Merge branch 'raysan5:master' into master

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iskolbin 2022-02-03 14:56:25 +03:00 committed by GitHub
commit dddcf1a177
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33 changed files with 1583 additions and 420 deletions

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@ -36,7 +36,7 @@ Some people ported raylib to other languages in form of bindings or wrappers to
| 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 | 3.7 | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
| raylib-ocaml | **4.0** | [OCaml](https://ocaml.org/) | MIT | https://github.com/tjammer/raylib-ocaml |
| raylib-swift | 3.7 | [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 |

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

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@ -40,10 +40,10 @@ elseif (${PLATFORM} MATCHES "Android")
set(PLATFORM_CPP "PLATFORM_ANDROID")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
set(raylib_sources "${raylib_sources} ${ANDROID_NDK}/sources/android/native_app_glue/android_native_app_glue.c")
add_definitions(-DANDROID -D__ANDROID_API__=21)
include_directories(external/android/native_app_glue)
set(CMAKE_SHARED_LINKER_FLAGS "${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")
include_directories(${ANDROID_NDK}/sources/android/native_app_glue)
set(CMAKE_SHARED_LINKER_FLAGS "${CMAKE_SHARED_LINKER_FLAGS} -Wl,--exclude-libs,libatomic.a -Wl,--build-id -Wl,-z,noexecstack -Wl,-z,relro -Wl,-z,now -Wl,--warn-shared-textrel -Wl,--fatal-warnings -u ANativeActivity_onCreate -Wl,-undefined,dynamic_lookup")
find_library(OPENGL_LIBRARY OpenGL)
set(LIBS_PRIVATE m log android EGL GLESv2 OpenSLES atomic c)

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@ -23,42 +23,32 @@
.PHONY: all clean
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Define required raylib variables
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 4.0.0
RAYLIB_PATH ?= ..
PROJECT_NAME ?= raylib_examples
RAYLIB_VERSION ?= 4.0.0
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 ?= 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 ?= $(DESTDIR)/include
# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
# Library type compilation: STATIC (.a) or SHARED (.so/.dll)
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
# Use external GLFW library instead of rglfw module
# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# NOTE: This variable is only used for PLATFORM_OS: LINUX
USE_WAYLAND_DISPLAY ?= FALSE
# Use cross-compiler for PLATFORM_RPI
@ -75,54 +65,52 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows!
# ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
PLATFORM_OS = WINDOWS
else
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
PLATFORM_OS = LINUX
endif
ifeq ($(UNAMEOS),FreeBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),OpenBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),NetBSD)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),DragonFly)
PLATFORM_OS=BSD
PLATFORM_OS = BSD
endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
PLATFORM_OS = OSX
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
PLATFORM_OS = LINUX
endif
endif
ifeq ($(PLATFORM),PLATFORM_DRM)
UNAMEOS=$(shell uname)
UNAMEOS = $(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
PLATFORM_OS = LINUX
endif
endif
# RAYLIB_PATH adjustment for different platforms.
# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
# Required for ldconfig or other tools that do not perform path expansion.
# RAYLIB_PATH adjustment for LINUX platform
# TODO: Do we really need this?
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
RAYLIB_PREFIX ?= ..
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
endif
endif
# Default path for raylib on Raspberry Pi, if installed in different path, update it!
# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
# Default path for raylib on Raspberry Pi
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
@ -130,6 +118,9 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Define raylib release directory for compiled library
RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
@ -137,29 +128,11 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
endif
# Define raylib release directory for compiled library.
# 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 ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
# NOTE: define g++ compiler if using C++
# Define default C compiler: CC
#------------------------------------------------------------------------------------------------
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@ -186,7 +159,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
CC = emcc
endif
# Define default make program
# Define default make program: MAKE
#------------------------------------------------------------------------------------------------
MAKE ?= make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@ -201,7 +175,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
MAKE = mingw32-make
endif
# Define compiler flags:
# Define compiler flags: CFLAGS
#------------------------------------------------------------------------------------------------
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
@ -209,6 +184,7 @@ endif
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS = -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
@ -226,6 +202,10 @@ else
endif
# Additional flags for compiler (if desired)
# -Wextra enables some extra warning flags that are not enabled by -Wall
# -Wmissing-prototypes warn if a global function is defined without a previous prototype declaration
# -Wstrict-prototypes warn if a function is declared or defined without specifying the argument types
# -Werror=implicit-function-declaration catch function calls without prior declaration
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
@ -234,7 +214,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
ifeq ($(RAYLIB_LIBTYPE),SHARED)
# Explicitly enable runtime link to libraylib.so
CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH)
endif
endif
endif
@ -245,51 +225,47 @@ ifeq ($(PLATFORM),PLATFORM_DRM)
CFLAGS += -std=gnu99 -DEGL_NO_X11
endif
# Define include paths for required headers
# 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_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 ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries
INCLUDE_PATHS += -I$(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 ($(PLATFORM),PLATFORM_DRM)
# DRM required libraries
INCLUDE_PATHS += -I/usr/include/libdrm
endif
ifeq ($(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.
# 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)
# resource file contains windows executable icon and properties
# 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 ($(PLATFORM_OS),BSD)
# Consider -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -Lsrc -L/usr/local/lib
endif
ifeq ($(PLATFORM_OS),LINUX)
# Reset everything.
# Precedence: immediately local, installed version, raysan5 provided libs
LDFLAGS += -L$(RAYLIB_INSTALL_PATH)
LDFLAGS += -L$(RAYLIB_LIB_PATH)
endif
ifeq ($(PLATFORM_OS),BSD)
LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH)
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
@ -322,8 +298,9 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib
endif
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
# Define libraries required on linking: LDLIBS
# NOTE: To link libraries (lib<name>.so or lib<name>.a), use -l<name>
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compilation
@ -387,7 +364,8 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
# Define all object files required
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
core/core_basic_window \
core/core_basic_screen_manager \
@ -433,7 +411,7 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded
shapes/shapes_top_down_lights
TEXTURES = \
textures/textures_logo_raylib \
@ -526,6 +504,8 @@ PHYSICS = \
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)

