
|
||||
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2018-2022 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2018-2023 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2018-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2018-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -43,13 +43,11 @@ int main(void)
|
|||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE);
|
||||
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
float rotationSpeed = 0.2f; // General system rotation speed
|
||||
|
||||
|
|
@ -66,7 +64,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
earthRotation += (5.0f*rotationSpeed);
|
||||
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@
|
|||
* 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) 2017-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -38,7 +38,12 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position
|
||||
camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load skybox model
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
|
|
@ -87,17 +92,17 @@ int main(void)
|
|||
UnloadImage(img);
|
||||
}
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Load new cubemap texture on drag&drop
|
||||
if (IsFileDropped())
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 Codecat (@codecat) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Codecat (@codecat) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -31,11 +31,11 @@ int main()
|
|||
|
||||
// Initialize the camera
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 70.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 70.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Specify the amount of blocks in each direction
|
||||
const int numBlocks = 15;
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2017-2022 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2023 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
Binary file not shown.
Binary file not shown.
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2019-2022 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2020-2022 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2020-2023 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
4774
examples/others/external/include/glad_gles2.h
vendored
Normal file
4774
examples/others/external/include/glad_gles2.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
|
|
@ -9,7 +9,7 @@
|
|||
* 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) 2021-2022 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2021-2023 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
|
|
@ -26,21 +26,29 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
|
||||
#if defined(__APPLE__)
|
||||
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
||||
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
|
||||
#else
|
||||
#include "glad.h" // Required for: OpenGL functionality
|
||||
#endif
|
||||
#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#include "glad_gles2.h" // Required for: OpenGL functionality
|
||||
#define glGenVertexArrays glGenVertexArraysOES
|
||||
#define glBindVertexArray glBindVertexArrayOES
|
||||
#define glDeleteVertexArrays glDeleteVertexArraysOES
|
||||
#define GLSL_VERSION 100
|
||||
#else
|
||||
#if defined(__APPLE__)
|
||||
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
||||
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
|
||||
#else
|
||||
#include "glad.h" // Required for: OpenGL functionality
|
||||
#endif
|
||||
#define GLSL_VERSION 330
|
||||
#endif
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
#include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
|
||||
#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
|
||||
|
||||
#define MAX_PARTICLES 1000
|
||||
|
||||
// Particle type
|
||||
|
|
@ -97,7 +105,9 @@ int main(void)
|
|||
glBindVertexArray(0);
|
||||
|
||||
// Allows the vertex shader to set the point size of each particle individually
|
||||
#ifndef GRAPHICS_API_OPENGL_ES2
|
||||
glEnable(GL_PROGRAM_POINT_SIZE);
|
||||
#endif
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -60,7 +60,7 @@
|
|||
* OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
* ---------------------------------------------------------------------------------
|
||||
*
|
||||
* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@
|
|||
* 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) 2021-2022 Teddy Astie (@tsnake41)
|
||||
* Copyright (c) 2021-2023 Teddy Astie (@tsnake41)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@
|
|||
* This example is 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) 2014-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
|
|
|
|||
|
|
@ -4,10 +4,10 @@
|
|||
:: .
|
||||
:: > Setup required Environment
|
||||
:: -------------------------------------
|
||||
set RAYLIB_INCLUDE_DIR=C:\raylib\src
|
||||
set RAYLIB_LIB_DIR=C:\raylib\src
|
||||
set RAYLIB_RES_FILE=C:\raylib\src\raylib.rc.data
|
||||
set COMPILER_DIR=C:\raylib\mingw\bin
|
||||
set RAYLIB_INCLUDE_DIR=C:\raylib\raylib\src
|
||||
set RAYLIB_LIB_DIR=C:\raylib\raylib\src
|
||||
set RAYLIB_RES_FILE=C:\raylib\raylib\src\raylib.rc.data
|
||||
set COMPILER_DIR=C:\raylib\w64devkit\bin
|
||||
set PATH=%PATH%;%COMPILER_DIR%
|
||||
:: Get full filename path for input file %1
|
||||
set FILENAME=%~f1
|
||||
|
|
|
|||
|
|
@ -4,10 +4,10 @@
|
|||
:: .
