Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Luiz Pestana 2022-03-10 14:11:59 -03:00
commit c5f419fbf7
455 changed files with 107325 additions and 44970 deletions

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@ -1,8 +1,18 @@
name: Android name: Android
on: on:
workflow_dispatch:
push: push:
workflow_dispatch:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/android.yml'
pull_request: pull_request:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/android.yml'
release: release:
types: [published] types: [published]
@ -50,6 +60,9 @@ jobs:
- name: Generate Artifacts - name: Generate Artifacts
run: | run: |
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
cd build cd build

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@ -1,8 +1,23 @@
name: CMakeBuilds name: CMakeBuilds
on: on:
workflow_dispatch:
push: push:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/cmake.yml'
- 'CMakeList.txt'
- 'CMakeOptions.txt'
- 'cmake/**'
pull_request: pull_request:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/cmake.yml'
- 'CMakeList.txt'
- 'CMakeOptions.txt'
- 'cmake/**'
env: env:
# Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.) # Customize the CMake build type here (Release, Debug, RelWithDebInfo, etc.)

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@ -1,8 +1,17 @@
name: Linux name: Linux
on: on:
workflow_dispatch:
push: push:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/linux.yml'
pull_request: pull_request:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/linux.yml'
release: release:
types: [published] types: [published]
@ -51,11 +60,11 @@ jobs:
cd ../../../raylib cd ../../../raylib
# ${{ matrix.ARCH }}-linux-gnu-gcc -v # ${{ matrix.ARCH }}-linux-gnu-gcc -v
# TODO: Support 32bit (i386) shared library building # TODO: Support 32bit (i386) static/shared library building
- name: Build Library - name: Build Library
run: | run: |
cd src cd src
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-m32" make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS="-m32" -B
# make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B # make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd .. cd ..
if: matrix.bits == 32 if: matrix.bits == 32
@ -63,7 +72,7 @@ jobs:
- name: Build Library - name: Build Library
run: | run: |
cd src cd src
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd .. cd ..
if: matrix.bits == 64 if: matrix.bits == 64
@ -71,6 +80,9 @@ jobs:
- name: Generate Artifacts - name: Generate Artifacts
run: | run: |
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
cd build cd build

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@ -1,11 +1,18 @@
name: Linux Examples name: Linux Examples
on: on:
workflow_dispatch:
push: push:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/linux_examples.yml'
pull_request: pull_request:
branches: [ master ] branches: [ master ]
paths: paths:
- 'examples/**' - 'src/**'
- 'examples/**'
- '.github/workflows/linux_examples.yml'
jobs: jobs:
build: build:

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@ -1,8 +1,17 @@
name: macOS name: macOS
on: on:
workflow_dispatch:
push: push:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/macos.yml'
pull_request: pull_request:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/macos.yml'
release: release:
types: [published] types: [published]
@ -40,14 +49,14 @@ jobs:
run: | run: |
cd src cd src
clang --version clang --version
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" # make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_x86_64 CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B # make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC RAYLIB_LIB_NAME=raylib_arm64 CUSTOM_CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a libraylib_x86_64.a libraylib_arm64.a # lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a libraylib_x86_64.a libraylib_arm64.a
make clean make clean
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_x86_64 CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B # make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_x86_64 CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" -B
# make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_arm64 CFLAGS="-target i686-apple-macos -DGL_SILENCE_DEPRECATION" -B # make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED RAYLIB_LIB_NAME=raylib_arm64 CUSTOM_CFLAGS="-target i686-apple-macos -DGL_SILENCE_DEPRECATION" -B
# lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.3.1.0.dylib libraylib_x86_64.3.1.0.dylib libraylib_arm64.3.1.0.dylib # lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.3.1.0.dylib libraylib_x86_64.3.1.0.dylib libraylib_arm64.3.1.0.dylib
# cp -v ./libraylib_arm64.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib # cp -v ./libraylib_arm64.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib
# cp -v ./libraylib_arm64.310.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.310.dylib # cp -v ./libraylib_arm64.310.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.310.dylib
@ -56,6 +65,9 @@ jobs:
- name: Generate Artifacts - name: Generate Artifacts
run: | run: |
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/raymath.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/rlgl.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./src/extras/raygui.h ./build/${{ env.RELEASE_NAME }}/include
cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md cp -v ./README.md ./build/${{ env.RELEASE_NAME }}/README.md
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
cd build cd build

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@ -1,8 +1,17 @@
name: WebAssembly name: WebAssembly
on: on:
workflow_dispatch:
push: push:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/webassembly.yml'
pull_request: pull_request:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/webassembly.yml'
release: release:
types: [published] types: [published]
@ -18,9 +27,9 @@ jobs:
uses: actions/checkout@master uses: actions/checkout@master
- name: Setup emsdk - name: Setup emsdk
uses: mymindstorm/setup-emsdk@v7 uses: mymindstorm/setup-emsdk@v11
with: with:
version: 2.0.0 version: 3.0.0
actions-cache-folder: 'emsdk-cache' actions-cache-folder: 'emsdk-cache'
- name: Setup Release Version - name: Setup Release Version
@ -43,12 +52,15 @@ jobs:
run: | run: |
cd src cd src
emcc -v emcc -v
make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-master" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" make PLATFORM=PLATFORM_WEB EMSDK_PATH="D:/a/raylib/raylib/emsdk-cache/emsdk-main" RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
cd .. cd ..
- name: Generate Artifacts - name: Generate Artifacts
run: | run: |
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
cd build cd build

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@ -1,8 +1,17 @@
name: Windows name: Windows
on: on:
workflow_dispatch:
push: push:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/windows.yml'
pull_request: pull_request:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/windows.yml'
release: release:
types: [published] types: [published]
@ -93,6 +102,9 @@ jobs:
- name: Generate Artifacts - name: Generate Artifacts
run: | run: |
copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h copy /Y .\src\raylib.h .\build\${{ env.RELEASE_NAME }}\include\raylib.h
copy /Y .\src\raymath.h .\build\${{ env.RELEASE_NAME }}\include\raymath.h
copy /Y .\src\rlgl.h .\build\${{ env.RELEASE_NAME }}\include\rlgl.h
copy /Y .\src\extras\raygui.h .\build\${{ env.RELEASE_NAME }}\include\raygui.h
copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md copy /Y .\README.md .\build\${{ env.RELEASE_NAME }}\README.md
copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE copy /Y .\LICENSE .\build\${{ env.RELEASE_NAME }}\LICENSE
cd build cd build

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@ -1,11 +1,18 @@
name: Windows Examples name: Windows Examples
on: on:
workflow_dispatch:
push: push:
paths:
- 'src/**'
- 'examples/**'
- '.github/workflows/windows_examples.yml'
pull_request: pull_request:
branches: [ master ] branches: [ master ]
paths: paths:
- 'examples/**' - 'src/**'
- 'examples/**'
- '.github/workflows/windows_examples.yml'
jobs: jobs:
build: build:

11
.gitignore vendored
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@ -45,6 +45,7 @@ ipch/
*.db *.db
*.opendb *.opendb
packages/ packages/
!examples/models/resources/models/obj/
# Ignore compiled binaries # Ignore compiled binaries
*.o *.o
@ -101,3 +102,13 @@ build
GPATH GPATH
GRTAGS GRTAGS
GTAGS GTAGS
# Zig programming language
zig-cache/
zig-out/
build/
build-*/
docgen_tmp/
# Parser stuff
parser/raylib_parser

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@ -1,112 +1,129 @@
# raylib bindings and wrappers # raylib bindings and wrappers
Some people ported raylib to other languages in form of bindings or wrappers to the library. Here it is alist with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list. Some people ported raylib to other languages in form of bindings or wrappers to the library. Here is a list with all the ports available. Feel free to send a PR if you know of any binding/wrapper not in this list.
### Language Bindings ### Language Bindings
| name | raylib version | language | license | repo |
|:------------------:|:---------------:|:---------:|:----------:|-----------------------------------------------------------|
| raylib | **4.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib | https://github.com/raysan5/raylib |
| Raylib-cs | **4.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib | https://github.com/ChrisDill/Raylib-cs |
| Raylib-CsLo | **4.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 | https://github.com/NotNotTech/Raylib-CsLo |
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/)| MIT | https://github.com/Rabios/raylib-boo |
| 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 |
| raylib-d | **4.0** | [D](https://dlang.org/) | Zlib | https://github.com/schveiguy/raylib-d |
| raylib-go | **4.0** | [Go](https://golang.org/) | Zlib | https://github.com/gen2brain/raylib-go |
| raylib-guile | auto | [Guile](https://www.gnu.org/software/guile/) | Zlib | https://github.com/petelliott/raylib-guile |
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | Zlib | https://github.com/deltaphc/raylib-rs |
| raylib-lua | **4.0** | [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 |
| NimraylibNow! | 4.0 | [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 |
| Ray4Laz | **4.0** | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language))| Zlib | https://github.com/GuvaCode/Ray4Laz |
| pyraylib | 3.7 | [Python](https://www.python.org/) | Zlib | https://github.com/Ho011/pyraylib |
| raylib-python-cffi | **4.0** | [Python](https://www.python.org/) | EPL-2.0 | https://github.com/electronstudio/raylib-python-cffi |
| jaylib | **4.0** | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | GPLv3 | 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 |
| node-raylib | 3.5 | [Node.js](https://nodejs.org/en/) | Zlib | https://github.com/RobLoach/node-raylib |
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/joseph-montanez/raylib-php |
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | Zlib | https://github.com/oraoto/raylib-phpcpp |
| raylib-factor | 3.5 | [Factor](https://factorcode.org/) | MIT | https://github.com/ArnautDaniel/raylib-factor |
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | MIT | https://github.com/ArnautDaniel/gforth-raylib |
| hxRaylib | 4.0 | [Haxe](https://haxe.org/) | Zlib | https://github.com/ForeignSasquatch/hxRaylib |
| raylib-wren | **4.0** | [Wren](http://wren.io/) | ISC | https://github.com/TSnake41/raylib-wren |
| raylib_odin_bindings | 4.0-dev | [Odin](https://odin-lang.org/) | MIT | https://github.com/Deathbat2190/raylib_odin_bindings |
| raylib-odin | **4.0** | [Odin](https://odin-lang.org/) | BSD-3Clause | https://github.com/odin-lang/Odin/tree/master/vendor/raylib |
| raylib.v | **4.0** | [V](https://vlang.io/) | Zlib | https://github.com/irishgreencitrus/raylib.v |
| raylib-ocaml | **4.0** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
| raylib-swift | **4.0** | [Swift](https://swift.org/) | MIT | https://github.com/STREGAsGate/Raylib |
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | MIT | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib |
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | ? | https://github.com/RedCubeDev-ByteSpace/Relib |
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | Apache-2.0 | https://github.com/shiryel/rayex |
| kaylib | 3.7 | [Kotlin/native](https://kotlinlang.org) | ? | https://github.com/electronstudio/kaylib |
| dlang_raylib | 3.7 | [D](https://dlang.org) | ? |https://github.com/rc-05/dlang_raylib |
| raylib-freebasic | **4.0** | [FreeBASIC](https://www.freebasic.net/) | MIT | https://github.com/WIITD/raylib-freebasic |
| raylib-cr | **4.0** | [Crystal](https://crystal-lang.org/) | Apache-2.0 | https://github.com/sol-vin/raylib-cr |
| dart-raylib | **4.0** | [Dart](https://dart.dev/) | MIT | https://gitlab.com/wolfenrain/dart-raylib |
| raylib-scopes | auto | [Scopes](http://scopes.rocks) | MIT | https://github.com/salotz/raylib-scopes |
| raylib-smallBasic | 4.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
### Utility Wrapers
These are utility wrappers for specific languages, they are not required to use raylib in the language but may adapt the raylib API to be more inline with the language's pardigm.
| name | raylib version | language | license | repo |
|:------------------:|:-------------: | :--------:|:-------:|:-------------------------------------------------------------|
| raylib-cpp | **4.0** | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | Zlib | https://github.com/robloach/raylib-cpp |
### Older or Unmaintained Language Bindings
These are older raylib bindings that are more than 2 versions old or have not been maintained.
| name | raylib version | language | repo | | name | raylib version | language | repo |
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------| |:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
| raylib | **3.7** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | https://github.com/raysan5/raylib |
| Raylib-cs | 3.7 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/ChrisDill/Raylib-cs |
| raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp | | raylib-cppsharp | 2.5 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | https://github.com/phxvyper/raylib-cppsharp |
| raylib-boo | 3.7 | [Boo](http://boo-language.github.io/) | https://github.com/Rabios/raylib-boo |
| RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS | | RaylibFS | 2.5 | [F#](https://fsharp.org/) | https://github.com/dallinbeutler/RaylibFS |
| raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d | | raylib_d | 2.5 | [D](https://dlang.org/) | https://github.com/Sepheus/raylib_d |
| raylib-d | 3.0 | [D](https://dlang.org/) | https://github.com/onroundit/raylib-d |
| bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib | | bindbc-raylib | 3.0 | [D](https://dlang.org/) | https://github.com/o3o/bindbc-raylib |
| dray | 3.5 | [D](https://dlang.org/) | https://github.com/xdrie/dray | | go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
| raylib-go | 3.8-dev | [Go](https://golang.org/) | https://github.com/gen2brain/raylib-go | | raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus |
| raylib-goplus | 2.6-dev | [Go](https://golang.org/) | https://github.com/Lachee/raylib-goplus | | ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
| ray-go | 2.6-dev | [Go](https://golang.org/) | https://github.com/hecate-tech/ray-go |
| go-raylib | 3.5 | [Go](https://golang.org/) | https://github.com/chunqian/go-raylib |
| raylib-rs | 3.5 | [Rust](https://www.rust-lang.org/) | https://github.com/deltaphc/raylib-rs |
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
| raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
| raylib-lua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/TSnake41/raylib-lua |
| raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore | | raylib-luamore | 3.0 | [Lua](http://www.lua.org/) | https://github.com/HDPLocust/raylib-luamore |
| raylua | 3.7 | [Lua](http://www.lua.org/) | https://github.com/Rabios/raylua |
| LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib | | LuaJIT-Raylib | 2.6 | [Lua](http://www.lua.org/) | https://github.com/Bambofy/LuaJIT-Raylib |
| raylib-nelua | 3.7 | [nelua](https://nelua.io/) | https://github.com/edubart/nelua-decl/tree/main/libs/raylib | | raylib-lua-sol | 2.5 | [Lua](http://www.lua.org/) | https://github.com/RobLoach/raylib-lua-sol |
| raylib-lua-ffi | 2.0 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib/issues/693 |
| raylib-lua | 1.7 | [Lua](http://www.lua.org/) | https://github.com/raysan5/raylib-lua |
| raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua | | raylib-nelua | 3.0 | [Nelua](https://nelua.io/) | https://github.com/Andre-LA/raylib-nelua |
| raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
| raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim | | raylib-nim | 2.0 | [Nim](https://nim-lang.org/) | https://github.com/Skrylar/raylib-nim |
| raylib-Forever | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/Guevara-chan/Raylib-Forever | | raylib-Nim | 1.7 | [Nim](https://nim-lang.org/) | https://gitlab.com/define-private-public/raylib-Nim |
| nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib | | nim-raylib | 3.1-dev | [Nim](https://nim-lang.org/) | https://github.com/tomc1998/nim-raylib |
| NimraylibNow! | 3.7 | [Nim](https://nim-lang.org/) | https://github.com/greenfork/nimraylib_now |
| raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell | | raylib-haskell | 2.0 | [Haskell](https://www.haskell.org/) | https://github.com/DevJac/raylib-haskell |
| raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr | | raylib-cr | 2.5-dev | [Crystal](https://crystal-lang.org/) | https://github.com/AregevDev/raylib-cr |
| cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
| raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr | | raylib.cr | 2.0 | [Crystal](https://crystal-lang.org/) | https://github.com/sam0x17/raylib.cr |
| raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal | | cray | 1.8 | [Crystal](https://crystal-lang.org/) | https://gitlab.com/Zatherz/cray |
| raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas | | raylib-pas | 3.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/tazdij/raylib-pas |
| Ray4Laz | 3.7 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/GuvaCode/Ray4Laz | | raylib-pascal | 2.0 | [Pascal](https://en.wikipedia.org/wiki/Pascal_(programming_language)) | https://github.com/drezgames/raylib-pascal |
| Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib | | Graphics-Raylib | 1.4 | [Perl](https://www.perl.org/) | https://github.com/athreef/Graphics-Raylib |
| raylib-ruby-ffi | 2.0 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/D3nX/raylib-ruby-ffi | | raylib-ruby | 2.6 | [Ruby](https://www.ruby-lang.org/en/) | https://github.com/a0/raylib-ruby |
| 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-mruby | 2.5-dev | [mruby](https://github.com/mruby/mruby) | https://github.com/lihaochen910/raylib-mruby |
| pyraylib | 3.7 | [Python](https://www.python.org/) | https://github.com/Ho011/pyraylib | | 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-py | 2.0 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py |
| raylib-python-cffi | 3.7 | [Python](https://www.python.org/) | https://github.com/electronstudio/raylib-python-cffi |
| raylib-py-ctbg | 2.6 | [Python](https://www.python.org/) | https://github.com/overdev/raylib-py-ctbg |
| jaylib | 3.7 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/electronstudio/jaylib/ |
| raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java | | raylib-java | 2.0 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/XoanaIO/raylib-java |
| raylib-j | 3.5 | [Java](https://en.wikipedia.org/wiki/Java_(programming_language)) | https://github.com/CreedVI/Raylib-J | | clj-raylib | 3.0 | [Clojure](https://clojure.org/) | https://github.com/lsevero/clj-raylib |
| 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 |
| node-raylib | 3.5 | [Node.js](https://nodejs.org/en/) | https://github.com/RobLoach/node-raylib |
| QuickJS-raylib | 3.0 | [QuickJS](https://bellard.org/quickjs/) | https://github.com/sntg-p/QuickJS-raylib |
| raylib-duktape | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-duktape | | raylib-duktape | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/RobLoach/raylib-duktape |
| raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 | | raylib-v7 | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) | https://github.com/Rabios/raylib-v7 |
| raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript | | raylib-chaiscript | 2.6 | [ChaiScript](http://chaiscript.com/) | https://github.com/RobLoach/raylib-chaiscript |
| raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel | | raylib-squirrel | 2.5 | [Squirrel](http://www.squirrel-lang.org/) | https://github.com/RobLoach/raylib-squirrel |
| racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d | | racket-raylib-2d | 2.5 | [Racket](https://racket-lang.org/) | https://github.com/arvyy/racket-raylib-2d |
| raylib-php | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/joseph-montanez/raylib-php |
| raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi | | raylib-php-ffi | 2.4-dev | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-php-ffi |
| raylib-phpcpp | 3.5 | [PHP](https://en.wikipedia.org/wiki/PHP) | https://github.com/oraoto/raylib-phpcpp | | raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
| raylib-factor | 3.5 | [Factor](https://factorcode.org/) | https://github.com/ArnautDaniel/raylib-factor |
| gforth-raylib | 3.5 | [Gforth](https://gforth.org/) | https://github.com/ArnautDaniel/gforth-raylib |
| raylib-haxe | 2.4 | [Haxe](https://haxe.org/) | https://github.com/ibilon/raylib-haxe |
| hxRaylib | 3.7 | [Haxe](https://haxe.org/) | https://github.com/ForeignSasquatch/hxRaylib |
| ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib | | ringraylib | 2.6 | [Ring](http://ring-lang.sourceforge.net/) | https://github.com/ringpackages/ringraylib |
| cl-raylib | 3.0 | [Common Lisp](https://common-lisp.net/) | https://github.com/longlene/cl-raylib | | cl-raylib | 3.0 | [Common Lisp](https://common-lisp.net/) | https://github.com/longlene/cl-raylib |
| raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm | | raylib-scm | 2.5 | [Chicken Scheme](https://www.call-cc.org/) | https://github.com/yashrk/raylib-scm |
| raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi | | raylib-chibi | 2.5 | [Chibi-Scheme](https://github.com/ashinn/chibi-scheme) | https://github.com/VincentToups/raylib-chibi |
| raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme | | raylib-gambit-scheme | 3.1-dev | [Gambit Scheme](https://github.com/gambit/gambit) | https://github.com/georgjz/raylib-gambit-scheme |
| Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib | | Euraylib | 3.0 | [Euphoria](https://openeuphoria.org/) | https://github.com/gAndy50/Euraylib |
| raylib-wren | 3.7 | [Wren](http://wren.io/) | https://github.com/TSnake41/raylib-wren | | raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin |
| raylib-odin | 3.0 | [Odin](https://odin-lang.org/) | https://github.com/kevinw/raylib-odin | | vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib |
| raylib_odin_bindings | 3.8+ | [Odin](https://odin-lang.org/) | https://github.com/Deathbat2190/raylib_odin_bindings | | raylib-zig | 3.0 | [Zig](https://ziglang.org/) | https://github.com/Not-Nik/raylib-zig |
| raylib-zig | 3.0 | [Zig](https://ziglang.org/) | https://github.com/Not-Nik/raylib-zig |
| raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai | | raylib-jai | 3.1-dev | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | https://github.com/kevinw/raylib-jai |
| ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments | | ray.zig | 2.5 | [Zig](https://ziglang.org/) | https://github.com/BitPuffin/zig-raylib-experiments |
| raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada | | raylib-Ada | 3.0 | [Ada](https://www.adacore.com/about-ada) | https://github.com/mimo/raylib-Ada |
| jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib | | jaylib | 3.0 | [Janet](https://janet-lang.org/) | https://github.com/janet-lang/jaylib |
| raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit | | raykit | ? | [Kit](https://www.kitlang.org/) | https://github.com/Gamerfiend/raykit |
| vraylib | 3.5 | [V](https://vlang.io/) | https://github.com/waotzi/vraylib | | ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
| raylib.v | 3.7 | [V](https://vlang.io/) | https://github.com/irishgreencitrus/raylib.v |
| ray.mod | 3.0 | [BlitzMax](https://blitzmax.org/) | https://github.com/bmx-ng/ray.mod |
| raylib-ocaml | 3.7 | [OCaml](https://ocaml.org/) | https://github.com/tjammer/raylib-ocaml |
| raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic | | raylib-mosaic | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) | https://github.com/pluckyporcupine/raylib-mosaic |
| raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw | | raylib-xdpw | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) | https://github.com/vtereshkov/raylib-xdpw |
| raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp | | raylib-carp | 3.0 | [Carp](https://github.com/carp-lang/Carp) | https://github.com/pluckyporcupine/raylib-carp |
| raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb | | raylib-fb | 3.0 | [FreeBasic](https://www.freebasic.net/) | https://github.com/IchMagBier/raylib-fb |
| raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic | | raylib-purebasic | 3.0 | [PureBasic](https://www.purebasic.com/) | https://github.com/D-a-n-i-l-o/raylib-purebasic |
| raylib-smallBasic | 3.1-dev | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib |
| raylib-ats2 | 3.0 | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 | | raylib-ats2 | 3.0 | [ATS2](http://www.ats-lang.org/) | https://github.com/mephistopheles-8/raylib-ats2 |
| raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef | | raylib-beef | 3.0 | [Beef](https://www.beeflang.org/) | https://github.com/M0n7y5/raylib-beef |
| raylib-swift | 3.5 | [Swift](https://swift.org/) | https://github.com/conifer-dev/raylib-swift |
| raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never | | raylib-never | 3.0 | [Never](https://github.com/never-lang/never) | https://github.com/never-lang/raylib-never |
| hb-raylib | 3.5 | [Harbour](https://harbour.github.io) | https://github.com/MarcosLeonardoMendezGerencir/hb-raylib | | raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
| Relib | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | https://github.com/RedCubeDev-ByteSpace/Relib |
| rayex | 3.7 | [elixir](https://elixir-lang.org/) | https://github.com/shiryel/rayex |
| raylib.cbl | 2.0 | [COBOL](https://en.wikipedia.org/wiki/COBOL) | *[code examples](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* |
### Utility Wrapers
| name | raylib version | language | repo |
|:------------------:|:-------------: | :--------:|----------------------------------------------------------------------|
| raylib-cpp | 3.7 | [C++](https://en.wikipedia.org/wiki/C%2B%2B) | https://github.com/robloach/raylib-cpp |
Missing some language or wrapper? Feel free to create a new one! :) Missing some language or wrapper? Feel free to create a new one! :)
Usually, raylib bindings follow the convention: `raylib-{language}` Usually, raylib bindings follow the convention: `raylib-{language}`