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@ -77,6 +77,9 @@ int main(void)
{
float fp = (float)(mousePosition.y);
frequency = 40.0f + (float)(fp);
float pan = (float)(mousePosition.x) / (float)screenWidth;
SetAudioStreamPan(stream, pan);
}
// Rewrite the sine wave.
@ -137,7 +140,7 @@ int main(void)
ClearBackground(RAYWHITE);
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
for (int i = 0; i < screenWidth; i++)

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@ -12,7 +12,7 @@
*
********************************************************************************************
*
* The shader makes alpha holes in the forground to give the apearance of a top
* The shader makes alpha holes in the forground to give the appearance of a top
* down look at a spotlight casting a pool of light...
*
* The right hand side of the screen there is just enough light to see whats

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@ -0,0 +1,350 @@
/*******************************************************************************************
*
* raylib [shapes] example - top down lights
*
* 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 Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2022 Jeffery Myers (@JeffM2501)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
// Custom Blend Modes
#define RLGL_SRC_ALPHA 0x0302
#define RLGL_MIN 0x8007
#define RLGL_MAX 0x8008
#define MAX_BOXES 20
#define MAX_SHADOWS MAX_BOXES*3 // MAX_BOXES *3. Each box can cast up to two shadow volumes for the edges it is away from, and one for the box itself
#define MAX_LIGHTS 16
// Shadow geometry type
typedef struct ShadowGeometry {
Vector2 vertices[4];
} ShadowGeometry;
// Light info type
typedef struct LightInfo {
bool active; // Is this light slot active?
bool dirty; // Does this light need to be updated?
bool valid; // Is this light in a valid position?
Vector2 position; // Light position
RenderTexture mask; // Alpha mask for the light
float outerRadius; // The distance the light touches
Rectangle bounds; // A cached rectangle of the light bounds to help with culling
ShadowGeometry shadows[MAX_SHADOWS];
int shadowCount;
} LightInfo;
LightInfo lights[MAX_LIGHTS] = { 0 };
// Move a light and mark it as dirty so that we update it's mask next frame
void MoveLight(int slot, float x, float y)
{
lights[slot].dirty = true;
lights[slot].position.x = x;
lights[slot].position.y = y;
// update the cached bounds
lights[slot].bounds.x = x - lights[slot].outerRadius;
lights[slot].bounds.y = y - lights[slot].outerRadius;
}
// Compute a shadow volume for the edge
// It takes the edge and projects it back by the light radius and turns it into a quad
void ComputeShadowVolumeForEdge(int slot, Vector2 sp, Vector2 ep)
{
if (lights[slot].shadowCount >= MAX_SHADOWS) return;
float extension = lights[slot].outerRadius*2;
Vector2 spVector = Vector2Normalize(Vector2Subtract(sp, lights[slot].position));
Vector2 spProjection = Vector2Add(sp, Vector2Scale(spVector, extension));
Vector2 epVector = Vector2Normalize(Vector2Subtract(ep, lights[slot].position));
Vector2 epProjection = Vector2Add(ep, Vector2Scale(epVector, extension));
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = sp;
lights[slot].shadows[lights[slot].shadowCount].vertices[1] = ep;
lights[slot].shadows[lights[slot].shadowCount].vertices[2] = epProjection;
lights[slot].shadows[lights[slot].shadowCount].vertices[3] = spProjection;
lights[slot].shadowCount++;
}
// Draw the light and shadows to the mask for a light
void DrawLightMask(int slot)
{
// Use the light mask
BeginTextureMode(lights[slot].mask);
ClearBackground(WHITE);
// Force the blend mode to only set the alpha of the destination
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
rlSetBlendMode(BLEND_CUSTOM);
// If we are valid, then draw the light radius to the alpha mask
if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
rlDrawRenderBatchActive();
// Cut out the shadows from the light radius by forcing the alpha to maximum
rlSetBlendMode(BLEND_ALPHA);
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MAX);
rlSetBlendMode(BLEND_CUSTOM);
// Draw the shadows to the alpha mask
for (int i = 0; i < lights[slot].shadowCount; i++)
{
DrawTriangleFan(lights[slot].shadows[i].vertices, 4, WHITE);
}
rlDrawRenderBatchActive();
// Go back to normal blend mode
rlSetBlendMode(BLEND_ALPHA);
EndTextureMode();
}
// Setup a light
void SetupLight(int slot, float x, float y, float radius)
{
lights[slot].active = true;
lights[slot].valid = false; // The light must prove it is valid
lights[slot].mask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
lights[slot].outerRadius = radius;
lights[slot].bounds.width = radius * 2;
lights[slot].bounds.height = radius * 2;
MoveLight(slot, x, y);
// Force the render texture to have something in it
DrawLightMask(slot);
}
// See if a light needs to update it's mask
bool UpdateLight(int slot, Rectangle* boxes, int count)
{
if (!lights[slot].active || !lights[slot].dirty) return false;
lights[slot].dirty = false;
lights[slot].shadowCount = 0;
lights[slot].valid = false;
for (int i = 0; i < count; i++)
{
// Are we in a box? if so we are not valid
if (CheckCollisionPointRec(lights[slot].position, boxes[i])) return false;
// If this box is outside our bounds, we can skip it
if (!CheckCollisionRecs(lights[slot].bounds, boxes[i])) continue;
// Check the edges that are on the same side we are, and cast shadow volumes out from them
// Top
Vector2 sp = (Vector2){ boxes[i].x, boxes[i].y };
Vector2 ep = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
if (lights[slot].position.y > ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
// Right
sp = ep;
ep.y += boxes[i].height;
if (lights[slot].position.x < ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
// Bottom
sp = ep;
ep.x -= boxes[i].width;
if (lights[slot].position.y < ep.y) ComputeShadowVolumeForEdge(slot, sp, ep);
// Left
sp = ep;
ep.y -= boxes[i].height;
if (lights[slot].position.x > ep.x) ComputeShadowVolumeForEdge(slot, sp, ep);
// The box itself