|
||||
:: > Setup required Environment
|
||||
:: -------------------------------------
|
||||
set RAYLIB_INCLUDE_DIR=C:\raylib\src
|
||||
set RAYLIB_LIB_DIR=C:\raylib\src
|
||||
set RAYLIB_RES_FILE=C:\raylib\src\raylib.rc.data
|
||||
set COMPILER_DIR=C:\raylib\mingw\bin
|
||||
set RAYLIB_INCLUDE_DIR=C:\raylib\raylib\src
|
||||
set RAYLIB_LIB_DIR=C:\raylib\raylib\src
|
||||
set RAYLIB_RES_FILE=C:\raylib\raylib\src\raylib.rc.data
|
||||
set COMPILER_DIR=C:\raylib\w64devkit\bin
|
||||
set PATH=%PATH%;%COMPILER_DIR%
|
||||
set FILENAME=%1
|
||||
set FILENAME_FULL_PATH=%~f1
|
||||
|
|
|
|||
16
examples/shaders/resources/shaders/glsl100/hybrid_raster.fs
Normal file
16
examples/shaders/resources/shaders/glsl100/hybrid_raster.fs
Normal file
|
|
@ -0,0 +1,16 @@
|
|||
#version 100
|
||||
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
|
||||
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepthEXT = gl_FragCoord.z;
|
||||
}
|
||||
288
examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs
Normal file
288
examples/shaders/resources/shaders/glsl100/hybrid_raymarch.fs
Normal file
|
|
@ -0,0 +1,288 @@
|
|||
#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;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Custom Input Uniform
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 camDir;
|
||||
uniform vec2 screenCenter;
|
||||
|
||||
#define ZERO 0
|
||||
|
||||
// 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/
|
||||
float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
|
||||
{
|
||||
p.x = abs(p.x);
|
||||
float l = length(p.xy);
|
||||
p.xy = mat2(-c.x, c.y,
|
||||
c.y, c.x)*p.xy;
|
||||
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
|
||||
(p.x>0.0)?p.y:l );
|
||||
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
|
||||
|
||||
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
|
||||
vec2 d = abs(q) - w;
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
// r = sphere's radius
|
||||
// h = cutting's plane's position
|
||||
// t = thickness
|
||||
float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
|
||||
{
|
||||
// Six way symetry Transformation
|
||||
vec3 ap = abs(p);
|
||||
if(ap.x < max(ap.y, ap.z)){
|
||||
if(ap.y < ap.z) ap.xz = ap.zx;
|
||||
else ap.xy = ap.yx;
|
||||
}
|
||||
|
||||
vec2 q = vec2( length(ap.yz), ap.x );
|
||||
|
||||
float w = sqrt(r*r-h*h);
|
||||
|
||||
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
|
||||
abs(length(q)-r) ) - t;
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/boxfunctions
|
||||
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
|
||||
{
|
||||
vec3 m = 1.0/rd;
|
||||
vec3 n = m*ro;
|
||||
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 ) );
|
||||
}
|
||||
|
||||
vec2 opU( vec2 d1, vec2 d2 )
|
||||
{
|
||||
return (d1.x<d2.x) ? d1 : d2;
|
||||
}
|
||||
|
||||
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 ){
|
||||
vec2 res = vec2(-1.0,-1.0);
|
||||
|
||||
float tmin = 1.0;
|
||||
float tmax = 20.0;
|
||||
|
||||
// raytrace floor plane
|
||||
float tp1 = (-ro.y)/rd.y;
|
||||
if( tp1>0.0 )
|
||||
{
|
||||
tmax = min( tmax, tp1 );
|
||||
res = vec2( tp1, 1.0 );
|
||||
}
|
||||
|
||||
float t = tmin;
|
||||
for( int i=0; i<70 ; i++ )
|
||||
{
|
||||
if(t>tmax) break;
|
||||
vec2 h = map( ro+rd*t );
|
||||
if( abs(h.x)<(0.0001*t) )
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
break;
|
||||
}
|
||||
t += h.x;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/rmshadows
|
||||
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
|