145
CHANGELOG
View File

@ -1,18 +1,151 @@
changelog changelog
--------- ---------
Current Release: raylib 3.7.0 (26 April 2021) Current Release: raylib 4.0.0 (05 November 2021)
------------------------------------------------------------------------- -------------------------------------------------------------------------
Release: raylib 4.0 (November? 2021) Release: raylib 4.0 - 8th Anniversary Edition (05 November 2021)
------------------------------------------------------------------------- -------------------------------------------------------------------------
KEY CHANGES: KEY CHANGES:
- - Naming consistency and coherency: Complete review of the library: sintax, naming, comments, decriptions, logs...
- - Event Automation System: Support for input events recording and automatic re-playing, useful for automated testing and more!
- - Custom game-loop control: Intended for advance users that want to control the events polling and the timming mechanisms
- rlgl 4.0: Completely decoupling from platform layer and raylib, intended for standalone usage as single-file header-only
- raymath 1.5: Complete review following new conventions, to make it more portable and self-contained
- raygui 3.0: Complete review and official new release, more portable and self-contained, intended for tools development
- raylib_parser: New tool to parse raylib.h and extract all required info into custom output formats (TXT, XML, JSON...)
- Zig and Odin official support
Detailed changes: Detailed changes:
[core] ADDED: Support canvas resizing on web (#1840) by @skylersaleh
[core] ADDED: GetMouseDelta() (#1832) by @adricoin2010
[core] ADDED: Support additional mouse buttons (#1753) by @lambertwang
[core] ADDED: SetRandomSeed() (#1994) by @TommiSinivuo
[core] ADDED: GetTouchPointId() #1972
[core] ADDED: EncodeDataBase64() and DecodeDataBase64()
[core] REMOVED: PLATFORM_UWP, difficult to maintain
[core] REMOVED: IsGamepadName()
[core] RENAMED: SwapBuffers() to SwapScreenBuffer()
[core] RENAMED: Wait() to WaitTime()
[core] RENAMED: RayHitInfo to RayCollision (#1781)
[core] RENAMED: GetRayCollisionGround() to GetRayCollisionQuad() (#1781)
[core] REVIEWED: Support mouse wheel on x-axis (#1948)
[core] REVIEWED: DisableCursor() on web by registering an empty mouse click event function in emscripten (#1900) by @grenappels
[core] REVIEWED: LoadShader() and default locations and descriptions
[core] REVIEWED: LoadShaderFromMemory() (#1851) by @Ruminant
[core] REVIEWED: WaitTime(), avoid global variables dependency to make the function is self-contained (#1841)
[core] REVIEWED: SetWindowSize() to work on web (#1847) by @nikki93
[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
[core] REVIEWED: Android multi-touch (#1869) by @humbe
[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
[core] REVIEWED: KeyCallback(), register keys independently of the actions
[rlgl] ADDED: GRAPHIC_API_OPENGL_43
[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
[rlgl] ADDED: rlActiveDrawBuffers() (#1911)
[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
[rlgl] ADDED: rlGetPixelFormatName()
[rlgl] REVIEWED: rlUpdateVertexBuffer (#1914) by @630Studios
[rlgl] REVIEWED: rlDrawVertexArrayElements() (#1891)
[rlgl] REVIEWED: Wrong normal matrix calculation (#1870)
[raymath] ADDED: Vector3Angle()
[raymath] REVIEWED: QuaternionFromAxisAngle() (#1892)
[raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71
[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
[textures] ADDED: GetImageColor() #2024
[textures] REMOVED: GenImagePerlinNoise()
[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
[textures] RENAMED: GetScreenData() to LoadImageFromScreen()
[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
[textures] REVIEWED: LoadImageAnim() #2005
[text] ADDED: Security check in case of not valid font
[text] ADDED: `GetGlyphInfo()` to get glyph info for a specific codepoint
[text] ADDED: `GetGlyphAtlasRec()` to get glyph rectangle within the generated font atlas
[text] ADDED: DrawTextPro() with text rotation support, WARNING: DrawTextPro() requires including `rlgl.h`, before it was only dependant on `textures` module.
[text] ADDED: UnloadCodepoints() to safely free loaded codepoints
[text] REMOVED: DrawTextRec() and DrawTextRecEx(), moved to example, those functions could be very specific depending on user needs so it's better to give the user the full source in case of special requirements instead of allowing a function with +10 input parameters.
[text] RENAMED: struct `CharInfo` to `GlyphInfo`, actually that's the correct naming for the data contained. It contains the character glyph metrics and the glyph image; in the past it also contained rectangle within the font atlas but that data has been moved to `Font` struct directly, so, `GlyphInfo` is a more correct name.
[text] RENAMED: `CodepointToUtf8()` to `CodepointToUTF8()`, capitalization of UTF-8 is the correct form, it would also require de hyphen but it can be omitted in this case.
[text] RENAMED: `TextToUtf8()` to `TextCodepointsToUTF8` for consistency and more detail on the functionality.
[text] RENAMED: GetCodepoints() to LoadCodepoints(), now codepoint array data is loaded dynamically instead of reusing a limited static buffer.
[text] RENAMED: GetNextCodepoint() to GetCodepoint()
[models] ADDED: MagikaVoxel VOX models loading
[models] ADDED: GenMeshCone() (#1903)
[models] ADDED: GetModelBoundingBox()
[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
[models] REMOVED: DrawBillboardEx()
[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
[models] RENAMED: MeshTangents() to GenMeshTangents()
[models] RENAMED: MeshBinormals() to GenMeshBinormals()
[models] REVIEWED: GenMeshTangents() (#1877) by @630Studios
[models] REVIEWED: CheckCollisionBoxSphere() by @Crydsch
[models] REVIEWED: GetRayCollisionQuad() by @Crydsch
[models] REVIEWED: LoadGLTF(), fixed missing transformations and nonroot skinning by @MrDiver
[models] REVIEWED: LoadGLTF(), rewriten from scratch, removed animations support (broken)
[models] REVIEWED: Decouple DrawMesh() and DrawMeshInstanced() (#1958)
[models] REVIEWED: Support vertex color attribute for GLTF and IQM (#1790) by @object71
[models] REVIEWED: DrawBillboardPro() (#1941) by @GithubPrankster
[models] REDESIGNED: Major review of glTF loading functionality (#1849) by @object71
[audio] ADDED: SeekMusicStream() (#2006) by @GithubPrankster
[audio] REMOVED: GetAudioStreamBufferSizeDefault()
[audio] RENAMED: InitAudioStream() to LoadAudioStream()
[audio] RENAMED: CloseAudioStream() to UnloadAudioStream()
[audio] RENAMED: IsMusicPlaying() to IsMusicStreamPlaying()
[audio] REVIEWED: ExportWaveAsCode()
[audio] REDESIGNED: Use frameCount on audio instead of sampleCount
[utils] REVIEWED: exit() on LOG_FATAL instead of LOG_ERROR (#1796)
[examples] ADDED: core_custom_frame_control
[examples] ADDED: core_basic_screen_manager
[examples] ADDED: core_split_screen (#1806) by @JeffM2501
[examples] ADDED: core_smooth_pixelperfect (#1771) by @NotManyIdeasDev
[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
[examples] ADDED: models_loading_vox (#1940) by @procfxgen
[examples] ADDED: rlgl_compute_shader by @TSnake41 (#2088)
[examples] REMOVED: models_material_pbr
[examples] REMOVED: models_gltf_animation
[examples] REVIEWED: core_3d_picking
[examples] REVIEWED: core_input_mouse
[examples] REVIEWED: core_vr_simulator, RenderTexture usage
[examples] REVIEWED: core_window_letterbox, RenderTexture usage
[examples] REVIEWED: shapes_basic_shapes
[examples] REVIEWED: shapes_logo_raylib_anim
[examples] REVIEWED: textures_to_image
[examples] REVIEWED: text_rectangle_bounds
[examples] REVIEWED: text_unicode
[examples] REVIEWED: text_draw_3d
[examples] REVIEWED: models_loading
[examples] REVIEWED: models_skybox (#1792) (#1778)
[examples] REVIEWED: models_mesh_picking
[examples] REVIEWED: models_yaw_pitch_roll
[examples] REVIEWED: models_rlgl_solar_system
[examples] REVIEWED: shaders_custom_uniform, RenderTexture usage
[examples] REVIEWED: shaders_eratosthenes, RenderTexture usage
[examples] REVIEWED: shaders_julia_set, RenderTexture usage
[examples] REVIEWED: shaders_postprocessing, RenderTexture usage
[examples] REVIEWED: shaders_basic_lighting, simplified (#1865)
[examples] REVIEWED: audio_raw_stream.c
[examples] REVIEWED: raudio_standalone
[examples] REVIEWED: raylib_opengl_interop
[examples] REVIEWED: rlgl_standalone.c
[examples] REVIEWED: Resources licenses
[examples] REVIEWED: models resources reorganization
[templates] REMOVED: Moved to a separate repo: https://github.com/raysan5/raylib-game-template
[build] ADDED: Zig build file (#2014) by @TommiSinivuo
[build] ADDED: Android VS2019 solution (#2013) by @Kronka
[build] REMOVED: VS2017 project, outdated
[build] RENAMED: All raylib modules prefixed with 'r' (core -> rcore)
[build] RENAMED: SUPPORT_MOUSE_CURSOR_NATIVE to SUPPORT_MOUSE_CURSOR_POINT
[build] REVIEWED: examples/examples_template.c
[build] REVIEWED: Makefile to latest Emscripten SDK r23
[build] REVIEWED: Makefile for latest Android NDK r32 LTS
[build] REVIEWED: raylib resource files
[build] Moved some extra raylib libraries to /extras/ directory
[*] UPDATED: Multiple bindings to latest version
[*] UPDATED: Most external libraries to latest versions (except GLFW)
[*] Multiple code improvements and fixes by multiple contributors!
------------------------------------------------------------------------- -------------------------------------------------------------------------
Release: raylib 3.7 (26 April 2021) Release: raylib 3.7 (26 April 2021)