lights[slot].shadows[lights[slot].shadowCount].vertices[0] = (Vector2){ boxes[i].x, boxes[i].y };
lights[slot].shadows[lights[slot].shadowCount].vertices[1] = (Vector2){ boxes[i].x, boxes[i].y + boxes[i].height };
lights[slot].shadows[lights[slot].shadowCount].vertices[2] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y + boxes[i].height };
lights[slot].shadows[lights[slot].shadowCount].vertices[3] = (Vector2){ boxes[i].x + boxes[i].width, boxes[i].y };
lights[slot].shadowCount++;
}
lights[slot].valid = true;
DrawLightMask(slot);
return true;
}
// Set up some boxes
void SetupBoxes(Rectangle *boxes, int *count)
{
boxes[0] = (Rectangle){ 150,80, 40, 40 };
boxes[1] = (Rectangle){ 1200, 700, 40, 40 };
boxes[2] = (Rectangle){ 200, 600, 40, 40 };
boxes[3] = (Rectangle){ 1000, 50, 40, 40 };
boxes[4] = (Rectangle){ 500, 350, 40, 40 };
for (int i = 5; i < MAX_BOXES; i++)
{
boxes[i] = (Rectangle){(float)GetRandomValue(0,GetScreenWidth()), (float)GetRandomValue(0,GetScreenHeight()), (float)GetRandomValue(10,100), (float)GetRandomValue(10,100) };
}
*count = MAX_BOXES;
}
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - top down lights");
// Initialize our 'world' of boxes
int boxCount = 0;
Rectangle boxes[MAX_BOXES] = { 0 };
SetupBoxes(boxes, &boxCount);
// Create a checkerboard ground texture
Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
Texture2D backgroundTexture = LoadTextureFromImage(img);
UnloadImage(img);
// Create a global light mask to hold all the blended lights
RenderTexture lightMask = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
// Setup initial light
SetupLight(0, 600, 400, 300);
int nextLight = 1;
bool showLines = false;
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
//----------------------------------------------------------------------------------
// Drag light 0
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT)) MoveLight(0, GetMousePosition().x, GetMousePosition().y);
// Make a new light
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) && (nextLight < MAX_LIGHTS))
{
SetupLight(nextLight, GetMousePosition().x, GetMousePosition().y, 200);
nextLight++;
}
// Toggle debug info
if (IsKeyPressed(KEY_F1)) showLines = !showLines;
// Update the lights and keep track if any were dirty so we know if we need to update the master light mask
bool dirtyLights = false;
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (UpdateLight(i, boxes, boxCount)) dirtyLights = true;
}
// Update the light mask
if (dirtyLights)
{
// Build up the light mask
BeginTextureMode(lightMask);
ClearBackground(BLACK);
// Force the blend mode to only set the alpha of the destination
rlSetBlendFactors(RLGL_SRC_ALPHA, RLGL_SRC_ALPHA, RLGL_MIN);
rlSetBlendMode(BLEND_CUSTOM);
// Merge in all the light masks
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) DrawTextureRec(lights[i].mask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), WHITE);
}
rlDrawRenderBatchActive();
// Go back to normal blend
rlSetBlendMode(BLEND_ALPHA);
EndTextureMode();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
// Draw the tile background
DrawTextureRec(backgroundTexture, (Rectangle){ 0, 0, (float)GetScreenWidth(), (float)GetScreenHeight() }, Vector2Zero(), WHITE);
// Overlay the shadows from all the lights
DrawTextureRec(lightMask.texture, (Rectangle){ 0, 0, (float)GetScreenWidth(), -(float)GetScreenHeight() }, Vector2Zero(), ColorAlpha(WHITE, showLines? 0.75f : 1.0f));
// Draw the lights
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) DrawCircle((int)lights[i].position.x, (int)lights[i].position.y, 10, (i == 0)? YELLOW : WHITE);
}
if (showLines)
{
for (int s = 0; s < lights[0].shadowCount; s++)
{
DrawTriangleFan(lights[0].shadows[s].vertices, 4, DARKPURPLE);
}
for (int b = 0; b < boxCount; b++)
{
if (CheckCollisionRecs(boxes[b],lights[0].bounds)) DrawRectangleRec(boxes[b], PURPLE);
DrawRectangleLines((int)boxes[b].x, (int)boxes[b].y, (int)boxes[b].width, (int)boxes[b].height, DARKBLUE);
}
DrawText("(F1) Hide Shadow Volumes", 10, 50, 10, GREEN);
}
else
{
DrawText("(F1) Show Shadow Volumes", 10, 50, 10, GREEN);
}
DrawFPS(screenWidth - 80, 10);
DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(backgroundTexture);
UnloadRenderTexture(lightMask);
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].active) UnloadRenderTexture(lights[i].mask);
}
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -1,44 +1,38 @@
cmake_minimum_required(VERSION 3.11) # FetchContent is available in 3.11+
project(example)
# Set this to the minimal version you want to support
find_package(raylib 3.0 QUIET) # Let CMake search for a raylib-config.cmake
# You could change the QUIET above to REQUIRED and remove this if() clause
# This part downloads raylib and builds it if it's not installed on your system
# Dependencies
find_package(raylib 4.0.0 QUIET) # QUIET or REQUIRED
if (NOT raylib_FOUND) # If there's none, fetch and build raylib
include(FetchContent)
FetchContent_Declare(
raylib
URL https://github.com/raysan5/raylib/archive/master.tar.gz
URL https://github.com/raysan5/raylib/archive/refs/tags/4.0.0.tar.gz
)
FetchContent_GetProperties(raylib)
if (NOT raylib_POPULATED) # Have we downloaded raylib yet?
set(FETCHCONTENT_QUIET NO)
FetchContent_Populate(raylib)
set(BUILD_EXAMPLES OFF CACHE BOOL "" FORCE) # don't build the supplied examples
# build raylib
add_subdirectory(${raylib_SOURCE_DIR} ${raylib_BINARY_DIR})
endif()
endif()
# This is the main part:
# Our Project
add_executable(${PROJECT_NAME} core_basic_window.c)
#set(raylib_VERBOSE 1)
target_link_libraries(${PROJECT_NAME} raylib)
# Web Configurations
if (${PLATFORM} STREQUAL "Web")
# Tell Emscripten to build an example.html file.
set_target_properties(${PROJECT_NAME} PROPERTIES SUFFIX ".html")
endif()
# Checks if OSX and links appropriate frameworks (Only required on MacOS)
if (APPLE)
target_link_libraries(${PROJECT_NAME} "-framework IOKit")
target_link_libraries(${PROJECT_NAME} "-framework Cocoa")
target_link_libraries(${PROJECT_NAME} "-framework OpenGL")
endif()
# That's it! You should have an example executable that you can run. Have fun!
endif()