||||
{
|
||||
// bounding volume
|
||||
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
|
||||
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
for( int i=ZERO; i<24; i++ )
|
||||
{
|
||||
float h = map( ro + rd*t ).x;
|
||||
float s = clamp(8.0*h/t,0.0,1.0);
|
||||
res = min( res, s );
|
||||
t += clamp( h, 0.01, 0.2 );
|
||||
if( res<0.004 || t>tmax ) break;
|
||||
}
|
||||
res = clamp( res, 0.0, 1.0 );
|
||||
return res*res*(3.0-2.0*res);
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/normalsSDF
|
||||
vec3 calcNormal( in vec3 pos )
|
||||
{
|
||||
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
|
||||
return normalize( e.xyy*map( pos + e.xyy ).x +
|
||||
e.yyx*map( pos + e.yyx ).x +
|
||||
e.yxy*map( pos + e.yxy ).x +
|
||||
e.xxx*map( pos + e.xxx ).x );
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
|
||||
float calcAO( in vec3 pos, in vec3 nor )
|
||||
{
|
||||
float occ = 0.0;
|
||||
float sca = 1.0;
|
||||
for( int i=ZERO; i<5; i++ )
|
||||
{
|
||||
float h = 0.01 + 0.12*float(i)/4.0;
|
||||
float d = map( pos + h*nor ).x;
|
||||
occ += (h-d)*sca;
|
||||
sca *= 0.95;
|
||||
if( occ>0.35 ) break;
|
||||
}
|
||||
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/checkerfiltering
|
||||
float checkersGradBox( in vec2 p )
|
||||
{
|
||||
// filter kernel
|
||||
vec2 w = fwidth(p) + 0.001;
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
|
||||
// xor pattern
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/tdS3DG
|
||||
vec4 render( in vec3 ro, in vec3 rd)
|
||||
{
|
||||
// background
|
||||
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
|
||||
|
||||
// raycast scene
|
||||
vec2 res = raycast(ro,rd);
|
||||
float t = res.x;
|
||||
float m = res.y;
|
||||
if( m>-0.5 )
|
||||
{
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
|
||||
vec3 ref = reflect( rd, nor );
|
||||
|
||||
// material
|
||||
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
|
||||
float ks = 1.0;
|
||||
|
||||
if( m<1.5 )
|
||||
{
|
||||
float f = checkersGradBox( 3.0*pos.xz);
|
||||
col = 0.15 + f*vec3(0.05);
|
||||
ks = 0.4;
|
||||
}
|
||||
|
||||
// lighting
|
||||
float occ = calcAO( pos, nor );
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
|
||||
// sun
|
||||
{
|
||||
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
|
||||
vec3 hal = normalize( lig-rd );
|
||||
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
|
||||
//if( dif>0.0001 )
|
||||
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
|
||||
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
|
||||
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
|
||||
lin += col*2.20*dif*vec3(1.30,1.00,0.70);
|
||||
lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
|
||||
}
|
||||
// sky
|
||||
{
|
||||
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
|
||||
dif *= occ;
|
||||
float spe = smoothstep( -0.2, 0.2, ref.y );
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
|
||||
//if( spe>0.001 )
|
||||
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
|
||||
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
|
||||
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
|
||||
}
|
||||
// back
|
||||
{
|
||||
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
|
||||
dif *= occ;
|
||||
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
|
||||
}
|
||||
// sss
|
||||
{
|
||||
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
|
||||
dif *= occ;
|
||||
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
|
||||
}
|
||||
|
||||
col = lin;