View File

@ -4,7 +4,7 @@ include(EnumOption)
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM" "Platform to build for.") enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM" "Platform to build for.")
enum_option(OPENGL_VERSION "OFF;3.3;2.1;1.1;ES 2.0" "Force a specific OpenGL Version?") enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0" "Force a specific OpenGL Version?")
# Configuration options # Configuration options
option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN}) option(BUILD_EXAMPLES "Build the examples." ${RAYLIB_IS_MAIN})
@ -27,9 +27,16 @@ endif()
option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF) option(INCLUDE_EVERYTHING "Include everything disabled by default (for CI usage" OFF)
set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option") set(OFF ${INCLUDE_EVERYTHING} CACHE INTERNAL "Replace any OFF by default with \${OFF} to have it covered by this option")
# core.c # raylib modules included
cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (camera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_MODULE_RSHAPES "Include module: rshapes" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_MODULE_RTEXTURES "Include module: rtextures" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RTEXT "Include module: rtext" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RMODELS "Include module: rmodels" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MODULE_RAUDIO "Include module: raudio" ON CUSTOMIZE_BUILD ON)
# rcore.c
cmake_dependent_option(SUPPORT_CAMERA_SYSTEM "Provide camera module (rcamera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF CUSTOMIZE_BUILD OFF) cmake_dependent_option(SUPPORT_SSH_KEYBOARD_RPI "Reconfigure standard input to receive key inputs, works with SSH connection" OFF CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON CUSTOMIZE_BUILD ON)
@ -41,10 +48,10 @@ cmake_dependent_option(SUPPORT_WINMM_HIGHRES_TIMER "Setting a higher resolution
cmake_dependent_option(SUPPORT_DATA_STORAGE "Support for persistent data storage" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_DATA_STORAGE "Support for persistent data storage" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_COMPRESSION_API "Support for compression API" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_COMPRESSION_API "Support for compression API" ON CUSTOMIZE_BUILD ON)
# shapes.c # rshapes.c
cmake_dependent_option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON CUSTOMIZE_BUILD ON)
# textures.c # rtextures.c
cmake_dependent_option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_IMAGE_EXPORT "Support image exporting to file" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_IMAGE_GENERATION "Support procedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_IMAGE_MANIPULATION "Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop... If not defined only three image editing functions supported: ImageFormat(), ImageAlphaMask(), ImageToPOT()" ON CUSTOMIZE_BUILD ON)
@ -57,21 +64,23 @@ cmake_dependent_option(SUPPORT_FILEFORMAT_BMP "Support loading BMP as textures"
cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF) cmake_dependent_option(SUPPORT_FILEFORMAT_TGA "Support loading TGA as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF) cmake_dependent_option(SUPPORT_FILEFORMAT_JPG "Support loading JPG as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF} CUSTOMIZE_BUILD OFF) cmake_dependent_option(SUPPORT_FILEFORMAT_GIF "Support loading GIF as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_QOI "Support loading QOI as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF) cmake_dependent_option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF) cmake_dependent_option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" ${OFF} CUSTOMIZE_BUILD OFF)
cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF) cmake_dependent_option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" ${OFF} CUSTOMIZE_BUILD OFF)
# text.c # rtext.c
cmake_dependent_option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_FILEFORMAT_FNT "Support loading fonts in FNT format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_FILEFORMAT_TTF "Support loading font in TTF/OTF format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_TEXT_MANIPULATION "Support text manipulation functions" ON CUSTOMIZE_BUILD ON)
# models.c # rmodels.c
cmake_dependent_option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_FILEFORMAT_IQM "Support loading IQM file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_FILEFORMAT_GLTF "Support loading GLTF file format" ON CUSTOMIZE_BUILD ON)
cmake_dependent_option(SUPPORT_FILEFORMAT_VOX "Support loading VOX file format" ON CUSTOMIZE_BUILD ON)
# raudio.c # raudio.c
cmake_dependent_option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON CUSTOMIZE_BUILD ON) cmake_dependent_option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON CUSTOMIZE_BUILD ON)

View File

@ -33,7 +33,7 @@ Lots of code changes and lot of testing have concluded in this amazing new rayli
notes on raylib 1.2 notes on raylib 1.2
------------------- -------------------
On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/core.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/). On September 2014, after 5 month of raylib 1.1 release, it comes raylib 1.2. Again, this version presents a complete internal redesign of [core](https://github.com/raysan5/raylib/blob/master/src/rcore.c) module to support two new platforms: [Android](http://www.android.com/) and [Raspberry Pi](http://www.raspberrypi.org/).
It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch. It's been some month of really hard work to accomodate raylib to those new platforms while keeping it easy for the users. On Android, raylib manages internally the activity cicle, as well as the inputs; on Raspberry Pi, a complete raw input system has been written from scratch.
@ -54,9 +54,9 @@ On September 2015, after 1 year of raylib 1.2 release, arrives raylib 1.3. This
- Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files. - Textures module has grown to support most of the internal texture formats available in OpenGL (RGB565, RGB888, RGBA5551, RGBA4444, etc.), including compressed texture formats (DXT, ETC1, ETC2, ASTC, PVRT); raylib 1.3 can load .dds, .pkm, .ktx, .astc and .pvr files.
- A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/camera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c). - A brand new [camera](https://github.com/raysan5/raylib/blob/master/src/rcamera.c) module offers to the user multiple preconfigured ready-to-use camera systems (free camera, 1st person, 3rd person). Camera modes are very easy to use, just check examples: [core_3d_camera_free.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_free.c) and [core_3d_camera_first_person.c](https://github.com/raysan5/raylib/blob/master/examples/core_3d_camera_first_person.c).
- New [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.h) module simplifies gestures detection on Android and HTML5 programs. - New [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.h) module simplifies gestures detection on Android and HTML5 programs.
- [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional. - [raygui](https://github.com/raysan5/raylib/blob/master/src/raygui.h), the new immediate-mode GUI module offers a set of functions to create simple user interfaces, primary intended for tools development. It's still in experimental state but already fully functional.
@ -77,7 +77,7 @@ On February 2016, after 4 months of raylib 1.3 release, it comes raylib 1.4. For
- [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline. - [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) module has been reviewed; some bugs have been solved and the module has been converted to a header-only file for easier portability, optionally, functions can also be used as inline.
- [gestures](https://github.com/raysan5/raylib/blob/master/src/gestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code. - [gestures](https://github.com/raysan5/raylib/blob/master/src/rgestures.c) module has redesigned and simplified, now it can process touch events from any source, including mouse. This way, gestures system can be used on any platform providing an unified way to work with inputs and allowing the user to create multiplatform games with only one source code.
- Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental). - Raspberry Pi input system has been redesigned to better read raw inputs using generic Linux event handlers (keyboard:`stdin`, mouse:`/dev/input/mouse0`, gamepad:`/dev/input/js0`). Gamepad support has also been added (experimental).
@ -106,7 +106,7 @@ On July 2016, after 5 months of raylib 1.4 release, arrives raylib 1.5. This new
- Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck. - Audio chiptunese support and mixing channels: Added support for module audio music (.xm, .mod) loading and playing. Multiple mixing channels are now also supported. All this features thanks to the amazing work of @kd7tck.
Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_camera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms. Other additions include a [2D camera system](https://github.com/raysan5/raylib/blob/master/examples/core_2d_rcamera.c), render textures for offline render (and most comprehensive [postprocessing](https://github.com/raysan5/raylib/blob/master/examples/shaders_postprocessing.c)) or support for legacy OpenGL 2.1 on desktop platforms.
This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes. This new version is so massive that is difficult to list all the improvements, most of raylib modules have been reviewed and [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.c) module has been completely redesigned to accomodate to new material-lighting systems and stereo rendering. You can check [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) file for a more detailed list of changes.
@ -255,8 +255,8 @@ It has been **10 months of improvements** to create the best raylib ever.
Welcome to **raylib 3.0**. Welcome to **raylib 3.0**.
notes on raylib 3.5 notes on raylib 3.5 - 7th Anniversary Edition
------------------- ---------------------------------------------
It's December 25th... this crazy 2020 is about to finish and finally the holidays gave me some time to put a new version of raylib. It's been **9 months since last release** and last November raylib become 7 years old... I was not able to release this new version back then but here it is. Many changes and improvements have happened in those months and, even, last August, raylib was awarded with an [Epic Megagrant](https://www.unrealengine.com/en-US/blog/epic-megagrants-fall-2020-update)! Bindings list kept growing to [+50 programming languages](BINDINGS.md) and some new platforms have been supported. Let's see this new version details: It's December 25th... this crazy 2020 is about to finish and finally the holidays gave me some time to put a new version of raylib. It's been **9 months since last release** and last November raylib become 7 years old... I was not able to release this new version back then but here it is. Many changes and improvements have happened in those months and, even, last August, raylib was awarded with an [Epic Megagrant](https://www.unrealengine.com/en-US/blog/epic-megagrants-fall-2020-update)! Bindings list kept growing to [+50 programming languages](BINDINGS.md) and some new platforms have been supported. Let's see this new version details:
@ -322,3 +322,43 @@ Highlights for `raylib 3.7`:
Beside those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment! Beside those key changes, many functions have been reviewed with improvements and bug fixes, many of them contributed by the community! Thanks! And again, this release sets a **new milestone for raylib library**. Make sure to check [CHANGELOG](CHANGELOG) for detailed list of changes! Hope you enjoy this new raylib installment!
Happy **gamedev/tools/graphics** programming! :) Happy **gamedev/tools/graphics** programming! :)
notes on raylib 4.0 - 8th Anniversary Edition
---------------------------------------------
It's been about 6 months since last raylib release and it's been **8 years since I started with this project**, what an adventure! It's time for a new release: `raylib 4.0`, **the biggest release ever** and an inflexion point for the library. Many hours have been put in this release to make it special, **many library details have been polished**: syntax, naming conventions, code comments, functions descriptions, log outputs... Almost all the issues have been closed (only 3 remain open at the moment of this writing) and some amazing new features have been added. I expect this **`raylib 4.0`** to be a long term version (LTS), stable and complete enough for any new graphic/game/tool application development.
Let's start with some numbers:
- **+130** closed issues (for a TOTAL of **+1030**!)
- **+550** commits since previous RELEASE
- **+20** functions ADDED to raylib API
- **+60** functions ADDED to rlgl API
- **+40** functions RENAMED/REVIEWED/REDESIGNED
- **+60** new contributors (for a TOTAL of **+275**!)
Highlights for `raylib 4.0`:
- **Naming consistency and coherency**: `raylib` API has been completely reviewed to be consistent on naming conventions for data structures and functions, comments and descriptions have been reviewed, also the syntax of many symbols for consistency; some functions and structs have been renamed (i.e. `struct CharInfo` to `struct GlyphInfo`). Output log messages have been also improved to show more info to the users. Several articles have been writen in this process: [raylib_syntax analysis](https://github.com/raysan5/raylib/wiki/raylib-syntax-analysis) and [raylib API usage analysis](https://gist.github.com/raysan5/7c0c9fff1b6c19af24bb4a51b7383f1e). In general, a big polishment of the library to make it more consistent and coherent.
- **Event Automation System**: This new _experimental_ feature has been added for future usage, it allows to **record input events and re-play them automatically**. This feature could be very useful to automatize examples testing but also for tutorials with assited game playing, in-game cinematics, speedruns, AI playing and more! Note this feature is still experimental.
- **Custom game-loop control**: As requested by some advance users, **the game-loop control can be exposed** compiling raylib with the config flag: `SUPPORT_CUSTOM_FRAME_CONTROL`. It's intended for advance users that want to control the events polling and also the timming mechanisms of their games.
- [**`rlgl 4.0`**](https://github.com/raysan5/raylib/blob/master/src/rlgl.h): This module has been completely **decoupled from platform layer** and raylib, now `rlgl` single-file header-only library only depends on the multiple OpenGL backends supported, even the dependency on `raymath` has been removed. Additionally, **support for OpenGL 4.3** has been added, supporting compute shaders and Shader Storage Buffer Objects (SSBO). Now `rlgl` can be used as a complete standalone portable library to wrap several OpenGL version and providing **a simple and easy-to-use pseudo-OpenGL immediate-mode API**.
- [**`raymath 1.5`**](https://github.com/raysan5/raylib/blob/master/src/raymath.h): This module has been reviewed and some new conventions have been adopted to make it **more portable and self-contained**:
- Functions are self-contained, no function use other raymath function inside, required code is directly re-implemented
- Functions input parameters are always received by value
- Functions use always a "result" variable for return
- Angles are always in radians (`DEG2RAD`/`RAD2DEG` macros provided for convenience)
- [**`raygui 3.0`**](https://github.com/raysan5/raygui): The **official raylib immediate-mode gui library** (included in `raylib/src/extras`) has been updated to a new version, embedding the icons collection and adding mulstiple improvements. It has been simplified and constrained for a better focus on its task: provide a simple and easy-to-use immediate-mode-gui library for small tools development.
- [**`raylib_parser`**](https://github.com/raysan5/raylib/tree/master/parser): Added **new tool to parse `raylib.h`** and tokenize its enums, structs and functions, extracting all required info (name, params, descriptions...) into custom output formats (TXT, XML, JSON...) for further processing. This tool is specially useful to **automatize bindings generation**. Hopefully, this tool will make life easier to binding creators to update their bindings for raylib 4.0 or adding new ones!
- **Zig and Odin official support for raylib**: Those two new amazing programming languages are officially supporting raylib, `Zig` lists raylib as an [official example for C interoperatibility](https://ziglang.org/learn/samples/#c-interoperability) and Odin [officially supports raylib as a vendor library](https://github.com/odin-lang/Odin/tree/master/vendor/raylib). Both languages also have several bingings to raylib. Additionally, Zig build system supported has been added to compile raylib library and examples.
Those are some of the key features for this new release but actually there is way more! **Support for `VOX` ([MagikaVoxel](https://ephtracy.github.io/)) 3d model format** has been added, **new [raylib_game_template](https://github.com/raysan5/raylib-game-template)** repo shared, **new `EncodeDataBase64()` and `DecodeDataBase64()` functions** added, **improved HiDPI support**, new `DrawTextPro()` with support for text rotations, completely **reviewed `glTF` models loading**, added **`SeekMusicStream()` for music seeking**, many new examples and +20 examples reviewed... **hundreds of improvements and bug fixes**! Make sure to check [CHANGELOG](CHANGELOG) for a detailed list of changes!
Undoubtely, **this is the best raylib ever**. Enjoy gamedev/tools/graphics programming! :)

View File

@ -1,4 +1,4 @@
Copyright (c) 2013-2021 Ramon Santamaria (@raysan5) Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
This software is provided "as-is", without any express or implied warranty. In no event 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. will the authors be held liable for any damages arising from the use of this software.