29
projects/CMake/README.md Normal file
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@ -0,0 +1,29 @@
# raylib CMake Project
This provides a base project template which builds with [CMake](https://cmake.org).
## Usage
To compile the example, use one of the following dependending on your build target...
### Desktop
Use the following to build for desktop:
``` bash
mkdir build
cd build
cmake ..
make
```
### Web
Compiling for the web requires the [Emscripten SDK](https://emscripten.org/docs/getting_started/downloads.html):
``` bash
mkdir build
cd build
emcmake cmake .. -DPLATFORM=Web -DCMAKE_BUILD_TYPE=Release -DCMAKE_EXE_LINKER_FLAGS="-s USE_GLFW=3" -DCMAKE_EXECUTABLE_SUFFIX=".html"
emmake make
```

View File

@ -1,57 +1,56 @@
/*******************************************************************************************
*
* raylib [core] example - Basic window
* raylib [core] example - Basic window (adapted for HTML5 platform)
*
* Welcome to raylib!
* This example is prepared to compile for PLATFORM_WEB, PLATFORM_DESKTOP and PLATFORM_RPI
* As you will notice, code structure is slightly diferent to the other examples...
* To compile it for PLATFORM_WEB just uncomment #define PLATFORM_WEB at beginning
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
SetTargetFPS(60);
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
@ -60,3 +59,25 @@ int main()
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -6,7 +6,7 @@ IDE | Platform(s) | Source | Example(s)
----| ------------| :-------: | :-----:
[4coder](http://4coder.net/) | Windows | ❌ | ✔️
[Builder](https://wiki.gnome.org/Apps/Builder) | Linux | ❌ | ✔️
[CMake](https://cmake.org/) | Windows, Linux, macOS | ✔️ | ✔️
[CMake](https://cmake.org/) | Windows, Linux, macOS, Web | ✔️ | ✔️
[CodeBlocks](http://www.codeblocks.org/) | Windows, Linux, macOS | ❌ | ✔️
[Geany](https://www.geany.org/) | Windows, Linux | ✔️ | ✔️
[Notepad++](https://notepad-plus-plus.org/) | Windows | ✔️ | ✔️