|
||||
|
||||
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
|
||||
}
|
||||
|
||||
return vec4(vec3( clamp(col,0.0,1.0) ),t);
|
||||
}
|
||||
|
||||
vec3 CalcRayDir(vec2 nCoord){
|
||||
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
|
||||
vec3 vertical = normalize(cross(horizontal,camDir));
|
||||
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
|
||||
}
|
||||
|
||||
mat3 setCamera()
|
||||
{
|
||||
vec3 cw = normalize(camDir);
|
||||
vec3 cp = vec3(0.0, 1.0 ,0.0);
|
||||
vec3 cu = normalize( cross(cw,cp) );
|
||||
vec3 cv = ( cross(cu,cw) );
|
||||
return mat3( cu, cv, cw );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
|
||||
mat3 ca = setCamera();
|
||||
|
||||
// focal length
|
||||
float fl = length(camDir);
|
||||
vec3 rd = ca * normalize( vec3(nCoord,fl) );
|
||||
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
|
||||
float depth = gl_FragCoord.z;
|
||||
{
|
||||
vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
|
||||
color = res.xyz;
|
||||
depth = CalcDepth(rd,res.w);
|
||||
}
|
||||
gl_FragColor = vec4(color , 1.0);
|
||||
gl_FragDepthEXT = depth;
|
||||
}
|
||||
17
examples/shaders/resources/shaders/glsl100/write_depth.fs
Normal file
17
examples/shaders/resources/shaders/glsl100/write_depth.fs
Normal file
|
|
@ -0,0 +1,17 @@
|
|||
#version 100
|
||||
#extension GL_EXT_frag_depth : enable
|
||||
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
|
||||
}
|
||||
14
examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
Normal file
14
examples/shaders/resources/shaders/glsl330/hybrid_raster.fs
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepth = gl_FragCoord.z;
|
||||
}
|
||||
284
examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs
Normal file
284
examples/shaders/resources/shaders/glsl330/hybrid_raymarch.fs
Normal file
|
|
@ -0,0 +1,284 @@
|
|||
# version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Custom Input Uniform
|
||||
uniform vec3 camPos;
|
||||
uniform vec3 camDir;
|
||||
uniform vec2 screenCenter;
|
||||
|
||||
#define ZERO 0
|
||||
|
||||
// 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/
|
||||
float sdHorseshoe( in vec3 p, in vec2 c, in float r, in float le, vec2 w )
|
||||
{
|
||||
p.x = abs(p.x);
|
||||
float l = length(p.xy);
|
||||
p.xy = mat2(-c.x, c.y,
|
||||
c.y, c.x)*p.xy;
|
||||
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
|
||||
(p.x>0.0)?p.y:l );
|
||||
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
|
||||
|
||||
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
|
||||
vec2 d = abs(q) - w;
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
// r = sphere's radius
|
||||
// h = cutting's plane's position
|
||||
// t = thickness
|
||||
float sdSixWayCutHollowSphere( vec3 p, float r, float h, float t )
|
||||
{
|
||||
// Six way symetry Transformation
|
||||
vec3 ap = abs(p);
|
||||
if(ap.x < max(ap.y, ap.z)){
|
||||
if(ap.y < ap.z) ap.xz = ap.zx;
|
||||
else ap.xy = ap.yx;
|
||||
}
|
||||
|
||||
vec2 q = vec2( length(ap.yz), ap.x );
|
||||
|
||||
float w = sqrt(r*r-h*h);
|
||||
|
||||
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) :
|
||||
abs(length(q)-r) ) - t;
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/boxfunctions
|
||||
vec2 iBox( in vec3 ro, in vec3 rd, in vec3 rad )
|
||||
{
|
||||
vec3 m = 1.0/rd;
|
||||
vec3 n = m*ro;
|
||||
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 ) );
|
||||
}
|
||||
|
||||
vec2 opU( vec2 d1, vec2 d2 )
|
||||
{
|
||||
return (d1.x<d2.x) ? d1 : d2;
|
||||
}
|
||||
|
||||