View File

@ -14,9 +14,9 @@ Please, follow the wiki page in order to install and use it:
raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education. raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education.
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way.* *NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html) Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
--- ---
@ -24,7 +24,8 @@ Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
[![GitHub contributors](https://img.shields.io/github/contributors/raysan5/raylib)](https://github.com/raysan5/raylib/graphs/contributors) [![GitHub contributors](https://img.shields.io/github/contributors/raysan5/raylib)](https://github.com/raysan5/raylib/graphs/contributors)
[![GitHub All Releases](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases) [![GitHub All Releases](https://img.shields.io/github/downloads/raysan5/raylib/total)](https://github.com/raysan5/raylib/releases)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/3.7.0)](https://github.com/raysan5/raylib/commits/master) [![Packaging status](https://repology.org/badge/tiny-repos/raylib.svg)](https://repology.org/project/raylib/versions)
[![GitHub commits since tagged version](https://img.shields.io/github/commits-since/raysan5/raylib/4.0.0)](https://github.com/raysan5/raylib/commits/master)
[![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE) [![License](https://img.shields.io/badge/license-zlib%2Flibpng-blue.svg)](LICENSE)
[![Chat on Discord](https://img.shields.io/discord/426912293134270465.svg?logo=discord)](https://discord.gg/raylib) [![Chat on Discord](https://img.shields.io/discord/426912293134270465.svg?logo=discord)](https://discord.gg/raylib)
@ -47,13 +48,13 @@ features
- **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external) - **NO external dependencies**, all required libraries are [bundled into raylib](https://github.com/raysan5/raylib/tree/master/src/external)
- Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!** - Multiple platforms supported: **Windows, Linux, MacOS, RPI, Android, HTML5... and more!**
- Written in plain C code (C99) in PascalCase/camelCase notation - Written in plain C code (C99) in PascalCase/camelCase notation
- Hardware accelerated with OpenGL (**1.1, 2.1, 3.3 or ES 2.0**) - Hardware accelerated with OpenGL (**1.1, 2.1, 3.3, 4.3 or ES 2.0**)
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) - **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
- Multiple **Fonts** formats supported (TTF, XNA fonts, AngelCode fonts) - Multiple **Fonts** formats supported (TTF, XNA fonts, AngelCode fonts)
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC) - Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more! - **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
- Flexible Materials system, supporting classic maps and **PBR maps** - Flexible Materials system, supporting classic maps and **PBR maps**
- **Animated 3D models** supported (skeletal bones animation) (IQM, glTF) - **Animated 3D models** supported (skeletal bones animation) (IQM)
- Shaders support, including model and **postprocessing** shaders. - Shaders support, including model and **postprocessing** shaders.
- **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h) - **Powerful math module** for Vector, Matrix and Quaternion operations: [raymath](https://github.com/raysan5/raylib/blob/master/src/raymath.h)
- Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD) - Audio loading and playing with streaming support (WAV, OGG, MP3, FLAC, XM, MOD)
@ -62,11 +63,9 @@ features
- Bindings to [+50 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)! - Bindings to [+50 programming languages](https://github.com/raysan5/raylib/blob/master/BINDINGS.md)!
- **Free and open source**. - **Free and open source**.
raylib uses internally some libraries for window/graphics/inputs management and also to support different fileformats loading, all those libraries are embedded with raylib and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on [raylib Wiki](https://github.com/raysan5/raylib/wiki) for a detailed list.
basic example basic example
-------------- --------------
This is a basic raylib example, it creates a window and it draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/web/core/loader.html?name=core_basic_window). This is a basic raylib example, it creates a window and it draws the text `"Congrats! You created your first window!"` in the middle of the screen. Check this example [running live on web here](https://www.raylib.com/examples/core/loader.html?name=core_basic_window).
```c ```c
#include "raylib.h" #include "raylib.h"
@ -91,30 +90,10 @@ int main(void)
build and installation build and installation
---------------------- ----------------------
raylib binary releases for Windows, Linux and macOS are available at the [Github Releases page](https://github.com/raysan5/raylib/releases). raylib binary releases for Windows, Linux, macOS, Android and HTML5 are available at the [Github Releases page](https://github.com/raysan5/raylib/releases).
raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions. raylib is also available via multiple [package managers](https://github.com/raysan5/raylib/issues/613) on multiple OS distributions.
#### Installing and building raylib via vcpkg
You can download and install raylib using the [vcpkg](https://github.com/Microsoft/vcpkg) dependency manager:
git clone https://github.com/Microsoft/vcpkg.git
cd vcpkg
./bootstrap-vcpkg.sh
./vcpkg integrate install
vcpkg install raylib
*The raylib port in vcpkg is kept up to date by Microsoft team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/Microsoft/vcpkg) on the vcpkg repository.*
#### Installing and building raylib via conan
You can download and install raylib using the [conan](https://conan.io) dependency manager:
https://docs.conan.io/en/latest/getting_started.html
*The raylib recipe in conan is kept up to date by conan team members and community contributors. If the version is out of date, please [create an issue or pull request](https://github.com/conan-io/conan-center-index) on the conan-center-index repository.*
#### Installing and building raylib on multiple platforms #### Installing and building raylib on multiple platforms
[raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms. [raylib Wiki](https://github.com/raysan5/raylib/wiki#development-platforms) contains detailed instructions on building and usage on multiple platforms.
@ -122,6 +101,7 @@ You can download and install raylib using the [conan](https://conan.io) dependen
- [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows) - [Working on Windows](https://github.com/raysan5/raylib/wiki/Working-on-Windows)
- [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS) - [Working on macOS](https://github.com/raysan5/raylib/wiki/Working-on-macOS)
- [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux) - [Working on GNU Linux](https://github.com/raysan5/raylib/wiki/Working-on-GNU-Linux)
- [Working on Chrome OS](https://github.com/raysan5/raylib/wiki/Working-on-Chrome-OS)
- [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD) - [Working on FreeBSD](https://github.com/raysan5/raylib/wiki/Working-on-FreeBSD)
- [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi) - [Working on Raspberry Pi](https://github.com/raysan5/raylib/wiki/Working-on-Raspberry-Pi)
- [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android) - [Working for Android](https://github.com/raysan5/raylib/wiki/Working-for-Android)
@ -132,7 +112,7 @@ You can download and install raylib using the [conan](https://conan.io) dependen
#### Setup raylib with multiple IDEs #### Setup raylib with multiple IDEs
raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](http://mingw-w64.org/doku.php) compiler but it can be used with other IDEs on multiple platforms. raylib has been developed on Windows platform using [Notepad++](https://notepad-plus-plus.org/) and [MinGW GCC](https://www.mingw-w64.org/) compiler but it can be used with other IDEs on multiple platforms.
[Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs. [Projects directory](https://github.com/raysan5/raylib/tree/master/projects) contains several ready-to-use **project templates** to build raylib and code examples with multiple IDEs.
@ -157,10 +137,10 @@ contact and networks
raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :) raylib is present in several networks and raylib community is growing everyday. If you are using raylib and enjoying it, feel free to join us in any of these networks. The most active network is our [Discord server](https://discord.gg/raylib)! :)
- Webpage: [http://www.raylib.com](http://www.raylib.com) - Webpage: [https://www.raylib.com](https://www.raylib.com)
- Discord: [https://discord.gg/raylib](https://discord.gg/raylib) - Discord: [https://discord.gg/raylib](https://discord.gg/raylib)
- Twitter: [http://www.twitter.com/raysan5](http://www.twitter.com/raysan5) - Twitter: [https://www.twitter.com/raysan5](https://www.twitter.com/raysan5)
- Twitch: [http://www.twitch.tv/raysan5](http://www.twitch.tv/raysan5) - Twitch: [https://www.twitch.tv/raysan5](https://www.twitch.tv/raysan5)
- Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib) - Reddit: [https://www.reddit.com/r/raylib](https://www.reddit.com/r/raylib)
- Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib) - Patreon: [https://www.patreon.com/raylib](https://www.patreon.com/raylib)
- YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib) - YouTube: [https://www.youtube.com/channel/raylib](https://www.youtube.com/c/raylib)
@ -169,3 +149,5 @@ license
------- -------
raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details. raylib is licensed under an unmodified zlib/libpng license, which is an OSI-certified, BSD-like license that allows static linking with closed source software. Check [LICENSE](LICENSE) for further details.
raylib uses internally some libraries for window/graphics/inputs management and also to support different fileformats loading, all those libraries are embedded with and are available in [src/external](https://github.com/raysan5/raylib/tree/master/src/external) directory. Check [raylib dependencies LICENSES](https://github.com/raysan5/raylib/wiki/raylib-dependencies) on raylib Wiki for details.

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@ -1,19 +1,27 @@
roadmap # raylib roadmap
-------
Here it is a wish-list with features and ideas to improve the library. Note that features listed here are usually long term additions for the library. Current version of raylib is complete and functional but there is a lot of room for improvement. Here it is a wish-list with features and ideas to improve the library. Note that features listed here are usually long term improvements or just describe a route to follow for the library. There are also some additional places to look for raylib improvements of ideas:
Also note that [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve. Check also [GitHub Issues](https://github.com/raysan5/raylib/issues) for further details! - [GitHub Issues](https://github.com/raysan5/raylib/issues) has several open issues for possible improvements or bugs to fix.
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
- [raylib wishlist](https://github.com/raysan5/raylib/discussions/1502) is open to everyone to ask for improvements, feel free to check and comment.
There is also a [Discussions Wishlist](https://github.com/raysan5/raylib/discussions/1502) open to everyone, feel free to check and comment. _Current version of raylib is complete and functional but, as always, there is lot of room for improvement._
**raylib 4.x**
- [ ] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
- [ ] Redesign gestures system, improve touch inputs management
- [ ] Better documentation and improved examples
- [ ] Focus on HTML5 and embedded platforms
- [ ] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)...
**raylib 4.0** **raylib 4.0**
- [ ] Network module (UDP): `rnet` ([#753](https://github.com/raysan5/raylib/issues/753)) - [x] Improved consistency and coherency in raylib API
- [ ] Custom raylib resource packer: `rres` ([link](https://github.com/raysan5/rres))
- [ ] Basic CPU/GPU stats system (memory, draws, time...) ([#1295](https://github.com/raysan5/raylib/issues/1295))
- [ ] Software rendering backend (avoiding OpenGL) ([#1370](https://github.com/raysan5/raylib/issues/1370))
- [ ] Redesigned camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143))
- [x] Continuous Deployment using GitHub Actions - [x] Continuous Deployment using GitHub Actions
- [x] rlgl improvements for standalone usage (avoid raylib coupling)
- Basic CPU/GPU stats system (memory, draws, time...) ([#1295](https://github.com/raysan5/raylib/issues/1295)) - _DISCARDED_
- Software rendering backend (avoiding OpenGL) ([#1370](https://github.com/raysan5/raylib/issues/1370)) - _DISCARDED_
- Network module (UDP): `rnet` ([#753](https://github.com/raysan5/raylib/issues/753)) - _DISCARDED_ - Use [nbnet](https://github.com/nathhB/nbnet).
**raylib 3.0** **raylib 3.0**
- [x] Custom memory allocators support - [x] Custom memory allocators support

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@ -1,21 +1,14 @@
## raylib GitHub Sponsors ## raylib GitHub Sponsors
### Current raylib GitHub Sponsors ### Current raylib GitHub Sponsors (raylib 4.0 release)
The following people is currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project! The following people are currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project!
Note that Sponsors donations vary between sponsors, I just decided not to make any distinction while listing them.
- Eric J. ([@ProfJski](https://github.com/ProfJski)) - Eric J. ([@ProfJski](https://github.com/ProfJski))
- devdad ([@devdad](https://github.com/devdad))
- Zach Geis ([@zacgeis](https://github.com/zacgeis)) - Zach Geis ([@zacgeis](https://github.com/zacgeis))
- minirop ([@minirop](https://github.com/minirop)) - minirop ([@minirop](https://github.com/minirop))
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies)) - Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
- Sergio ([@anidealgift](https://github.com/anidealgift))
- Marc Agüera ([@maguera93](https://github.com/maguera93)) - Marc Agüera ([@maguera93](https://github.com/maguera93))
- Pau Fernández ([@pauek](https://github.com/pauek))
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
- Robin Mattheussen ([@romatthe](https://github.com/romatthe)) - Robin Mattheussen ([@romatthe](https://github.com/romatthe))
- Grant Haywood ([@cinterloper](https://github.com/cinterloper)) - Grant Haywood ([@cinterloper](https://github.com/cinterloper))
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte)) - Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
@ -25,10 +18,18 @@ Note that Sponsors donations vary between sponsors, I just decided not to make a
- cob ([@majorcob](https://github.com/majorcob)) - cob ([@majorcob](https://github.com/majorcob))
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam)) - Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13)) - Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
- linus ([@hochbaum](https://github.com/hochbaum)) - linus ([@hochbaum](https://github.com/hochbaum))
- Nawarian ([@nawarian](https://github.com/nawarian) - [thephp.website](https://thephp.website/)) - Níckolas Daniel da Silva ([@nawarian](https://github.com/nawarian) - [thephp.website](https://thephp.website/))
- kenzie ([@sme-ek](https://github.com/sme-ek))
- Allan Regush ([@AllanRegush](https://github.com/AllanRegush))
- Jeffery Myers ([@JeffM2501](https://github.com/JeffM2501))
- Ryan Roden-Corrent ([@rcorre](https://github.com/rcorre))
- michaelfiber ([@michaelfiber](https://github.com/michaelfiber))
- Nikhilesh S ([@nikki93](https://github.com/nikki93))
- kevinabraun ([@kevinabraun](https://github.com/kevinabraun))
- Matthew Owens ([@MatthewOwens](https://github.com/MatthewOwens))
- Tim Eilers ([@eilerstim](https://github.com/eilerstim))
- Laurentino Luna ([@catmanl](https://github.com/catmanl))
### Past raylib GitHub Sponsors ### Past raylib GitHub Sponsors
@ -49,10 +50,20 @@ The following people has **sponsored raylib** in the past, allowing the project
- James Ghawaly ([@jghawaly](https://github.com/jghawaly)) - James Ghawaly ([@jghawaly](https://github.com/jghawaly))
- jack ([@Jack-Ji](https://github.com/Jack-Ji)) - jack ([@Jack-Ji](https://github.com/Jack-Ji))
- Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans)) - Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans))
- devdad ([@devdad](https://github.com/devdad))
- Pau Fernández ([@pauek](https://github.com/pauek))
- Sergio ([@anidealgift](https://github.com/anidealgift))
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
- Shylie ([@Shylie](https://github.com/Shylie))
- Livio Dal Maso ([@Humeur](https://github.com/Humeur))
- Diego Vaccher ([@denny0754](https://github.com/denny0754))
- Ricardo Alcantara ([@ricardoalcantara](https://github.com/ricardoalcantara))
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
### Notes for Current/Past raylib Sponsor ### Notes for Current/Past raylib Sponsor
- **If you are not on the list, feel free to send a PR to add you if desired.** - If you are not on the list, feel free to send a PR to be added (if desired).
- **If you want your personal webpage listed along your GitHub account, feel free to send a PR to add it.** - If you want your personal webpage or project listed, feel free to send a PR to be added.
- **If you prefer not to listed in this list, feel free to send a PR to remove it.** - If you prefer not to be in this list, feel free to send a PR to be remove.

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@ -4,26 +4,35 @@ target_compile_definitions("raylib" PUBLIC "${GRAPHICS}")
function(define_if target variable) function(define_if target variable)
if (${${variable}}) if (${${variable}})
message(STATUS "${variable}=${${variable}}")
target_compile_definitions(${target} PUBLIC "${variable}") target_compile_definitions(${target} PUBLIC "${variable}")
endif () endif ()
endfunction() endfunction()
if (${CUSTOMIZE_BUILD}) if (${CUSTOMIZE_BUILD})
target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS) target_compile_definitions("raylib" PUBLIC EXTERNAL_CONFIG_FLAGS)
define_if("raylib" USE_AUDIO)
define_if("raylib" SUPPORT_MODULE_RSHAPES)
define_if("raylib" SUPPORT_MODULE_RTEXTURES)
define_if("raylib" SUPPORT_MODULE_RTEXT)
define_if("raylib" SUPPORT_MODULE_RMODELS)
define_if("raylib" SUPPORT_MODULE_RAUDIO)
define_if("raylib" SUPPORT_CAMERA_SYSTEM) define_if("raylib" SUPPORT_CAMERA_SYSTEM)
define_if("raylib" SUPPORT_GESTURES_SYSTEM) define_if("raylib" SUPPORT_GESTURES_SYSTEM)
define_if("raylib" SUPPORT_MOUSE_GESTURES) define_if("raylib" SUPPORT_MOUSE_GESTURES)
define_if("raylib" SUPPORT_SSH_KEYBOARD_RPI) define_if("raylib" SUPPORT_SSH_KEYBOARD_RPI)
define_if("raylib" SUPPORT_BUSY_WAIT_LOOP) define_if("raylib" SUPPORT_DEFAULT_FONT)
define_if("raylib" SUPPORT_EVENTS_WAITING)
define_if("raylib" SUPPORT_SCREEN_CAPTURE) define_if("raylib" SUPPORT_SCREEN_CAPTURE)
define_if("raylib" SUPPORT_GIF_RECORDING) define_if("raylib" SUPPORT_GIF_RECORDING)
define_if("raylib" SUPPORT_HIGH_DPI) define_if("raylib" SUPPORT_BUSY_WAIT_LOOP)
define_if("raylib" SUPPORT_COMPRESSION_API) define_if("raylib" SUPPORT_EVENTS_WAITING)
define_if("raylib" SUPPORT_WINMM_HIGHRES_TIMER)
define_if("raylib" SUPPORT_DATA_STORAGE) define_if("raylib" SUPPORT_DATA_STORAGE)
define_if("raylib" SUPPORT_VR_SIMULATOR) define_if("raylib" SUPPORT_COMPRESSION_API)
define_if("raylib" SUPPORT_FONT_TEXTURE)
define_if("raylib" SUPPORT_QUADS_DRAW_MODE) define_if("raylib" SUPPORT_QUADS_DRAW_MODE)
define_if("raylib" SUPPORT_IMAGE_EXPORT)
define_if("raylib" SUPPORT_IMAGE_GENERATION)
define_if("raylib" SUPPORT_IMAGE_MANIPULATION)
define_if("raylib" SUPPORT_FILEFORMAT_PNG) define_if("raylib" SUPPORT_FILEFORMAT_PNG)
define_if("raylib" SUPPORT_FILEFORMAT_DDS) define_if("raylib" SUPPORT_FILEFORMAT_DDS)
define_if("raylib" SUPPORT_FILEFORMAT_HDR) define_if("raylib" SUPPORT_FILEFORMAT_HDR)
@ -33,32 +42,28 @@ if (${CUSTOMIZE_BUILD})
define_if("raylib" SUPPORT_FILEFORMAT_TGA) define_if("raylib" SUPPORT_FILEFORMAT_TGA)
define_if("raylib" SUPPORT_FILEFORMAT_JPG) define_if("raylib" SUPPORT_FILEFORMAT_JPG)
define_if("raylib" SUPPORT_FILEFORMAT_GIF) define_if("raylib" SUPPORT_FILEFORMAT_GIF)
define_if("raylib" SUPPORT_FILEFORMAT_QOI)
define_if("raylib" SUPPORT_FILEFORMAT_PSD) define_if("raylib" SUPPORT_FILEFORMAT_PSD)
define_if("raylib" SUPPORT_FILEFORMAT_PKM) define_if("raylib" SUPPORT_FILEFORMAT_PKM)
define_if("raylib" SUPPORT_FILEFORMAT_PVR) define_if("raylib" SUPPORT_FILEFORMAT_PVR)
define_if("raylib" ORT_IMAGE_EXPORT)
define_if("raylib" SUPPORT_IMAGE_MANIPULATION)
define_if("raylib" SUPPORT_IMAGE_GENERATION)
define_if("raylib" SUPPORT_DEFAULT_FONT)
define_if("raylib" SUPPORT_FILEFORMAT_FNT) define_if("raylib" SUPPORT_FILEFORMAT_FNT)
define_if("raylib" SUPPORT_FILEFORMAT_TTF) define_if("raylib" SUPPORT_FILEFORMAT_TTF)
define_if("raylib" SUPPORT_TEXT_MANIPULATION) define_if("raylib" SUPPORT_TEXT_MANIPULATION)
define_if("raylib" SUPPORT_MESH_GENERATION)
define_if("raylib" SUPPORT_FILEFORMAT_OBJ) define_if("raylib" SUPPORT_FILEFORMAT_OBJ)
define_if("raylib" SUPPORT_FILEFORMAT_MTL) define_if("raylib" SUPPORT_FILEFORMAT_MTL)
define_if("raylib" SUPPORT_FILEFORMAT_IQM) define_if("raylib" SUPPORT_FILEFORMAT_IQM)
define_if("raylib" SUPPORT_FILEFORMAT_GLTF) define_if("raylib" SUPPORT_FILEFORMAT_GLTF)
define_if("raylib" SUPPORT_MESH_GENERATION) define_if("raylib" SUPPORT_FILEFORMAT_VOX)
define_if("raylib" SUPPORT_FILEFORMAT_WAV) define_if("raylib" SUPPORT_FILEFORMAT_WAV)