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@ -0,0 +1,387 @@
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
<Message>Copy Debug DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
<Message>Copy Debug DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy Release DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy Release DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shapes\shapes_top_down_lights.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -199,6 +199,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_box_anim", "
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_easings_rectangle_array", "examples\shapes_easings_rectangle_array.vcxproj", "{1EDD4BCF-345C-4065-8CBD-7285224293C3}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "top_down_lights", "examples\shapes_top_down_lights.vcxproj", "{67A9CF3B-A5E8-442E-A437-ED74A08CA312}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "physics_demo", "examples\physics_demo.vcxproj", "{581F89BD-FBB9-4699-B8DB-EB38E6DEE097}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "physics_friction", "examples\physics_friction.vcxproj", "{A6260ED4-5361-4B61-B6B9-8D8119457BA4}"
@ -1675,6 +1677,22 @@ Global
{1EDD4BCF-345C-4065-8CBD-7285224293C3}.Release|x64.Build.0 = Release|x64
{1EDD4BCF-345C-4065-8CBD-7285224293C3}.Release|x86.ActiveCfg = Release|Win32
{1EDD4BCF-345C-4065-8CBD-7285224293C3}.Release|x86.Build.0 = Release|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x64.ActiveCfg = Debug|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x64.Build.0 = Debug|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x86.ActiveCfg = Debug|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Debug|x86.Build.0 = Debug|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x64.Build.0 = Release.DLL|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x64.ActiveCfg = Release|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x64.Build.0 = Release|x64
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x86.ActiveCfg = Release|Win32
{67A9CF3B-A5E8-442E-A437-ED74A08CA312}.Release|x86.Build.0 = Release|Win32
{581F89BD-FBB9-4699-B8DB-EB38E6DEE097}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{581F89BD-FBB9-4699-B8DB-EB38E6DEE097}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{581F89BD-FBB9-4699-B8DB-EB38E6DEE097}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
@ -2238,6 +2256,7 @@ Global
{1C49E35A-2838-49D9-9D5F-4B8134960EF6} = {278D8859-20B1-428F-8448-064F46E1F021}
{F91142E2-A999-47F0-9E74-38C1E2930EBE} = {278D8859-20B1-428F-8448-064F46E1F021}
{1EDD4BCF-345C-4065-8CBD-7285224293C3} = {278D8859-20B1-428F-8448-064F46E1F021}
{67A9CF3B-A5E8-442E-A437-ED74A08CA312} = {278D8859-20B1-428F-8448-064F46E1F021}
{581F89BD-FBB9-4699-B8DB-EB38E6DEE097} = {D6B669E2-68D0-4E62-83D1-E14DDD6A356F}
{A6260ED4-5361-4B61-B6B9-8D8119457BA4} = {D6B669E2-68D0-4E62-83D1-E14DDD6A356F}
{29817904-E3D3-4C28-BD8D-A3A09DD199D2} = {D6B669E2-68D0-4E62-83D1-E14DDD6A356F}

View File

@ -117,13 +117,12 @@ endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_VERSION ?= 1.38.31
CLANG_VERSION = e$(EMSCRIPTEN_VERSION)_64bit
PYTHON_VERSION = 2.7.13.1_64bit\python-2.7.13.amd64
NODE_VERSION = 8.9.1_64bit
export PATH = $(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
EMSCRIPTEN = $(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
EMSDK_PATH ?= C:/emsdk
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
NODE_PATH = $(EMSDK_PATH)/node/14.18.2_64bit/bin
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
endif
# Define raylib release directory for compiled library.
@ -344,7 +343,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
endif
# Define a recursive wildcard function

View File

@ -15,12 +15,30 @@
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Local Variables Definition (local to this module)
//----------------------------------------------------------------------------------
Camera camera = { 0 };
Vector3 cubePosition = { 0 };
//----------------------------------------------------------------------------------
// Local Functions Declaration
//----------------------------------------------------------------------------------
static void UpdateDrawFrame(void); // Update and draw one frame
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
@ -30,7 +48,6 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib");
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 8.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
@ -39,45 +56,55 @@ int main()
SetCameraMode(camera, CAMERA_ORBITAL);
Vector3 cubePosition = { 0 };
//--------------------------------------------------------------------------------------
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
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);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Update and draw game frame
static void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("This is a raylib example", 10, 40, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -0,0 +1 @@
Assets license.