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 ){
|
||||
vec2 res = vec2(-1.0,-1.0);
|
||||
|
||||
float tmin = 1.0;
|
||||
float tmax = 20.0;
|
||||
|
||||
// raytrace floor plane
|
||||
float tp1 = (-ro.y)/rd.y;
|
||||
if( tp1>0.0 )
|
||||
{
|
||||
tmax = min( tmax, tp1 );
|
||||
res = vec2( tp1, 1.0 );
|
||||
}
|
||||
|
||||
float t = tmin;
|
||||
for( int i=0; i<70 ; i++ )
|
||||
{
|
||||
if(t>tmax) break;
|
||||
vec2 h = map( ro+rd*t );
|
||||
if( abs(h.x)<(0.0001*t) )
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
break;
|
||||
}
|
||||
t += h.x;
|
||||
}
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/rmshadows
|
||||
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
|
||||
{
|
||||
// bounding volume
|
||||
float tp = (0.8-ro.y)/rd.y; if( tp>0.0 ) tmax = min( tmax, tp );
|
||||
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
for( int i=ZERO; i<24; i++ )
|
||||
{
|
||||
float h = map( ro + rd*t ).x;
|
||||
float s = clamp(8.0*h/t,0.0,1.0);
|
||||
res = min( res, s );
|
||||
t += clamp( h, 0.01, 0.2 );
|
||||
if( res<0.004 || t>tmax ) break;
|
||||
}
|
||||
res = clamp( res, 0.0, 1.0 );
|
||||
return res*res*(3.0-2.0*res);
|
||||
}
|
||||
|
||||
|
||||
// https://iquilezles.org/articles/normalsSDF
|
||||
vec3 calcNormal( in vec3 pos )
|
||||
{
|
||||
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
|
||||
return normalize( e.xyy*map( pos + e.xyy ).x +
|
||||
e.yyx*map( pos + e.yyx ).x +
|
||||
e.yxy*map( pos + e.yxy ).x +
|
||||
e.xxx*map( pos + e.xxx ).x );
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/nvscene2008/rwwtt.pdf
|
||||
float calcAO( in vec3 pos, in vec3 nor )
|
||||
{
|
||||
float occ = 0.0;
|
||||
float sca = 1.0;
|
||||
for( int i=ZERO; i<5; i++ )
|
||||
{
|
||||
float h = 0.01 + 0.12*float(i)/4.0;
|
||||
float d = map( pos + h*nor ).x;
|
||||
occ += (h-d)*sca;
|
||||
sca *= 0.95;
|
||||
if( occ>0.35 ) break;
|
||||
}
|
||||
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 ) * (0.5+0.5*nor.y);
|
||||
}
|
||||
|
||||
// https://iquilezles.org/articles/checkerfiltering
|
||||
float checkersGradBox( in vec2 p )
|
||||
{
|
||||
// filter kernel
|
||||
vec2 w = fwidth(p) + 0.001;
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
|
||||
// xor pattern
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/tdS3DG
|
||||
vec4 render( in vec3 ro, in vec3 rd)
|
||||
{
|
||||
// background
|
||||
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
|
||||
|
||||
// raycast scene
|
||||
vec2 res = raycast(ro,rd);
|
||||
float t = res.x;
|
||||
float m = res.y;
|
||||
if( m>-0.5 )
|
||||
{
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal( pos );
|
||||
vec3 ref = reflect( rd, nor );
|
||||
|
||||
// material
|
||||
col = 0.2 + 0.2*sin( m*2.0 + vec3(0.0,1.0,2.0) );
|
||||
float ks = 1.0;
|
||||
|
||||
if( m<1.5 )
|
||||
{
|
||||
float f = checkersGradBox( 3.0*pos.xz);
|
||||
col = 0.15 + f*vec3(0.05);
|
||||
ks = 0.4;
|
||||
}
|
||||
|
||||
// lighting
|
||||
float occ = calcAO( pos, nor );
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
|
||||
// sun
|
||||
{
|
||||
vec3 lig = normalize( vec3(-0.5, 0.4, -0.6) );
|
||||
vec3 hal = normalize( lig-rd );
|
||||
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
|
||||
//if( dif>0.0001 )
|
||||
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
|
||||
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0);
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0-dot(hal,lig),0.0,1.0),5.0);
|
||||
//spe *= 0.04+0.96*pow(clamp(1.0-sqrt(0.5*(1.0-dot(rd,lig))),0.0,1.0),5.0);