define_if("raylib" SUPPORT_FILEFORMAT_OGG) define_if("raylib" SUPPORT_FILEFORMAT_OGG)
define_if("raylib" SUPPORT_FILEFORMAT_XM) define_if("raylib" SUPPORT_FILEFORMAT_XM)
define_if("raylib" SUPPORT_FILEFORMAT_MOD) define_if("raylib" SUPPORT_FILEFORMAT_MOD)
define_if("raylib" SUPPORT_FILEFORMAT_FLAC)
define_if("raylib" SUPPORT_FILEFORMAT_MP3) define_if("raylib" SUPPORT_FILEFORMAT_MP3)
define_if("raylib" SUPPORT_FILEFORMAT_FLAC)
define_if("raylib" SUPPORT_STANDARD_FILEIO) define_if("raylib" SUPPORT_STANDARD_FILEIO)
define_if("raylib" SUPPORT_TRACELOG) define_if("raylib" SUPPORT_TRACELOG)
define_if("raylib" SUPPORT_COMPRESSION_API)
if (UNIX AND NOT APPLE) if (UNIX AND NOT APPLE)
target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=4096") target_compile_definitions("raylib" PUBLIC "MAX_FILEPATH_LENGTH=4096")
else () else ()

View File

@ -14,7 +14,8 @@ if (${PLATFORM} MATCHES "Desktop")
endif () endif ()
elseif (WIN32) elseif (WIN32)
add_definitions(-D_CRT_SECURE_NO_WARNINGS) add_definitions(-D_CRT_SECURE_NO_WARNINGS)
set(LIBS_PRIVATE ${LIBS_PRIVATE} winmm) find_package(OpenGL QUIET)
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
else () else ()
find_library(pthread NAMES pthread) find_library(pthread NAMES pthread)
find_package(OpenGL QUIET) find_package(OpenGL QUIET)
@ -27,6 +28,10 @@ if (${PLATFORM} MATCHES "Desktop")
endif () endif ()
set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY}) set(LIBS_PRIVATE m pthread ${OPENGL_LIBRARIES} ${OSS_LIBRARY})
if (USE_AUDIO)
set(LIBS_PRIVATE ${LIBS_PRIVATE} dl)
endif ()
endif () endif ()
elseif (${PLATFORM} MATCHES "Web") elseif (${PLATFORM} MATCHES "Web")
@ -39,10 +44,10 @@ elseif (${PLATFORM} MATCHES "Android")
set(PLATFORM_CPP "PLATFORM_ANDROID") set(PLATFORM_CPP "PLATFORM_ANDROID")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
set(CMAKE_POSITION_INDEPENDENT_CODE ON) set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(raylib_sources "${raylib_sources} ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c")
add_definitions(-DANDROID -D__ANDROID_API__=21) add_definitions(-DANDROID -D__ANDROID_API__=21)
include_directories(external/android/native_app_glue) include_directories(${ANDROID_NDK}/sources/android/native_app_glue)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -uANativeActivity_onCreate") set(CMAKE_SHARED_LINKER_FLAGS "${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")
find_library(OPENGL_LIBRARY OpenGL) find_library(OPENGL_LIBRARY OpenGL)
set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c) set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c)

View File

@ -62,6 +62,7 @@ string (REPLACE ";" " " raylib_LDFLAGS "${raylib_LDFLAGS}")
set_target_properties(raylib set_target_properties(raylib
PROPERTIES PROPERTIES
IMPORTED_LOCATION "${raylib_LIBRARIES}" IMPORTED_LOCATION "${raylib_LIBRARIES}"
IMPORTED_IMPLIB "${raylib_LIBRARIES}"
INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}" INTERFACE_INCLUDE_DIRECTORIES "${raylib_INCLUDE_DIRS}"
INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}" INTERFACE_LINK_LIBRARIES "${raylib_LDFLAGS}"
INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}" INTERFACE_COMPILE_OPTIONS "${raylib_DEFINITIONS}"

View File

@ -73,7 +73,6 @@ if (${PLATFORM} MATCHES "Android")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_material_pbr.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)

View File

@ -2,7 +2,7 @@
# #
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 # raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
# #
# Copyright (c) 2013-2021 Ramon Santamaria (@raysan5) # Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
# #
# This software is provided "as-is", without any express or implied warranty. In no event # 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. # will the authors be held liable for any damages arising from the use of this software.
@ -23,82 +23,81 @@
.PHONY: all clean .PHONY: all clean
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB, PLATFORM_NX
PLATFORM ?= PLATFORM_DESKTOP
# Define required raylib variables # Define required raylib variables
PROJECT_NAME ?= raylib_examples PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 3.8.0 RAYLIB_VERSION ?= 4.0.0
RAYLIB_PATH ?= .. RAYLIB_PATH ?= ..
# Define default options # Locations of raylib.h and libraylib.a/libraylib.so
# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD
RAYLIB_INCLUDE_PATH ?= /usr/local/include
RAYLIB_LIB_PATH ?= /usr/local/lib
# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB, PLATFORM_NX # Library type compilation: STATIC (.a) or SHARED (.so/.dll)
PLATFORM ?= PLATFORM_DESKTOP
# Locations of your newly installed library and associated headers. See ../src/Makefile
# On Linux, if you have installed raylib but cannot compile the examples, check that
# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
# To enable compile-time linking to a special version of libraylib.so, change these variables here.
# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
DESTDIR ?= /usr/local
RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE # Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module # Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop # Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# by default it uses X11 windowing system # NOTE: This variable is only used for PLATFORM_OS: LINUX
USE_WAYLAND_DISPLAY ?= FALSE USE_WAYLAND_DISPLAY ?= FALSE
# Use cross-compiler for PLATFORM_RPI
ifeq ($(PLATFORM),PLATFORM_RPI)
USE_RPI_CROSS_COMPILER ?= FALSE
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
RPI_TOOLCHAIN ?= C:/SysGCC/Raspberry
RPI_TOOLCHAIN_SYSROOT ?= $(RPI_TOOLCHAIN)/arm-linux-gnueabihf/sysroot
endif
endif
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected # Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows # ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT) ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS PLATFORM_OS = WINDOWS
else else
UNAMEOS=$(shell uname) UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux) ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX PLATFORM_OS = LINUX
endif endif
ifeq ($(UNAMEOS),FreeBSD) ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS=BSD PLATFORM_OS = BSD
endif endif
ifeq ($(UNAMEOS),OpenBSD) ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS=BSD PLATFORM_OS = BSD
endif endif
ifeq ($(UNAMEOS),NetBSD) ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS=BSD PLATFORM_OS = BSD
endif endif
ifeq ($(UNAMEOS),DragonFly) ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS=BSD PLATFORM_OS = BSD
endif endif
ifeq ($(UNAMEOS),Darwin) ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX PLATFORM_OS = OSX
endif endif
endif endif
endif endif
ifeq ($(PLATFORM),PLATFORM_RPI) ifeq ($(PLATFORM),PLATFORM_RPI)
UNAMEOS=$(shell uname) UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux) ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX PLATFORM_OS = LINUX
endif endif
endif endif
ifeq ($(PLATFORM),PLATFORM_DRM) ifeq ($(PLATFORM),PLATFORM_DRM)
UNAMEOS=$(shell uname) UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux) ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX PLATFORM_OS = LINUX
endif endif
endif endif
ifeq ($(PLATFORM),PLATFORM_NX) ifeq ($(PLATFORM),PLATFORM_NX)
@ -110,18 +109,16 @@ ifeq ($(PLATFORM),PLATFORM_NX)
USE_EXTERNAL_GLFW = TRUE USE_EXTERNAL_GLFW = TRUE
endif endif
# RAYLIB_PATH adjustment for different platforms. # RAYLIB_PATH adjustment for LINUX platform
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD? # TODO: Do we really need this?
# Required for ldconfig or other tools that do not perform path expansion.
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX) ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= .. RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX)) RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif endif
endif endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki. # Default path for raylib on Raspberry Pi
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI) ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib RAYLIB_PATH ?= /home/pi/raylib
endif endif
@ -129,6 +126,9 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib RAYLIB_PATH ?= /home/pi/raylib
endif endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_WEB) ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables # Emscripten required variables
EMSDK_PATH ?= C:/emsdk EMSDK_PATH ?= C:/emsdk
@ -136,7 +136,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
CLANG_PATH = $(EMSDK_PATH)/upstream/bin CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH) export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
endif endif
ifeq ($(PLATFORM),PLATFORM_NX) ifeq ($(PLATFORM),PLATFORM_NX)
@ -144,26 +144,8 @@ ifeq ($(PLATFORM),PLATFORM_NX)
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX)) RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif endif
# Define raylib release directory for compiled library. # Define default C compiler: CC
# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version #------------------------------------------------------------------------------------------------
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
# without formal installation from ../src/Makefile. It aids portability and is useful if you have
# multiple versions of raylib, have raylib installed to a non-standard location, or want to
# bundle libraylib.so with your game. Change it to your liking.
# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
# To see which libraries a built example is linking to, ldd core/core_basic_window;
# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
CC = gcc CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@ -196,16 +178,24 @@ ifeq ($(PLATFORM),PLATFORM_NX)
include $(DEVKITPRO)/libnx/switch_rules include $(DEVKITPRO)/libnx/switch_rules
endif endif
# Define default make program # Define default make program: MAKE
MAKE = make #------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS) ifeq ($(PLATFORM_OS),WINDOWS)
MAKE = mingw32-make MAKE = mingw32-make
endif endif
endif endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
MAKE = mingw32-make
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
MAKE = mingw32-make
endif
# Define compiler flags: # Define compiler flags: CFLAGS
#------------------------------------------------------------------------------------------------
# -O1 defines optimization level # -O1 defines optimization level
# -g include debug information on compilation # -g include debug information on compilation
# -s strip unnecessary data from build # -s strip unnecessary data from build
@ -213,11 +203,12 @@ endif
# -std=c99 defines C language mode (standard C from 1999 revision) # -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision) # -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119) # -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec # -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
ifeq ($(BUILD_MODE),DEBUG) ifeq ($(BUILD_MODE),DEBUG)
CFLAGS += -g CFLAGS += -g -D_DEBUG
ifeq ($(PLATFORM),PLATFORM_WEB) ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS += -s ASSERTIONS=1 --profiling CFLAGS += -s ASSERTIONS=1 --profiling
endif endif
@ -232,6 +223,10 @@ else
endif endif
# Additional flags for compiler (if desired) # Additional flags for compiler (if desired)
# -Wextra enables some extra warning flags that are not enabled by -Wall
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes #CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX) ifeq ($(PLATFORM_OS),LINUX)
@ -240,7 +235,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif endif
ifeq ($(RAYLIB_LIBTYPE),SHARED) ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so # Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH) CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
endif endif
endif endif
endif endif
@ -250,12 +245,61 @@ endif
ifeq ($(PLATFORM),PLATFORM_DRM) ifeq ($(PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11 CFLAGS += -std=gnu99 -DEGL_NO_X11
endif endif
# Define include paths for required headers: INCLUDE_PATHS
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
#------------------------------------------------------------------------------------------------
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_NX)
LIBDIRS := $(PORTLIBS) $(LIBNX)
ARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIE
CFLAGS += -ffunction-sections $(ARCH) $(foreach dir,$(LIBDIRS),-I$(dir)/include) -D__SWITCH__
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
ifeq ($(PLATFORM_OS),LINUX)
INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
INCLUDE_PATHS += -I/usr/include/libdrm
endif
# Define library paths containing required libs: LDFLAGS
#------------------------------------------------------------------------------------------------
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# NOTE: The resource .rc file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
ifeq ($(PLATFORM_OS),LINUX)
LDFLAGS += -L$(RAYLIB_LIB_PATH)
endif
ifeq ($(PLATFORM_OS),BSD)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB) ifeq ($(PLATFORM),PLATFORM_WEB)
# -Os # size optimization # -Os # size optimization
# -O2 # optimization level 2, if used, also set --memory-init-file 0 # -O2 # optimization level 2, if used, also set --memory-init-file 0
# -s USE_GLFW=3 # Use glfw3 library (context/input management) # -s USE_GLFW=3 # Use glfw3 library (context/input management)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
# -s USE_PTHREADS=1 # multithreading support # -s USE_PTHREADS=1 # multithreading support
# -s WASM=0 # disable Web Assembly, emitted by default # -s WASM=0 # disable Web Assembly, emitted by default
# -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
@ -265,7 +309,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem) # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# --preload-file resources # specify a resources folder for data compilation # --preload-file resources # specify a resources folder for data compilation
# --source-map-base # allow debugging in browser with source map # --source-map-base # allow debugging in browser with source map
CFLAGS += -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 ASYNCIFY -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 --preload-file $(dir $<)resources@resources
# NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way, # NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
# we can compile same code for ALL platforms with no change required, but, working on bigger # we can compile same code for ALL platforms with no change required, but, working on bigger
@ -273,74 +317,20 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference. # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
# Define a custom shell .html and output extension # Define a custom shell .html and output extension
CFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html LDFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
EXT = .html EXT = .html
endif endif
# Define include paths for required headers
# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
ifeq ($(PLATFORM),PLATFORM_NX)
LIBDIRS := $(PORTLIBS) $(LIBNX)
ARCH := -march=armv8-a+crc+crypto -mtune=cortex-a57 -mtp=soft -fPIE
CFLAGS += -ffunction-sections $(ARCH) $(foreach dir,$(LIBDIRS),-I$(dir)/include) -D__SWITCH__
endif
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI) ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
# DRM required libraries
INCLUDE_PATHS += -I/usr/include/libdrm
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_H_INSTALL_PATH)
INCLUDE_PATHS += -I/usr/local/include
endif
ifeq ($(PLATFORM_OS),LINUX)
INCLUDE_PATHS += -I$(RAYLIB_H_INSTALL_PATH)
endif
endif
# Define library paths containing required libs.
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
# -Wl,--subsystem,windows hides the console window
ifeq ($(BUILD_MODE), RELEASE)
LDFLAGS += -Wl,--subsystem,windows
endif
endif
ifeq ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -L. -Lsrc -L/usr/local/lib
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
endif endif
ifeq ($(PLATFORM),PLATFORM_NX) ifeq ($(PLATFORM),PLATFORM_NX)
LDFLAGS += -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$*.map $(foreach dir,$(LIBDIRS),-L$(dir)/lib) LDFLAGS += -specs=$(DEVKITPRO)/libnx/switch.specs -g $(ARCH) -Wl,-Map,$*.map $(foreach dir,$(LIBDIRS),-L$(dir)/lib)
endif endif
# Define any libraries required on linking # Define libraries required on linking: LDLIBS
# if you want to link libraries (libname.so or libname.a), use the -lname # NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP) ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS) ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation # Libraries for Windows desktop compilation
@ -390,6 +380,9 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
# Libraries for Raspberry Pi compiling # Libraries for Raspberry Pi compiling
# NOTE: Required packages: libasound2-dev (ALSA) # NOTE: Required packages: libasound2-dev (ALSA)
LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
LDLIBS += -lvchiq_arm -lvcos
endif
endif endif
ifeq ($(PLATFORM),PLATFORM_DRM) ifeq ($(PLATFORM),PLATFORM_DRM)
# Libraries for DRM compiling # Libraries for DRM compiling
@ -405,9 +398,11 @@ ifeq ($(PLATFORM),PLATFORM_NX)
LDLIBS += `$(PREFIX)pkg-config --libs sdl2` LDLIBS += `$(PREFIX)pkg-config --libs sdl2`
endif endif
# Define all object files required # Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \ CORE = \
core/core_basic_window \ core/core_basic_window \
core/core_basic_screen_manager \
core/core_input_keys \ core/core_input_keys \
core/core_input_mouse \ core/core_input_mouse \
core/core_input_mouse_wheel \ core/core_input_mouse_wheel \
@ -431,7 +426,9 @@ CORE = \
core/core_loading_thread \ core/core_loading_thread \
core/core_quat_conversion \ core/core_quat_conversion \
core/core_window_flags \ core/core_window_flags \
core/core_split_screen core/core_split_screen \
core/core_smooth_pixelperfect \
core/core_custom_frame_control
SHAPES = \ SHAPES = \
shapes/shapes_basic_shapes \ shapes/shapes_basic_shapes \
@ -448,7 +445,7 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \ shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \ shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \ shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded shapes/shapes_top_down_lights
TEXTURES = \ TEXTURES = \
textures/textures_logo_raylib \ textures/textures_logo_raylib \
@ -470,7 +467,7 @@ TEXTURES = \
textures/textures_bunnymark \ textures/textures_bunnymark \
textures/textures_blend_modes \ textures/textures_blend_modes \
textures/textures_draw_tiled \ textures/textures_draw_tiled \
textures/textures_poly textures/textures_polygon
TEXT = \ TEXT = \
text/text_raylib_fonts \ text/text_raylib_fonts \
@ -492,17 +489,17 @@ MODELS = \
models/models_cubicmap \ models/models_cubicmap \
models/models_first_person_maze \ models/models_first_person_maze \
models/models_geometric_shapes \ models/models_geometric_shapes \
models/models_material_pbr \
models/models_mesh_generation \ models/models_mesh_generation \
models/models_mesh_picking \ models/models_mesh_picking \
models/models_loading \ models/models_loading \
models/models_loading_vox \
models/models_loading_gltf \
models/models_orthographic_projection \ models/models_orthographic_projection \
models/models_rlgl_solar_system \ models/models_rlgl_solar_system \
models/models_skybox \ models/models_skybox \
models/models_yaw_pitch_roll \ models/models_yaw_pitch_roll \
models/models_heightmap \ models/models_heightmap \
models/models_waving_cubes \ models/models_waving_cubes
models/models_magicavoxel_loading
SHADERS = \ SHADERS = \
shaders/shaders_model_shader \ shaders/shaders_model_shader \
@ -513,6 +510,7 @@ SHADERS = \
shaders/shaders_raymarching \ shaders/shaders_raymarching \
shaders/shaders_texture_drawing \ shaders/shaders_texture_drawing \
shaders/shaders_texture_waves \ shaders/shaders_texture_waves \
shaders/shaders_texture_outline \
shaders/shaders_julia_set \ shaders/shaders_julia_set \
shaders/shaders_eratosthenes \ shaders/shaders_eratosthenes \
shaders/shaders_basic_lighting \ shaders/shaders_basic_lighting \
@ -540,6 +538,8 @@ PHYSICS = \
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST)) CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry # Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS) all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)

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@ -2,7 +2,7 @@
# #
# raylib makefile for Android project (APK building) # raylib makefile for Android project (APK building)
# #
# Copyright (c) 2017-2021 Ramon Santamaria (@raysan5) # Copyright (c) 2017-2022 Ramon Santamaria (@raysan5)
# #
# This software is provided "as-is", without any express or implied warranty. In no event # 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. # will the authors be held liable for any damages arising from the use of this software.

1054
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@ -1,3 +1,21 @@
## Building the Examples
The examples assume you have already built the `raylib` library in `../src`.
### With GNU make
- `make` builds all examples
- `make [module]` builds all examples for a particular module (e.g `make core`)
### With Zig
The [Zig](https://ziglang.org/) toolchain can compile `C` and `C++` in addition to `Zig`.
You may find it easier to use than other toolchains, especially when it comes to cross-compiling.
- `zig build` to compile all examples
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES LIST ## EXAMPLES LIST
### category: core ### category: core
@ -110,7 +128,7 @@ Examples using raylib models functionality, including models loading/generation