View File

@ -15,33 +15,35 @@
# Many thanks to Milan Nikolic (@gen2brain) for implementing Android platform pipeline.
# Many thanks to Emanuele Petriglia for his contribution on GNU/Linux pipeline.
#
# Copyright (c) 2014-2022 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 will the authors be held liable for any damages arising from
# the use of this software.
# 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.
#
# Permission is granted to anyone to use this software for any purpose,
# including commercial applications, and to alter it and redistribute it
# freely, subject to the following restrictions:
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not
# claim that you wrote the original software. If you use this software in a
# product, an acknowledgment in the product documentation would be
# appreciated but is not required.
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not
# be misrepresented as being the original software.
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
# 3. This notice may not be removed or altered from any source distribution.
#
#******************************************************************************
#**************************************************************************************************
# Please read the wiki to know how to compile raylib, because there are different methods.
# NOTE: Highly recommended to read the raylib Wiki to know how to compile raylib for different platforms
# https://github.com/raysan5/raylib/wiki
.PHONY: all clean install uninstall
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# Define required raylib variables
RAYLIB_VERSION = 4.0.0
RAYLIB_API_VERSION = 400
@ -70,10 +72,6 @@ RAYLIB_RES_FILE ?= ./raylib.dll.rc.data
# if NONE, default config.h flags are used
RAYLIB_CONFIG_FLAGS ?= NONE
# Define raylib platform
# Options: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
# To define additional cflags: Use make CUSTOM_CFLAGS=""
# Include raylib modules on compilation
@ -87,11 +85,11 @@ RAYLIB_MODULE_RAYGUI_PATH ?= $(RAYLIB_SRC_PATH)/extras
RAYLIB_MODULE_PHYSAC_PATH ?= $(RAYLIB_SRC_PATH)/extras
# Use external GLFW library instead of rglfw module
USE_EXTERNAL_GLFW ?= FALSE
USE_EXTERNAL_GLFW ?= FALSE
# Use Wayland display server protocol on Linux desktop
# by default it uses X11 windowing system
USE_WAYLAND_DISPLAY ?= FALSE
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# NOTE: This variable is only used for PLATFORM_OS: LINUX
USE_WAYLAND_DISPLAY ?= FALSE
# Use cross-compiler for PLATFORM_RPI
ifeq ($(PLATFORM),PLATFORM_RPI)
@ -102,9 +100,8 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
endif
endif
# Determine if the file has root access (only for installing raylib)
# "whoami" prints the name of the user that calls him (so, if it is the root
# user, "whoami" prints "root").
# Determine if the file has root access (only required to install raylib)
# "whoami" prints the name of the user that calls him (so, if it is the root user, "whoami" prints "root")
ROOT = $(shell whoami)
# By default we suppose we are working on Windows
@ -220,7 +217,8 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
GRAPHICS = GRAPHICS_API_OPENGL_ES2
endif
# Define default C compiler and archiver to pack library
# Define default C compiler and archiver to pack library: CC, AR
#------------------------------------------------------------------------------------------------
CC = gcc
AR = ar
@ -266,7 +264,8 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
AR = $(ANDROID_TOOLCHAIN)/bin/llvm-ar
endif
# Define compiler flags:
# Define compiler flags: CFLAGS
#------------------------------------------------------------------------------------------------
# -O1 defines optimization level
# -g include debug information on compilation
# -s strip unnecessary data from build
@ -274,6 +273,7 @@ endif
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -Wno-unused-value ignore unused return values of some functions (i.e. fread())
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
# -Werror=pointer-arith catch unportable code that does direct arithmetic on void pointers
# -fno-strict-aliasing jar_xm.h does shady stuff (breaks strict aliasing)
@ -377,8 +377,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
# Define include paths for required headers
# Define include paths for required headers: INCLUDE_PATHS
# NOTE: Several external required libraries (stb and others)
#------------------------------------------------------------------------------------------------
INCLUDE_PATHS = -I. -Iexternal/glfw/include -Iexternal/glfw/deps/mingw
# Define additional directories containing required header files
@ -388,13 +389,11 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI required libraries
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)
# DRM required libraries
INCLUDE_PATHS += -I/usr/include/libdrm
endif
ifeq ($(PLATFORM),PLATFORM_ANDROID)
@ -418,7 +417,9 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
endif
endif
# Define linker flags (required for dynamic library generation)
# Define library paths containing required libs: LDFLAGS
# NOTE: This is only required for dynamic library generation
#------------------------------------------------------------------------------------------------
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH)
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@ -452,7 +453,9 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
LDFLAGS += -Wl,-undefined,dynamic_lookup
endif
# Define linker libraries (required for dynamic library generation)
# Define libraries required on linking: LDLIBS
# NOTE: This is only required for dynamic library generation
#------------------------------------------------------------------------------------------------
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
LDLIBS = -static-libgcc -lopengl32 -lgdi32 -lwinmm
@ -485,13 +488,8 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
LDLIBS = -llog -landroid -lEGL -lGLESv2 -lOpenSLES -lc -lm
endif
# Define all object files required with a wildcard
# The wildcard takes all files that finish with ".c",
# and replaces extentions with ".o", that are the object files
# NOTE: Some objects depend on the PLATFORM to be added or not!
# OBJS = $(patsubst %.c, %.o, $(wildcard *.c))
# Define object required on compilation
# Define source code object files required
#------------------------------------------------------------------------------------------------
OBJS = rcore.o \
rshapes.o \
rtextures.o \
@ -520,6 +518,8 @@ ifeq ($(PLATFORM),PLATFORM_ANDROID)
OBJS += android_native_app_glue.o
endif
# Define processes to execute
#------------------------------------------------------------------------------------------------
# Default target entry
all: raylib