|
||||
lin += col*2.20*dif*vec3(1.30,1.00,0.70);
|
||||
lin += 5.00*spe*vec3(1.30,1.00,0.70)*ks;
|
||||
}
|
||||
// sky
|
||||
{
|
||||
float dif = sqrt(clamp( 0.5+0.5*nor.y, 0.0, 1.0 ));
|
||||
dif *= occ;
|
||||
float spe = smoothstep( -0.2, 0.2, ref.y );
|
||||
spe *= dif;
|
||||
spe *= 0.04+0.96*pow(clamp(1.0+dot(nor,rd),0.0,1.0), 5.0 );
|
||||
//if( spe>0.001 )
|
||||
spe *= calcSoftshadow( pos, ref, 0.02, 2.5 );
|
||||
lin += col*0.60*dif*vec3(0.40,0.60,1.15);
|
||||
lin += 2.00*spe*vec3(0.40,0.60,1.30)*ks;
|
||||
}
|
||||
// back
|
||||
{
|
||||
float dif = clamp( dot( nor, normalize(vec3(0.5,0.0,0.6))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
|
||||
dif *= occ;
|
||||
lin += col*0.55*dif*vec3(0.25,0.25,0.25);
|
||||
}
|
||||
// sss
|
||||
{
|
||||
float dif = pow(clamp(1.0+dot(nor,rd),0.0,1.0),2.0);
|
||||
dif *= occ;
|
||||
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
|
||||
}
|
||||
|
||||
col = lin;
|
||||
|
||||
col = mix( col, vec3(0.7,0.7,0.9), 1.0-exp( -0.0001*t*t*t ) );
|
||||
}
|
||||
|
||||
return vec4(vec3( clamp(col,0.0,1.0) ),t);
|
||||
}
|
||||
|
||||
vec3 CalcRayDir(vec2 nCoord){
|
||||
vec3 horizontal = normalize(cross(camDir,vec3(.0 , 1.0, .0)));
|
||||
vec3 vertical = normalize(cross(horizontal,camDir));
|
||||
return normalize(camDir + horizontal*nCoord.x + vertical*nCoord.y);
|
||||
}
|
||||
|
||||
mat3 setCamera()
|
||||
{
|
||||
vec3 cw = normalize(camDir);
|
||||
vec3 cp = vec3(0.0, 1.0 ,0.0);
|
||||
vec3 cu = normalize( cross(cw,cp) );
|
||||
vec3 cv = ( cross(cu,cw) );
|
||||
return mat3( cu, cv, cw );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 nCoord = (gl_FragCoord.xy - screenCenter.xy)/screenCenter.y;
|
||||
mat3 ca = setCamera();
|
||||
|
||||
// focal length
|
||||
float fl = length(camDir);
|
||||
vec3 rd = ca * normalize( vec3(nCoord,fl) );
|
||||
vec3 color = vec3(nCoord/2.0 + 0.5, 0.0);
|
||||
float depth = gl_FragCoord.z;
|
||||
{
|
||||
vec4 res = render( camPos - vec3(0.0, 0.0, 0.0) , rd );
|
||||
color = res.xyz;
|
||||
depth = CalcDepth(rd,res.w);
|
||||
}
|
||||
gl_FragColor = vec4(color , 1.0);
|
||||
gl_FragDepth = depth;
|
||||
}
|
||||
15
examples/shaders/resources/shaders/glsl330/write_depth.fs
Normal file
15
examples/shaders/resources/shaders/glsl330/write_depth.fs
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepth = 1.0 - gl_FragCoord.z;
|
||||
}
|
||||
|
|
@ -11,7 +11,7 @@
|
|||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2023 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@
|
|||
* 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) 2019-2022 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2023 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -50,7 +50,7 @@ int main(void)
|
|||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load plane model from a generated mesh
|
||||
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
|
||||
|
|
@ -80,17 +80,15 @@ int main(void)
|
|||
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
||||
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@
|
|||
* 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) 2015-2022 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -42,11 +42,11 @@ int main(void)
|
|||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
|
||||
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
|
||||
|
|
@ -67,9 +67,6 @@ int main(void)
|
|||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -78,7 +75,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user