| 72 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | | | 72 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
| 73 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | | | 73 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | |
| 74 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | | | 74 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
| 75 | [models_material_pbr](models/models_material_pbr.c) | <img src="models/models_material_pbr.png" alt="models_material_pbr" width="200"> | ray | | | 75 | [...]() | | ray | |
| 76 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | | | 76 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
| 77 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | | | 77 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | |
| 78 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | | | 78 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
@ -170,22 +188,6 @@ Examples showing physics functionality with raylib. This functionality is provid
| 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | | | 110 | [physics_restitution](physics/physics_restitution.c) | <img src="physics/physics_restitution.png" alt="physics_restitution" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
| 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | | | 111 | [physics_shatter](physics/physics_shatter.c) | <img src="physics/physics_shatter.png" alt="physics_shatter" width="200"> | [Victor Fisac](https://github.com/victorfisac) | |
### category: network
Examples showing raylib network functionality. This functionality is provided by [rnet](../src/rnet.h) module.
**Note that rnet module is under development and not ready yet.**
| ## | example | image | developer | new |
|----|----------|--------|:----------:|:---:|
| 112 | [network_ping_pong](network/network_ping_pong.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 113 | [network_resolve_host](network/network_resolve_host.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 114 | [network_tcp_client](network/network_tcp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 115 | [network_tcp_server](network/network_tcp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 116 | [network_test](network/network_test.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 117 | [network_udp_client](network/network_udp_client.c) | | [Jak Barnes](https://github.com/syphonx) | |
| 118 | [network_udp_server](network/network_udp_server.c) | | [Jak Barnes](https://github.com/syphonx) | |
### category: others ### category: others
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries. Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.

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@ -77,6 +77,9 @@ int main(void)
{ {
float fp = (float)(mousePosition.y); float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp); frequency = 40.0f + (float)(fp);
float pan = (float)(mousePosition.x) / (float)screenWidth;
SetAudioStreamPan(stream, pan);
} }
// Rewrite the sine wave. // Rewrite the sine wave.
@ -137,7 +140,7 @@ int main(void)
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED); DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
DrawText("click mouse button to change frequency", 10, 10, 20, DARKGRAY); DrawText("click mouse button to change frequency or pan", 10, 10, 20, DARKGRAY);
// Draw the current buffer state proportionate to the screen // Draw the current buffer state proportionate to the screen
for (int i = 0; i < screenWidth; i++) for (int i = 0; i < screenWidth; i++)

101
examples/build.zig Normal file
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@ -0,0 +1,101 @@
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();
const all = b.step(module, "All " ++ module ++ " examples");
const dir = try std.fs.cwd().openDir(
module,
.{ .iterate = true },
);
var iter = dir.iterate();
while (try iter.next()) |entry| {
if (entry.kind != .File) continue;
const extension_idx = std.mem.lastIndexOf(u8, entry.name, ".c") orelse continue;
const name = entry.name[0..extension_idx];
const path = try std.fs.path.join(b.allocator, &.{ module, entry.name });
// 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"),
});
exe.setTarget(target);
exe.setBuildMode(mode);
exe.linkLibC();
exe.addObjectFile(switch (target.getOsTag()) {
.windows => "../src/raylib.lib",
.linux => "../src/libraylib.a",
.macos => "../src/libraylib.a",
else => @panic("Unsupported OS"),
});
exe.addIncludeDir("../src");
exe.addIncludeDir("../src/external");
exe.addIncludeDir("../src/external/glfw/include");
switch (exe.target.toTarget().os.tag) {
.windows => {
exe.linkSystemLibrary("winmm");
exe.linkSystemLibrary("gdi32");
exe.linkSystemLibrary("opengl32");
exe.addIncludeDir("external/glfw/deps/mingw");
},
.linux => {
exe.linkSystemLibrary("GL");
exe.linkSystemLibrary("rt");
exe.linkSystemLibrary("dl");
exe.linkSystemLibrary("m");
exe.linkSystemLibrary("X11");
},
.macos => {
exe.linkFramework("Foundation");
exe.linkFramework("Cocoa");
exe.linkFramework("OpenGL");
exe.linkFramework("CoreAudio");
exe.linkFramework("CoreVideo");
exe.linkFramework("IOKit");
},
else => {
@panic("Unsupported OS");
},
}
exe.setOutputDir(module);
var run = exe.run();
run.step.dependOn(&b.addInstallArtifact(exe).step);
run.cwd = module;
b.step(name, name).dependOn(&run.step);
all.dependOn(&exe.step);
}
return all;
}
pub fn build(b: *std.build.Builder) !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(.{});
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("physics", b, target));
all.dependOn(try add_module("shaders", b, target));
all.dependOn(try add_module("shapes", b, target));
all.dependOn(try add_module("text", b, target));
all.dependOn(try add_module("textures", b, target));
}

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@ -38,15 +38,15 @@ int main(void)
SetTargetFPS(60); // Set desired framerate (frames-per-second) SetTargetFPS(60); // Set desired framerate (frames-per-second)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
switch(currentScreen) switch(currentScreen)
{ {
case LOGO: case LOGO:
{ {
// TODO: Update LOGO screen variables here! // TODO: Update LOGO screen variables here!
@ -58,7 +58,7 @@ int main(void)
currentScreen = TITLE; currentScreen = TITLE;
} }
} break; } break;
case TITLE: case TITLE:
{ {
// TODO: Update TITLE screen variables here! // TODO: Update TITLE screen variables here!
@ -69,16 +69,16 @@ int main(void)
} }
} break; } break;
case GAMEPLAY: case GAMEPLAY:
{ {
// TODO: Update GAMEPLAY screen variables here! // TODO: Update GAMEPLAY screen variables here!
// Press enter to change to ENDING screen // Press enter to change to ENDING screen
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{ {
currentScreen = ENDING; currentScreen = ENDING;
} }
} break; } break;
case ENDING: case ENDING:
{ {
// TODO: Update ENDING screen variables here! // TODO: Update ENDING screen variables here!
@ -86,63 +86,63 @@ int main(void)
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP)) if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
{ {
currentScreen = TITLE; currentScreen = TITLE;
} }
} break; } break;
default: break; default: break;
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
switch(currentScreen) switch(currentScreen)
{ {
case LOGO: case LOGO:
{ {
// TODO: Draw LOGO screen here! // TODO: Draw LOGO screen here!
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY); DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY); DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
} break; } break;
case TITLE: case TITLE:
{ {
// TODO: Draw TITLE screen here! // TODO: Draw TITLE screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN); DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN); DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN); DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
} break; } break;
case GAMEPLAY: case GAMEPLAY:
{ {
// TODO: Draw GAMEPLAY screen here! // TODO: Draw GAMEPLAY screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE); DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON); DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON); DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
} break; } break;
case ENDING: case ENDING:
{ {
// TODO: Draw ENDING screen here! // TODO: Draw ENDING screen here!
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE); DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE); DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE); DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
} break; } break;
default: break; default: break;
} }
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// TODO: Unload all loaded data (textures, fonts, audio) here! // TODO: Unload all loaded data (textures, fonts, audio) here!
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -62,7 +62,7 @@ int main(void)
{ {
DrawText(TextFormat("GP1: %s", GetGamepadName(0)), 10, 10, 10, BLACK); DrawText(TextFormat("GP1: %s", GetGamepadName(0)), 10, 10, 10, BLACK);
if (IsGamepadName(0, XBOX360_NAME_ID) || IsGamepadName(0, XBOX360_LEGACY_NAME_ID)) if (TextIsEqual(GetGamepadName(0), XBOX360_NAME_ID) || TextIsEqual(GetGamepadName(0), XBOX360_LEGACY_NAME_ID))
{ {
DrawTexture(texXboxPad, 0, 0, DARKGRAY); DrawTexture(texXboxPad, 0, 0, DARKGRAY);
@ -110,7 +110,7 @@ int main(void)
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK); //DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK); //DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(0, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
} }
else if (IsGamepadName(0, PS3_NAME_ID)) else if (TextIsEqual(GetGamepadName(0), PS3_NAME_ID))
{ {
DrawTexture(texPs3Pad, 0, 0, DARKGRAY); DrawTexture(texPs3Pad, 0, 0, DARKGRAY);

View File

@ -24,11 +24,7 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch"); InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
Vector2 ballPosition = { -100.0f, -100.0f }; Vector2 touchPositions[MAX_TOUCH_POINTS] = { 0 };
Color ballColor = BEIGE;
int touchCounter = 0;
Vector2 touchPosition = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------- //---------------------------------------------------------------------------------------
@ -38,19 +34,8 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
ballPosition = GetMousePosition(); // Get multiple touchpoints
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) touchPositions[i] = GetTouchPosition(i);
ballColor = BEIGE;
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) ballColor = MAROON;
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) ballColor = LIME;
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) ballColor = DARKBLUE;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE)) touchCounter = 10;
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) touchCounter = 10;
if (touchCounter > 0) touchCounter--;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -58,25 +43,19 @@ int main(void)
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
// Multitouch
for (int i = 0; i < MAX_TOUCH_POINTS; ++i) for (int i = 0; i < MAX_TOUCH_POINTS; ++i)
{ {
touchPosition = GetTouchPosition(i); // Get the touch point // 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))
if ((touchPosition.x >= 0) && (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
{ {
// Draw circle and touch index number // Draw circle and touch index number
DrawCircleV(touchPosition, 34, ORANGE); DrawCircleV(touchPositions[i], 34, ORANGE);
DrawText(TextFormat("%d", i), (int)touchPosition.x - 10, (int)touchPosition.y - 70, 40, BLACK); DrawText(TextFormat("%d", i), (int)touchPositions[i].x - 10, (int)touchPositions[i].y - 70, 40, BLACK);
} }
} }
// Draw the normal mouse location DrawText("touch the screen at multiple locations to get multiple balls", 10, 10, 20, DARKGRAY);
DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View File

@ -10,7 +10,7 @@
* *
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5) * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
* *
* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) * Copyright (c) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -32,15 +32,23 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point 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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32); // Load a cylinder model for testing
Model model = LoadModelFromMesh(mesh); Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
// Some required variables // Generic quaternion for operations
Quaternion q1 = { 0 }; Quaternion q1 = { 0 };
Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
Vector3 v1 = { 0 }, v2 = { 0 }; // Transform matrices required to draw 4 cylinders
Matrix m1 = { 0 };
Matrix m2 = { 0 };
Matrix m3 = { 0 };
Matrix m4 = { 0 };
// Generic vectors for rotations
Vector3 v1 = { 0 };
Vector3 v2 = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -50,6 +58,10 @@ int main(void)
{ {
// Update // Update
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
if (v2.x < 0) v2.x += PI*2;
if (v2.y < 0) v2.y += PI*2;
if (v2.z < 0) v2.z += PI*2;
if (!IsKeyDown(KEY_SPACE)) if (!IsKeyDown(KEY_SPACE))
{ {
v1.x += 0.01f; v1.x += 0.01f;
@ -68,10 +80,7 @@ int main(void)
q1 = QuaternionFromMatrix(m1); q1 = QuaternionFromMatrix(m1);
m3 = QuaternionToMatrix(q1); m3 = QuaternionToMatrix(q1);
v2 = QuaternionToEuler(q1); v2 = QuaternionToEuler(q1); // Angles returned in radians
v2.x *= DEG2RAD;
v2.y *= DEG2RAD;
v2.z *= DEG2RAD;
m4 = MatrixRotateZYX(v2); m4 = MatrixRotateZYX(v2);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -86,10 +95,13 @@ int main(void)
model.transform = m1; model.transform = m1;
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED); DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
model.transform = m2; model.transform = m2;
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED); DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
model.transform = m3; model.transform = m3;
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED); DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
model.transform = m4; model.transform = m4;
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED); DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
@ -97,23 +109,13 @@ int main(void)
EndMode3D(); EndMode3D();
if (v2.x < 0) v2.x += PI*2; DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
if (v2.y < 0) v2.y += PI*2; DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
if (v2.z < 0) v2.z += PI*2; DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
Color cx,cy,cz; DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
cx = cy = cz = BLACK; DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
if (v1.x == v2.x) cx = GREEN; DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
if (v1.y == v2.y) cy = GREEN;
if (v1.z == v2.z) cz = GREEN;
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View File

@ -20,10 +20,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values"); InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
int framesCounter = 0; // Variable used to count frames // SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included) int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
int framesCounter = 0; // Variable used to count frames
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

View File

@ -1,118 +1,117 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [core] example - smooth pixel-perfect camera * raylib [core] example - smooth pixel-perfect camera
* *
* This example has been created using raylib 3.7 (www.raylib.com) * This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and * Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5) * reviewed by Ramon Santamaria (@raysan5)
* *
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5) * Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include <math.h> // Required for: sinf(), cosf() #include <math.h> // Required for: sinf(), cosf()
int main(void) int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 450; const int screenHeight = 450;
const int virtualScreenWidth = 160; const int virtualScreenWidth = 160;
const int virtualScreenHeight = 90; const int virtualScreenHeight = 90;
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth; const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera"); InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
Camera2D worldSpaceCamera = { 0 }; // Game world camera Camera2D worldSpaceCamera = { 0 }; // Game world camera
worldSpaceCamera.zoom = 1.0f; worldSpaceCamera.zoom = 1.0f;
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f; screenSpaceCamera.zoom = 1.0f;
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects. RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f }; Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f }; Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f }; Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons // The target's height is flipped (in the source Rectangle), due to OpenGL reasons
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height }; Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) }; Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
Vector2 origin = { 0.0f, 0.0f }; Vector2 origin = { 0.0f, 0.0f };
float rotation = 0.0f; float rotation = 0.0f;
float cameraX = 0.0f; float cameraX = 0.0f;
float cameraY = 0.0f; float cameraY = 0.0f;
SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
// Make the camera move to demonstrate the effect // Make the camera move to demonstrate the effect
cameraX = (sinf(GetTime())*50.0f) - 10.0f; cameraX = (sinf(GetTime())*50.0f) - 10.0f;
cameraY = cosf(GetTime())*30.0f; cameraY = cosf(GetTime())*30.0f;
// Set the camera's target to the values computed above // Set the camera's target to the values computed above
screenSpaceCamera.target = (Vector2){ cameraX, cameraY }; screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
// Round worldSpace coordinates, keep decimals into screenSpace coordinates // Round worldSpace coordinates, keep decimals into screenSpace coordinates
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x; worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
screenSpaceCamera.target.x -= worldSpaceCamera.target.x; screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
screenSpaceCamera.target.x *= virtualRatio; screenSpaceCamera.target.x *= virtualRatio;
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y; worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
screenSpaceCamera.target.y -= worldSpaceCamera.target.y; screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
screenSpaceCamera.target.y *= virtualRatio; screenSpaceCamera.target.y *= virtualRatio;
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Draw
// Draw //----------------------------------------------------------------------------------
//---------------------------------------------------------------------------------- BeginTextureMode(target);
BeginTextureMode(target); ClearBackground(RAYWHITE);
ClearBackground(RAYWHITE);
BeginMode2D(worldSpaceCamera);
BeginMode2D(worldSpaceCamera); DrawRectanglePro(rec01, origin, rotation, BLACK);
DrawRectanglePro(rec01, origin, rotation, BLACK); DrawRectanglePro(rec02, origin, -rotation, RED);
DrawRectanglePro(rec02, origin, -rotation, RED); DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE); EndMode2D();
EndMode2D(); EndTextureMode();
EndTextureMode();
BeginDrawing();
BeginDrawing(); ClearBackground(RED);
ClearBackground(RED);
BeginMode2D(screenSpaceCamera);
BeginMode2D(screenSpaceCamera); DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE); EndMode2D();
EndMode2D();
DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE); DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN); DrawFPS(GetScreenWidth() - 95, 10);
DrawFPS(GetScreenWidth() - 95, 10); EndDrawing();
EndDrawing(); //----------------------------------------------------------------------------------
//---------------------------------------------------------------------------------- }
}
// De-Initialization
// De-Initialization //--------------------------------------------------------------------------------------
//-------------------------------------------------------------------------------------- UnloadRenderTexture(target); // Unload render texture
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context //--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
return 0;
return 0;
} }

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@ -22,7 +22,7 @@ void DrawScene(void)
{ {
int count = 5; int count = 5;
float spacing = 4; float spacing = 4;
// Grid of cube trees on a plane to make a "world" // Grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
@ -73,10 +73,10 @@ int main(void)
cameraPlayer2.position.y = 3.0f; cameraPlayer2.position.y = 3.0f;
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
// Build a flipped rectangle the size of the split view to use for drawing later // Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -122,7 +122,7 @@ int main(void)
BeginMode3D(cameraPlayer1); BeginMode3D(cameraPlayer1);
DrawScene(); DrawScene();
EndMode3D(); EndMode3D();
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED); DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
EndTextureMode(); EndTextureMode();
// Draw Player2 view to the render texture // Draw Player2 view to the render texture
@ -131,7 +131,7 @@ int main(void)
BeginMode3D(cameraPlayer2); BeginMode3D(cameraPlayer2);
DrawScene(); DrawScene();
EndMode3D(); EndMode3D();
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE); DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
EndTextureMode(); EndTextureMode();
// Draw both views render textures to the screen side by side // Draw both views render textures to the screen side by side
@ -147,7 +147,7 @@ int main(void)
UnloadRenderTexture(screenPlayer1); // Unload render texture UnloadRenderTexture(screenPlayer1); // Unload render texture