View File

@ -1,5 +1,77 @@
const std = @import("std");
pub fn Pkg(srcdir: []const u8) type {
return struct {
pub fn addRaylib(b: *std.build.Builder, target: std.zig.CrossTarget) *std.build.LibExeObjStep {
// Standard release options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall.
const mode = b.standardReleaseOptions();
const raylib_flags = &[_][]const u8{
"-std=gnu99",
"-DPLATFORM_DESKTOP",
"-DGL_SILENCE_DEPRECATION=199309L",
"-fno-sanitize=undefined", // https://github.com/raysan5/raylib/issues/1891
};
const raylib = b.addStaticLibrary("raylib", srcdir ++ "/raylib.h");
raylib.setTarget(target);
raylib.setBuildMode(mode);
raylib.linkLibC();
raylib.addIncludeDir(srcdir ++ "/external/glfw/include");
raylib.addCSourceFiles(&.{
srcdir ++ "/raudio.c",
srcdir ++ "/rcore.c",
srcdir ++ "/rmodels.c",
srcdir ++ "/rshapes.c",
srcdir ++ "/rtext.c",
srcdir ++ "/rtextures.c",
srcdir ++ "/utils.c",
}, raylib_flags);
switch (raylib.target.toTarget().os.tag) {
.windows => {
raylib.addCSourceFiles(&.{srcdir ++ "/rglfw.c"}, raylib_flags);
raylib.linkSystemLibrary("winmm");
raylib.linkSystemLibrary("gdi32");
raylib.linkSystemLibrary("opengl32");
raylib.addIncludeDir("external/glfw/deps/mingw");
},
.linux => {
raylib.addCSourceFiles(&.{srcdir ++ "/rglfw.c"}, raylib_flags);
raylib.linkSystemLibrary("GL");
raylib.linkSystemLibrary("rt");
raylib.linkSystemLibrary("dl");
raylib.linkSystemLibrary("m");
raylib.linkSystemLibrary("X11");
},
.macos => {
// On macos rglfw.c include Objective-C files.
const raylib_flags_extra_macos = &[_][]const u8{
"-ObjC",
};
raylib.addCSourceFiles(
&.{srcdir ++ "/rglfw.c"},
raylib_flags ++ raylib_flags_extra_macos,
);
raylib.linkFramework("Foundation");
},
else => {
@panic("Unsupported OS");
},
}
raylib.setOutputDir("./");
raylib.install();
return raylib;
}
};
}
const lib = Pkg(".");
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
@ -7,66 +79,5 @@ pub fn build(b: *std.build.Builder) void {
// for restricting supported target set are available.
const target = b.standardTargetOptions(.{});
// Standard release options allow the person running `zig build` to select
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall.
const mode = b.standardReleaseOptions();
const raylib_flags = &[_][]const u8{
"-std=gnu99",
"-DPLATFORM_DESKTOP",
"-DGL_SILENCE_DEPRECATION",
"-fno-sanitize=undefined", // https://github.com/raysan5/raylib/issues/1891
};
const raylib = b.addStaticLibrary("raylib", "raylib.h");
raylib.setTarget(target);
raylib.setBuildMode(mode);
raylib.linkLibC();
raylib.addIncludeDir("external/glfw/include");
raylib.addCSourceFiles(&.{
"raudio.c",
"rcore.c",
"rmodels.c",
"rshapes.c",
"rtext.c",
"rtextures.c",
"utils.c",
}, raylib_flags);
switch (raylib.target.toTarget().os.tag) {
.windows => {
raylib.addCSourceFiles(&.{"rglfw.c"}, raylib_flags);
raylib.linkSystemLibrary("winmm");
raylib.linkSystemLibrary("gdi32");
raylib.linkSystemLibrary("opengl32");
raylib.addIncludeDir("external/glfw/deps/mingw");
},
.linux => {
raylib.addCSourceFiles(&.{"rglfw.c"}, raylib_flags);
raylib.linkSystemLibrary("GL");
raylib.linkSystemLibrary("rt");
raylib.linkSystemLibrary("dl");
raylib.linkSystemLibrary("m");
raylib.linkSystemLibrary("X11");
},
.macos => {
// On macos rglfw.c include Objective-C files.
const raylib_flags_extra_macos = &[_][]const u8{
"-ObjC",
};
raylib.addCSourceFiles(
&.{"rglfw.c"},
raylib_flags ++ raylib_flags_extra_macos,
);
raylib.linkFramework("Foundation");
},
else => {
@panic("Unsupported OS");
},
}
raylib.setOutputDir("./");
raylib.install();
_ = lib.addRaylib(b, target);
}

View File

@ -948,7 +948,11 @@ static cgltf_result cgltf_default_file_read(const struct cgltf_memory_options* m
fseek(file, 0, SEEK_END);
#ifdef _WIN32
__int64 length = _ftelli64(file);
#ifdef __TINYC__
__int64 length = ftell(file);
#else
__int64 length = _ftelli64(file);
#endif
#else
long length = ftell(file);
#endif