UnloadRenderTexture(screenPlayer2); // Unload render texture UnloadRenderTexture(screenPlayer2); // Unload render texture
UnloadTexture(textureGrid); // Unload texture UnloadTexture(textureGrid); // Unload texture
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -17,7 +17,7 @@ uniform vec2 leftScreenCenter;
uniform vec2 rightScreenCenter; uniform vec2 rightScreenCenter;
uniform vec2 scale; uniform vec2 scale;
uniform vec2 scaleIn; uniform vec2 scaleIn;
uniform vec4 hmdWarpParam; uniform vec4 deviceWarpParam;
uniform vec4 chromaAbParam; uniform vec4 chromaAbParam;
void main() void main()
@ -27,7 +27,7 @@ void main()
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn; vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y; float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue; vec2 tcBlue = lensCenter + scale*thetaBlue;

View File

@ -18,7 +18,7 @@ uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
uniform vec2 rightScreenCenter = vec2(0.75, 0.5); uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
uniform vec2 scale = vec2(0.25, 0.45); uniform vec2 scale = vec2(0.25, 0.45);
uniform vec2 scaleIn = vec2(4, 2.2222); uniform vec2 scaleIn = vec2(4, 2.2222);
uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0);
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main() void main()
@ -28,7 +28,7 @@ void main()
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn; vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y; float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue; vec2 tcBlue = lensCenter + scale*thetaBlue;

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@ -37,17 +37,17 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point 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.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data // Load animation data
int animsCount = 0; unsigned int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount); ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
int animFrameCounter = 0; int animFrameCounter = 0;
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
@ -102,7 +102,7 @@ int main(void)
UnloadTexture(texture); // Unload texture UnloadTexture(texture); // Unload texture
// Unload model animations data // Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims); RL_FREE(anims);
UnloadModel(model); // Unload model UnloadModel(model); // Unload model

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@ -1,122 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Load 3d gltf model with animations and play them
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
*
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h>
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
// 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.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
Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
// basic data
// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load animation data
int animsCount = 0;
ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount);
int animFrameCounter = 0;
int animationDirection = 1;
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
SetTargetFPS(30); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
// Play animation when spacebar is held down
if (IsKeyDown(KEY_SPACE))
{
animFrameCounter += animationDirection;
if (animFrameCounter >= anims[0].frameCount || animFrameCounter <= 0)
{
animationDirection *= -1;
animFrameCounter += animationDirection;
}
UpdateModelAnimation(model, anims[0], animFrameCounter);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
for (int i = 0; i < model.boneCount; i++)
{
DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED);
}
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// UnloadTexture(texture); // Unload texture
// Unload model animations data
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
RL_FREE(anims);
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -4,17 +4,19 @@
* *
* raylib supports multiple models file formats: * raylib supports multiple models file formats:
* *
* - OBJ > Text file, must include vertex position-texcoords-normals information, * - OBJ > Text file format. Must include vertex position-texcoords-normals information,
* if files references some .mtl materials file, it will be loaded (or try to) * if files references some .mtl materials file, it will be loaded (or try to).
* - GLTF > Modern text/binary file format, includes lot of information and it could * - GLTF > Text/binary file format. Includes lot of information and it could
* also reference external files, raylib will try loading mesh and materials data * also reference external files, raylib will try loading mesh and materials data.
* - IQM > Binary file format including mesh vertex data but also animation data, * - IQM > Binary file format. Includes mesh vertex data but also animation data,
* raylib can load .iqm animations. * raylib can load .iqm animations.
* - VOX > Binary file format. MagikaVoxel mesh format:
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
* *
* This example has been created using raylib 2.6 (www.raylib.com) * This example has been created using raylib 4.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5) * Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
@ -37,13 +39,13 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model = LoadModel("resources/models/castle.obj"); // Load model Model model = LoadModel("resources/models/obj/castle.obj"); // Load model
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model 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 position = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
// NOTE: bounds are calculated from the original size of the model, // NOTE: bounds are calculated from the original size of the model,
// if model is scaled on drawing, bounds must be also scaled // if model is scaled on drawing, bounds must be also scaled
@ -72,6 +74,8 @@ int main(void)
{ {
if (IsFileExtension(droppedFiles[0], ".obj") || if (IsFileExtension(droppedFiles[0], ".obj") ||
IsFileExtension(droppedFiles[0], ".gltf") || IsFileExtension(droppedFiles[0], ".gltf") ||
IsFileExtension(droppedFiles[0], ".glb") ||
IsFileExtension(droppedFiles[0], ".vox") ||
IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
{ {
UnloadModel(model); // Unload previous model UnloadModel(model); // Unload previous model

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@ -1,27 +1,24 @@
/******************************************************************************************* /*******************************************************************************************
* *
* raylib [models] example - Load 3d gltf model * raylib [models] example - Load models gltf
* *
* This example has been created using raylib 3.5 (www.raylib.com) * This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* NOTE: To export a model from Blender, make sure it is not posed, the vertices need to be
* in the same position as they would be in edit mode.
* Also make sure the scale parameter of your models is set to 0.0,
* scaling can be applied from the export menu.
*
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5) * Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
* *
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5) * Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
* *
********************************************************************************************
*
* To export a model from blender, make sure it is not posed, the vertices need to be in the
* same position as they would be in edit mode.
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
*
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include <stdlib.h> #define MAX_GLTF_MODELS 8
#define MAX_MODELS 8
int main(void) int main(void)
{ {
@ -40,16 +37,16 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Model model[MAX_MODELS] = { 0 }; // Load some models
Model model[MAX_GLTF_MODELS] = { 0 };
model[0] = LoadModel("resources/gltf/raylib_32x32.glb"); model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb");
model[1] = LoadModel("resources/gltf/rigged_figure.glb"); model[1] = LoadModel("resources/models/gltf/rigged_figure.glb");
model[2] = LoadModel("resources/gltf/GearboxAssy.glb"); model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb");
model[3] = LoadModel("resources/gltf/BoxAnimated.glb"); model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb");
model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf"); model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf");
model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb"); model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb");
model[6] = LoadModel("resources/gltf/vertex_colored_object.glb"); model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb");
model[7] = LoadModel("resources/gltf/girl.glb"); model[7] = LoadModel("resources/models/gltf/girl.glb");
int currentModel = 0; int currentModel = 0;
@ -65,19 +62,20 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera); UpdateCamera(&camera); // Update our camera with inputs
if (IsKeyReleased(KEY_RIGHT)) if (IsKeyReleased(KEY_RIGHT))
{ {
currentModel++; currentModel++;
if (currentModel == MAX_MODELS) currentModel = 0; if (currentModel == MAX_GLTF_MODELS) currentModel = 0;
} }
if (IsKeyReleased(KEY_LEFT)) if (IsKeyReleased(KEY_LEFT))
{ {
currentModel--; currentModel--;
if (currentModel < 0) currentModel = MAX_MODELS - 1; if (currentModel < 0) currentModel = MAX_GLTF_MODELS - 1;
} }
//----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -87,8 +85,7 @@ int main(void)
BeginMode3D(camera); BeginMode3D(camera);
DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE); DrawModel(model[currentModel], position, 1.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); EndMode3D();
@ -99,7 +96,7 @@ int main(void)
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
for (int i = 0; i < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]); // Unload models
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------

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@ -0,0 +1,130 @@
/*******************************************************************************************
*
* raylib [models] example - Load models vox (MagicaVoxel)
*
* This example has been created using raylib 4.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h" // Required for: MatrixTranslate()
#define MAX_VOX_FILES 3
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const char *voxFileNames[] = {
"resources/models/vox/chr_knight.vox",
"resources/models/vox/chr_sword.vox",
"resources/models/vox/monu9.vox"
};
InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
// 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.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
// Load MagicaVoxel files
Model models[MAX_VOX_FILES] = { 0 };
for (int i = 0; i < MAX_VOX_FILES; i++)
{
// Load VOX file and measure time
double t0 = GetTime()*1000.0;
models[i] = LoadModel(voxFileNames[i]);
double t1 = GetTime()*1000.0;
TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
// Compute model translation matrix to center model on draw position (0, 0 , 0)
BoundingBox bb = GetModelBoundingBox(models[i]);
Vector3 center = { 0 };
center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
models[i].transform = matTranslate;
}
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update our camera to orbit
// Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
// Cycle between models on key pressed
if (IsKeyPressed(KEY_RIGHT))
{
currentModel++;
if (currentModel >= MAX_VOX_FILES) currentModel = 0;
}
else if (IsKeyPressed(KEY_LEFT))
{
currentModel--;
if (currentModel < 0) currentModel = MAX_VOX_FILES - 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw 3D model
BeginMode3D(camera);
DrawModel(models[currentModel], (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
DrawGrid(10, 1.0);
EndMode3D();
// Display info
DrawRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload models data (GPU VRAM)
for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - magicavoxel loader and viewer
*
* This example has been created using raylib 3.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Johann Nadalutti
*
* Copyright (c) 2021 Johann Nadalutti
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <string.h>
// VOX Files to load and view
#define NUM_VOX_FILES 3
const char* szVoxFiles[] = {
"resources/vox/chr_knight.vox",
"resources/vox/chr_sword.vox",
"resources/vox/monu9.vox"
};
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
// Load MagicaVoxel files
Model models[NUM_VOX_FILES] = { 0 };
for (int i = 0; i < NUM_VOX_FILES; i++)
{
// Load MagicaVoxel File and build model
double t0, t1;
t0 = GetTime() * 1000.0;
models[i] = LoadModel(szVoxFiles[i]);
t1 = GetTime() * 1000.0;
TraceLog(LOG_INFO, TextFormat("Vox <%s> loaded in %f ms", GetFileName(szVoxFiles[i]), t1 - t0));
//Compute model matrix
BoundingBox bb = GetModelBoundingBox(models[i]);
Vector3 center;
center.x = -(((bb.max.x - bb.min.x) / 2));
center.y = -(((bb.max.y - bb.min.y) / 2));
center.z = -(((bb.max.z - bb.min.z) / 2));
Matrix matP = MatrixTranslate(center.x, center.z, 0);
Matrix matR = MatrixRotateX(90 * DEG2RAD);
models[i].transform = MatrixMultiply(matP, matR);
}
// Define the camera to look into our 3d world
Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Model drawing position
Vector3 position = { 0.0f, 0.0f, 0.0f };
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
//--------------------------------------------------------------------------------------
while (!WindowShouldClose()) // Detect window close button or ESC key
{
//--------------------------------------------------------------------------------------
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
currentModel = (currentModel + 1) % NUM_VOX_FILES; // Cycle between models
}
if (IsKeyPressed(KEY_RIGHT))
{
currentModel++;
if (currentModel >= NUM_VOX_FILES) currentModel = 0;
}
else if (IsKeyPressed(KEY_LEFT))
{
currentModel--;
if (currentModel < 0) currentModel = NUM_VOX_FILES - 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
//Display model
BeginMode3D(camera);
Vector3 rotAxis = { 1,0,0 };
Vector3 scale = { 1,1,1 };
DrawModelEx(models[currentModel], position, rotAxis, 0, scale, WHITE);
//DrawModelWiresEx(models[currentModel], position, rotAxis, -90.0f, scale, BLACK);
DrawGrid(10, 1.0);
EndMode3D();
//Display debug infos
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
DrawText(GetFileName(szVoxFiles[currentModel]), 100, 10, 20, DARKBLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload models data (GPU VRAM)
for (int i = 0; i < NUM_VOX_FILES; i++) UnloadModel(models[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -1,543 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - PBR material
*
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <stdio.h>
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#define CUBEMAP_SIZE 1024 // Cubemap texture size
#define IRRADIANCE_SIZE 32 // Irradiance texture size
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
#define BRDF_SIZE 512 // BRDF LUT texture size
#define LIGHT_DISTANCE 1000.0f
#define LIGHT_HEIGHT 1.0f
// PBR texture maps generation
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
// PBR material loading
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
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
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
// Mesh tangents are generated... and uploaded to GPU
// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
//MeshTangents(&model.meshes[0]);
model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Create lights
// NOTE: Lights are added to an internal lights pool automatically
CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader);
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader);
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader);
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader);
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
// Send to material PBR shader camera view position
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMaterial(model.materials[0]); // Unload material: shader and textures
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
// NOTE: PBR shader is loaded inside this function
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
{
Material mat = LoadMaterialDefault(); // Initialize material to default
// Load PBR shader (requires several maps)
mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
// Get required locations points for PBR material
// NOTE: Those location names must be available and used in the shader code
mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
//mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
//mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
// Set view matrix location
mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
//mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
// Set PBR standard maps
mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
// Set textures filtering for better quality
SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, TEXTURE_FILTER_BILINEAR);
SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_BILINEAR);
SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, TEXTURE_FILTER_BILINEAR);
SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, TEXTURE_FILTER_BILINEAR);
SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, TEXTURE_FILTER_BILINEAR);
// Enable sample usage in shader for assigned textures
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT);
// Set up material properties color
mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
// Generate cubemap from panorama texture
//--------------------------------------------------------------------------------------------------------
Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
// Load equirectangular to cubemap shader
Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
UnloadTexture(panorama);
UnloadShader(shdrCubemap);
//--------------------------------------------------------------------------------------------------------
// Generate irradiance map from cubemap texture
//--------------------------------------------------------------------------------------------------------
// Load irradiance (GI) calculation shader
Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
UnloadShader(shdrIrradiance);
//--------------------------------------------------------------------------------------------------------
// Generate prefilter map from cubemap texture
//--------------------------------------------------------------------------------------------------------
// Load reflection prefilter calculation shader
Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
UnloadTexture(cubemap);
UnloadShader(shdrPrefilter);
//--------------------------------------------------------------------------------------------------------
// Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
//--------------------------------------------------------------------------------------------------------
Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
mat.maps[MATERIAL_MAP_BRDG].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
UnloadShader(shdrBRDF);
//--------------------------------------------------------------------------------------------------------
return mat;
}
// Texture maps generation (PBR)
//-------------------------------------------------------------------------------------------
// Generate cubemap texture from HDR texture
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
{
TextureCubemap cubemap = { 0 };
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
cubemap.id = rlLoadTextureCubemap(NULL, size, format);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
// Check if framebuffer is complete with attachments (valid)
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
// Activate and enable texture for drawing to cubemap faces
rlActiveTextureSlot(0);
rlEnableTexture(panorama.id);
for (int i = 0; i < 6; i++)
{
// Set the view matrix for the current cube face
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
// Select the current cubemap face attachment for the fbo
// WARNING: This function by default enables->attach->disables fbo!!!
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
rlEnableFramebuffer(fbo);
// Load and draw a cube, it uses the current enabled texture
rlClearScreenBuffers();
rlLoadDrawCube();
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
// TODO: Investigate this issue...
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
//rlClearScreenBuffers();
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
//rlDrawRenderBatchActive();
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
cubemap.width = size;
cubemap.height = size;
cubemap.mipmaps = 1;
cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
return cubemap;
}
// Generate irradiance texture using cubemap data
static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap irradiance = { 0 };
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlActiveTextureSlot(0);
rlEnableTextureCubemap(cubemap.id);
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
for (int i = 0; i < 6; i++)
{
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
rlEnableFramebuffer(fbo);
rlClearScreenBuffers();
rlLoadDrawCube();
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
irradiance.width = size;
irradiance.height = size;
irradiance.mipmaps = 1;
irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
return irradiance;
}
// Generate prefilter texture using cubemap data
static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
{
TextureCubemap prefilter = { 0 };
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
//------------------------------------------------------------------------------------------
// Generate mipmaps for the prefiltered HDR texture
//glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO!
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to prefilter HDR and store data into mipmap levels
// Define projection matrix and send it to shader
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlEnableShader(shader.id);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlActiveTextureSlot(0);
rlEnableTextureCubemap(cubemap.id);
// TODO: Locations should be taken out of this function... too shader dependant...
int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
rlEnableFramebuffer(fbo);
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
{
// Resize framebuffer according to mip-level size.
unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
rlViewport(0, 0, mipWidth, mipHeight);
//glBindRenderbuffer(GL_RENDERBUFFER, rbo);
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
for (int i = 0; i < 6; i++)
{
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
rlClearScreenBuffers();
rlLoadDrawCube();
}
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
prefilter.width = size;
prefilter.height = size;
prefilter.mipmaps = MAX_MIPMAP_LEVELS;
prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
return prefilter;
}
// Generate BRDF texture using cubemap data
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
static Texture2D GenTextureBRDF(Shader shader, int size)
{
Texture2D brdf = { 0 };
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
unsigned int fbo = rlLoadFramebuffer(size, size);
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Render BRDF LUT into a quad using FBO
rlEnableShader(shader.id);
rlViewport(0, 0, size, size);
rlEnableFramebuffer(fbo);
rlClearScreenBuffers();
rlLoadDrawQuad();
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
//------------------------------------------------------------------------------------------
brdf.width = size;
brdf.height = size;
brdf.mipmaps = 1;
brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
return brdf;
}

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@ -5,64 +5,15 @@
* This example has been created using raylib 1.8 (www.raylib.com) * This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Copyright (c) 2017 Ramon Santamaria (Ray San) * Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#define NUM_MODELS 9 // Parametric 3d shapes to generate #define NUM_MODELS 9 // Parametric 3d shapes to generate
void AllocateMeshData(Mesh* mesh, int triangleCount) static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
{
mesh->vertexCount = triangleCount * 3;
mesh->triangleCount = triangleCount;
mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float));
mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
}
// generate a simple triangle mesh from code
Mesh MakeMesh()
{
Mesh mesh = { 0 };
AllocateMeshData(&mesh, 1);
// vertex at the origin
mesh.vertices[0] = 0;
mesh.vertices[1] = 0;
mesh.vertices[2] = 0;
mesh.normals[0] = 0;
mesh.normals[1] = 1;
mesh.normals[2] = 0;
mesh.texcoords[0] = 0;
mesh.texcoords[1] = 0;
// vertex at 1,0,2
mesh.vertices[3] = 1;
mesh.vertices[4] = 0;
mesh.vertices[5] = 2;
mesh.normals[3] = 0;
mesh.normals[4] = 1;
mesh.normals[5] = 0;
mesh.texcoords[2] = 0.5f;
mesh.texcoords[3] = 1.0f;
// vertex at 2,0,0
mesh.vertices[6] = 2;
mesh.vertices[7] = 0;
mesh.vertices[8] = 0;
mesh.normals[6] = 0;
mesh.normals[7] = 1;
mesh.normals[8] = 0;
mesh.texcoords[4] = 1;
mesh.texcoords[5] =0;
UploadMesh(&mesh, false);
return mesh;
}
int main(void) int main(void)
{ {
@ -88,7 +39,18 @@ int main(void)
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f)); models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
models[8] = LoadModelFromMesh(MakeMesh()); models[8] = LoadModelFromMesh(GenMeshCustom());
// Generated meshes could be exported as .obj files
//ExportMesh(models[0].meshes[0], "plane.obj");
//ExportMesh(models[1].meshes[0], "cube.obj");
//ExportMesh(models[2].meshes[0], "sphere.obj");
//ExportMesh(models[3].meshes[0], "hemisphere.obj");
//ExportMesh(models[4].meshes[0], "cylinder.obj");
//ExportMesh(models[5].meshes[0], "torus.obj");
//ExportMesh(models[6].meshes[0], "knot.obj");
//ExportMesh(models[7].meshes[0], "poly.obj");
//ExportMesh(models[8].meshes[0], "custom.obj");
// Set checked texture as default diffuse component for all models material // Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
@ -157,7 +119,7 @@ int main(void)
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break; case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break; case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break; case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break; case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
default: break; default: break;
} }
@ -176,4 +138,50 @@ int main(void)
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;
} }
// Generate a simple triangle mesh from code
static Mesh GenMeshCustom(void)
{
Mesh mesh = { 0 };
mesh.triangleCount = 1;
mesh.vertexCount = mesh.triangleCount*3;
mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y)
mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
// Vertex at (0, 0, 0)
mesh.vertices[0] = 0;
mesh.vertices[1] = 0;
mesh.vertices[2] = 0;
mesh.normals[0] = 0;
mesh.normals[1] = 1;
mesh.normals[2] = 0;
mesh.texcoords[0] = 0;
mesh.texcoords[1] = 0;
// Vertex at (1, 0, 2)
mesh.vertices[3] = 1;
mesh.vertices[4] = 0;
mesh.vertices[5] = 2;
mesh.normals[3] = 0;
mesh.normals[4] = 1;
mesh.normals[5] = 0;
mesh.texcoords[2] = 0.5f;
mesh.texcoords[3] = 1.0f;
// Vertex at (2, 0, 0)
mesh.vertices[6] = 2;
mesh.vertices[7] = 0;
mesh.vertices[8] = 0;
mesh.normals[6] = 0;
mesh.normals[7] = 1;
mesh.normals[8] = 0;
mesh.texcoords[4] = 1;
mesh.texcoords[5] =0;
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
UploadMesh(&mesh, false);
return mesh;
}

View File

@ -31,16 +31,16 @@ int main(void)
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point 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.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Ray ray = { 0 }; // Picking ray Ray ray = { 0 }; // Picking ray
Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model Model tower = LoadModel("resources/models/obj/turret.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
// Ground quad // Ground quad
Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f }; Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
@ -101,10 +101,10 @@ int main(void)
bary = Vector3Barycenter(collision.point, ta, tb, tc); bary = Vector3Barycenter(collision.point, ta, tb, tc);
} }
// Check ray collision against test sphere // Check ray collision against test sphere
RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr); RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance))
{ {
collision = sphereHitInfo; collision = sphereHitInfo;
@ -173,7 +173,7 @@ int main(void)
} }
DrawRay(ray, MAROON); DrawRay(ray, MAROON);
DrawGrid(10, 10.0f); DrawGrid(10, 10.0f);
EndMode3D(); EndMode3D();

View File

@ -88,7 +88,6 @@ int main(void)
rlPushMatrix(); rlPushMatrix();
rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun
rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit
rlRotatef(-earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun inverted
rlPushMatrix(); rlPushMatrix();
rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself
@ -99,7 +98,6 @@ int main(void)
rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth
rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit
rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth inverted
rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself
rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon

View File

@ -10,8 +10,9 @@
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "rlgl.h" #include "rlgl.h"
#include "raymath.h" #include "raymath.h" // Required for: MatrixPerspective(), MatrixLookAt()
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330 #define GLSL_VERSION 330

View File

@ -7,12 +7,13 @@
* *
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5) * Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
* *
* Copyright (c) 2017 Berni (@Berni8k) and Ramon Santamaria (@raysan5) * Copyright (c) 2017-2021 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
* *
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "raymath.h"
#include "raymath.h" // Required for: MatrixRotateXYZ()
int main(void) int main(void)
{ {
@ -31,9 +32,9 @@ int main(void)
camera.fovy = 30.0f; // Camera field-of-view Y camera.fovy = 30.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera type camera.projection = CAMERA_PERSPECTIVE; // Camera type
// Model loading Model model = LoadModel("resources/models/obj/plane.obj"); // Load model
// NOTE: Diffuse map loaded automatically Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
Model model = LoadModel("resources/plane/plane.gltf"); model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
float pitch = 0.0f; float pitch = 0.0f;
float roll = 0.0f; float roll = 0.0f;
@ -78,7 +79,6 @@ int main(void)
model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll }); model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll });
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
@ -88,7 +88,7 @@ int main(void)
// Draw 3D model (recomended to draw 3D always before 2D) // Draw 3D model (recomended to draw 3D always before 2D)
BeginMode3D(camera); BeginMode3D(camera);
DrawModel(model, (Vector3){ 0.0f, 0.0f, 15.0f }, 0.25f, WHITE); // Draw 3d model with texture DrawModel(model, (Vector3){ 0.0f, -8.0f, 0.0f }, 1.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 10.0f); DrawGrid(10, 10.0f);
EndMode3D(); EndMode3D();

View File

@ -1,20 +1,23 @@
| resource | author | licence | notes | | resource | author | licence | notes |
| :------------------- | :---------: | :------ | :---- | | :------------------- | :---------: | :------ | :---- |
| models/castle.obj,<br> models/castle_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - | | models/obj/castle.obj,<br>models/castle_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/bridge.obj,<br> models/bridge_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - | | models/obj/bridge.obj,<br>models/bridge_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/house.obj,<br> models/house_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - | | models/obj/house.obj,<br>models/house_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/market.obj,<br> models/market_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - | | models/obj/market.obj,<br>models/market_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/turret.obj,<br> models/turret_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - | | models/obj/turret.obj,<br>models/turret_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/well.obj,<br> models/well_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - | | models/obj/well.obj,<br>models/well_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/cube.obj,<br> models/cube_diffuse.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | | models/obj/cube.obj,<br>models/cube_diffuse.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| models/vertex_colored_object.iqm | ❔ | ❔ | - | | models/obj/plane.gltf,<br>models/gltf/plane/plane.bin,<br>models/gltf/plane/plane_diffuse.png | [GiaHanLam](https://sketchfab.com/GiaHanLam) | [CC-BY](https://creativecommons.org/licenses/by/4.0/) | Used by: [`models_yaw_pitch_roll.c`](https://github.com/raysan5/raylib/blob/master/examples/models/models_yaw_pitch_roll.c)
| billboard.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | | models/iqm/guy.iqm,<br>models/iqm/guyanim.iqm,<br>models/iqm/guytex.png,<br>models/iqm/guy.blend | [@culacant](https://github.com/culacant) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | | models/iqm/vertex_colored_object.iqm | ❔ | ❔ | - |
| cubicmap_atlas.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | | models/gltf/... | _various_ | Check [LICENSE](https://github.com/raysan5/raylib/blob/master/examples/models/resources/models/gltf/LICENSE) | - |
| heightmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | | models/vox/chr_knight.vox | ❔ | ❔ | - |
| dresden_square_1k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - | | models/vox/chr_sword.vox | ❔ | ❔ | - |
| dresden_square_2k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - | | models/vox/monu9.vox | ❔ | ❔ | - |
| skybox.png | ❔ | ❔ | - | | billboard.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| **guy/...** | [@culacant](https://github.com/culacant) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | | cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| **plane/...** | [GiaHanLam](https://sketchfab.com/GiaHanLam) | [CC-BY](https://creativecommons.org/licenses/by/4.0/) | Used by: [`models_yaw_pitch_roll.c`](https://github.com/raysan5/raylib/blob/master/examples/models/models_yaw_pitch_roll.c) | cubicmap_atlas.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| **gltf/...** | _various_ | [LICENSE](https://github.com/raysan5/raylib/blob/master/examples/models/resources/gltf/LICENSE) | - | | heightmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| dresden_square_1k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
| dresden_square_2k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
| skybox.png | ❔ | ❔ | - |

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@ -0,0 +1,9 @@
The following models are provided by the official github repo of voxel-model format by MagikaVoxel developer @ephtracy
GitHub official repo: https://github.com/ephtracy/voxel-model
- chr_knight.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_knight.vox
- chr_sword.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_sword.vox
- monu9.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/monument/monu9.vox
Worth mentioning there is no license specified for the models yet: https://github.com/ephtracy/voxel-model/issues/22

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@ -1,9 +0,0 @@
WWI Plane Model created by GiaHanLam (https://sketchfab.com/GiaHanLam)
This model is free to use, licensed as Creative Commons Attribution (CC-BY 4.0)
License details: https://creativecommons.org/licenses/by/4.0/
As per the license, author must be credited and commercial use is allowed.
This model was donwload from author Sketchfab account: https://sketchfab.com/3d-models/wwi-plane-model-f0d39a6daacd4925a8922db193886715

View File

@ -1,327 +0,0 @@
{
"accessors": [
{
"bufferView": 2,
"componentType": 5126,
"count": 3446,
"max": [
143.99604797363281,
168.74668884277344,
75.31597900390625
],
"min": [
-143.99604797363281,
-43.94732666015625,
-49.556678771972656
],
"type": "VEC3"
},
{
"bufferView": 2,
"byteOffset": 41352,
"componentType": 5126,
"count": 3446,
"max": [
1,
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],
"min": [
-1,
-0.99928808212280273,
-0.99977350234985352
],
"type": "VEC3"
},
{
"bufferView": 3,
"componentType": 5126,
"count": 3446,
"max": [
1,
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1,
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],
"min": [
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],
"type": "VEC4"
},
{
"bufferView": 1,
"componentType": 5126,
"count": 3446,
"max": [
4.8965663909912109,
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],
"min": [
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],
"type": "VEC2"
},
{
"bufferView": 0,
"componentType": 5125,
"count": 7692,
"max": [
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],
"min": [
0
],
"type": "SCALAR"
}
],
"asset": {
"extras": {
"author": "GiaHanLam (https://sketchfab.com/GiaHanLam)",
"license": "CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/)",
"source": "https://sketchfab.com/3d-models/wwi-plane-model-f0d39a6daacd4925a8922db193886715",
"title": "WWI Plane Model"
},
"generator": "Sketchfab-8.25.0",
"version": "2.0"
},
"bufferViews": [
{
"buffer": 0,
"byteLength": 30768,
"byteOffset": 0,
"name": "floatBufferViews",
"target": 34963
},
{
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"byteStride": 8,
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],
"buffers": [
{
"byteLength": 196176,
"uri": "plane.bin"
}
],
"images": [
{
"uri": "plane_diffuse.png"
}
],
"materials": [
{
"doubleSided": true,
"name": "Material_24",
"pbrMetallicRoughness": {
"baseColorFactor": [
1,
1,
1,
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"baseColorTexture": {
"index": 0,
"texCoord": 0
},
"metallicFactor": 0,
"roughnessFactor": 0.59999999999999998
}
}
],
"meshes": [
{
"name": "BODY_Material #24_0",
"primitives": [
{
"attributes": {
"COLOR_0": 2,
"NORMAL": 1,
"POSITION": 0,
"TEXCOORD_0": 3
},
"indices": 4,
"material": 0,
"mode": 4
}
]
}
],
"nodes": [
{
"children": [
1
],
"name": "RootNode (gltf orientation matrix)",
"rotation": [
-0.70710678118654746,
-0,
-0,
0.70710678118654757
]
},
{
"children": [
2
],
"name": "RootNode (model correction matrix)"
},
{
"children": [
3
],
"matrix": [
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0,
1,
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],
"name": "base"
},
{
"children": [
4,
6
],
"name": "RootNode"
},
{
"children": [
5
],
"matrix": [
1,
0,
0,
0,
0,
2.2204460492503131e-16,
-1,
0,
0,
1,
2.2204460492503131e-16,
0,
0,
0,
0,
1
],
"name": "BODY"
},
{
"mesh": 0,
"name": "BODY_Material #24_0"
},
{
"children": [
7
],
"matrix": [
1,
0,
0,
0,
0,
1,
0,
0,
0,
0,
1,
0,
-680,
0,
90,
1
],
"name": "Sky001"
},
{
"children": [
8
],
"matrix": [
1,
0,
0,
0,
0,
2.2204460492503131e-16,
1,
0,
0,
-1,
2.2204460492503131e-16,
0,
0,
0,
0,
1
],
"name": ""
},
{
"name": ""
}
],
"samplers": [
{
"magFilter": 9729,
"minFilter": 9987,
"wrapS": 10497,
"wrapT": 10497
}
],
"scene": 0,
"scenes": [
{
"name": "OSG_Scene",
"nodes": [
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"source": 0
}
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}

View File

@ -18,7 +18,7 @@ vec2 SampleSphericalMap(vec3 v)
void main() void main()
{ {
// Normalize local position // Normalize local position
vec2 uv = SampleSphericalMap(normalize(fragPosition)); vec2 uv = SampleSphericalMap(normalize(fragPosition));
// Fetch color from texture map // Fetch color from texture map

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@ -19,8 +19,8 @@ void main()
else texelColor = textureCube(environmentMap, fragPosition); else texelColor = textureCube(environmentMap, fragPosition);
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z); vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
if (doGamma)// Apply gamma correction if (doGamma) // Apply gamma correction
{ {
color = color/(color + vec3(1.0)); color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2)); color = pow(color, vec3(1.0/2.2));

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@ -1,124 +0,0 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
// Constant values
const float PI = 3.14159265359;
const uint MAX_SAMPLES = 1024u;
// Output fragment color
out vec4 finalColor;
vec2 Hammersley(uint i, uint N);
float RadicalInverseVdC(uint bits);
float GeometrySchlickGGX(float NdotV, float roughness);
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
vec2 IntegrateBRDF(float NdotV, float roughness);
float RadicalInverseVdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
// Compute Hammersley coordinates
vec2 Hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), RadicalInverseVdC(i));
}
// Integrate number of importance samples for (roughness and NoV)
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
{
float a = roughness*roughness;
float phi = 2.0 * PI * Xi.x;
float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
// Transform from spherical coordinates to cartesian coordinates (halfway vector)
vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
// Transform from tangent space H vector to world space sample vector
vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
vec3 tangent = normalize(cross(up, N));
vec3 bitangent = cross(N, tangent);
vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
return normalize(sampleVec);
}
float GeometrySchlickGGX(float NdotV, float roughness)
{
// For IBL k is calculated different
float k = (roughness*roughness)/2.0;
float nom = NdotV;
float denom = NdotV*(1.0 - k) + k;
return nom/denom;
}
// Compute the geometry term for the BRDF given roughness squared, NoV, NoL
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1*ggx2;
}
// Bidirectional reflectance distribution function
// Ref: https://github.com/HectorMF/BRDFGenerator
vec2 IntegrateBRDF(float NdotV, float roughness)
{
float A = 0.0;
float B = 0.0;
vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
vec3 N = vec3(0.0, 0.0, 1.0);
for (uint i = 0u; i < MAX_SAMPLES; i++)
{
// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate
vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV)
vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L
float NdotL = max(L.z, 0.0); // Compute normal dot light
float NdotH = max(H.z, 0.0); // Compute normal dot half
float VdotH = max(dot(V, H), 0.0); // Compute view dot half
if (NdotL > 0.0)
{
float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL
float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH
A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility
B += Fc*GVis;
}
}
// Calculate brdf average sample
A /= float(MAX_SAMPLES);
B /= float(MAX_SAMPLES);
return vec2(A, B);
}
void main()
{
// Calculate brdf based on texture coordinates
vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
// Calculate final fragment color
finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
}

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