114
src/external/qoi.h vendored
View File

@ -28,8 +28,8 @@ SOFTWARE.
-- About
QOI encodes and decodes images in a lossless format. Compared to stb_image and
stb_image_write QOI offers 20x-50x faster encoding, 3x-4x faster decoding and
QOI encodes and decodes images in a lossless format. Compared to stb_image and
stb_image_write QOI offers 20x-50x faster encoding, 3x-4x faster decoding and
20% better compression.
@ -45,7 +45,7 @@ stb_image_write QOI offers 20x-50x faster encoding, 3x-4x faster decoding and
// the input pixel data.
qoi_write("image_new.qoi", rgba_pixels, &(qoi_desc){
.width = 1920,
.height = 1080,
.height = 1080,
.channels = 4,
.colorspace = QOI_SRGB
});
@ -74,7 +74,7 @@ QOI_NO_STDIO before including this library.
This library uses malloc() and free(). To supply your own malloc implementation
you can define QOI_MALLOC and QOI_FREE before including this library.
This library uses memset() to zero-initialize the index. To supply your own
This library uses memset() to zero-initialize the index. To supply your own
implementation you can define QOI_ZEROARR before including this library.
@ -91,9 +91,9 @@ struct qoi_header_t {
uint8_t colorspace; // 0 = sRGB with linear alpha, 1 = all channels linear
};
Images are encoded from top to bottom, left to right. The decoder and encoder
start with {r: 0, g: 0, b: 0, a: 255} as the previous pixel value. An image is
complete when all pixels specified by width * height have been covered.
Images are encoded row by row, left to right, top to bottom. The decoder and
encoder start with {r: 0, g: 0, b: 0, a: 255} as the previous pixel value. An
image is complete when all pixels specified by width * height have been covered.
Pixels are encoded as
- a run of the previous pixel
@ -101,20 +101,20 @@ Pixels are encoded as
- a difference to the previous pixel value in r,g,b
- full r,g,b or r,g,b,a values
The color channels are assumed to not be premultiplied with the alpha channel
The color channels are assumed to not be premultiplied with the alpha channel
("un-premultiplied alpha").
A running array[64] (zero-initialized) of previously seen pixel values is
A running array[64] (zero-initialized) of previously seen pixel values is
maintained by the encoder and decoder. Each pixel that is seen by the encoder
and decoder is put into this array at the position formed by a hash function of
the color value. In the encoder, if the pixel value at the index matches the
current pixel, this index position is written to the stream as QOI_OP_INDEX.
current pixel, this index position is written to the stream as QOI_OP_INDEX.
The hash function for the index is:
index_position = (r * 3 + g * 5 + b * 7 + a * 11) % 64
Each chunk starts with a 2- or 8-bit tag, followed by a number of data bits. The
bit length of chunks is divisible by 8 - i.e. all chunks are byte aligned. All
Each chunk starts with a 2- or 8-bit tag, followed by a number of data bits. The
bit length of chunks is divisible by 8 - i.e. all chunks are byte aligned. All
values encoded in these data bits have the most significant bit on the left.
The 8-bit tags have precedence over the 2-bit tags. A decoder must check for the
@ -135,11 +135,11 @@ The possible chunks are:
2-bit tag b00
6-bit index into the color index array: 0..63
A valid encoder must not issue 7 or more consecutive QOI_OP_INDEX chunks to the
index 0, to avoid confusion with the 8 byte end marker.
A valid encoder must not issue 2 or more consecutive QOI_OP_INDEX chunks to the
same index. QOI_OP_RUN should be used instead.
.- QOI_OP_DIFF -----------.
.- QOI_OP_DIFF -----------.
| Byte[0] |
| 7 6 5 4 3 2 1 0 |
|-------+-----+-----+-----|
@ -150,14 +150,16 @@ index 0, to avoid confusion with the 8 byte end marker.
2-bit green channel difference from the previous pixel between -2..1
2-bit blue channel difference from the previous pixel between -2..1
The difference to the current channel values are using a wraparound operation,
The difference to the current channel values are using a wraparound operation,
so "1 - 2" will result in 255, while "255 + 1" will result in 0.
Values are stored as unsigned integers with a bias of 2. E.g. -2 is stored as
Values are stored as unsigned integers with a bias of 2. E.g. -2 is stored as
0 (b00). 1 is stored as 3 (b11).
The alpha value remains unchanged from the previous pixel.
.- QOI_OP_LUMA -------------------------------------.
.- QOI_OP_LUMA -------------------------------------.
| Byte[0] | Byte[1] |
| 7 6 5 4 3 2 1 0 | 7 6 5 4 3 2 1 0 |
|-------+-----------------+-------------+-----------|
@ -168,18 +170,20 @@ Values are stored as unsigned integers with a bias of 2. E.g. -2 is stored as
4-bit red channel difference minus green channel difference -8..7
4-bit blue channel difference minus green channel difference -8..7
The green channel is used to indicate the general direction of change and is
The green channel is used to indicate the general direction of change and is
encoded in 6 bits. The red and blue channels (dr and db) base their diffs off
of the green channel difference and are encoded in 4 bits. I.e.:
dr_dg = (last_px.r - cur_px.r) - (last_px.g - cur_px.g)
db_dg = (last_px.b - cur_px.b) - (last_px.g - cur_px.g)
dr_dg = (cur_px.r - prev_px.r) - (cur_px.g - prev_px.g)
db_dg = (cur_px.b - prev_px.b) - (cur_px.g - prev_px.g)
The difference to the current channel values are using a wraparound operation,
The difference to the current channel values are using a wraparound operation,
so "10 - 13" will result in 253, while "250 + 7" will result in 1.
Values are stored as unsigned integers with a bias of 32 for the green channel
Values are stored as unsigned integers with a bias of 32 for the green channel
and a bias of 8 for the red and blue channel.
The alpha value remains unchanged from the previous pixel.
.- QOI_OP_RUN ------------.
| Byte[0] |
@ -190,8 +194,8 @@ and a bias of 8 for the red and blue channel.
2-bit tag b11
6-bit run-length repeating the previous pixel: 1..62
The run-length is stored with a bias of -1. Note that the run-lengths 63 and 64
(b111110 and b111111) are illegal as they are occupied by the QOI_OP_RGB and
The run-length is stored with a bias of -1. Note that the run-lengths 63 and 64
(b111110 and b111111) are illegal as they are occupied by the QOI_OP_RGB and
QOI_OP_RGBA tags.
@ -206,6 +210,8 @@ QOI_OP_RGBA tags.
8-bit green channel value
8-bit blue channel value
The alpha value remains unchanged from the previous pixel.
.- QOI_OP_RGBA ---------------------------------------------------.
| Byte[0] | Byte[1] | Byte[2] | Byte[3] | Byte[4] |
@ -232,17 +238,17 @@ Header - Public functions */
extern "C" {
#endif
/* A pointer to a qoi_desc struct has to be supplied to all of qoi's functions.
It describes either the input format (for qoi_write and qoi_encode), or is
/* A pointer to a qoi_desc struct has to be supplied to all of qoi's functions.
It describes either the input format (for qoi_write and qoi_encode), or is
filled with the description read from the file header (for qoi_read and
qoi_decode).
The colorspace in this qoi_desc is an enum where
The colorspace in this qoi_desc is an enum where
0 = sRGB, i.e. gamma scaled RGB channels and a linear alpha channel
1 = all channels are linear
You may use the constants QOI_SRGB or QOI_LINEAR. The colorspace is purely
You may use the constants QOI_SRGB or QOI_LINEAR. The colorspace is purely
informative. It will be saved to the file header, but does not affect
en-/decoding in any way. */
how chunks are en-/decoded. */
#define QOI_SRGB 0
#define QOI_LINEAR 1
@ -256,11 +262,11 @@ typedef struct {
#ifndef QOI_NO_STDIO
/* Encode raw RGB or RGBA pixels into a QOI image and write it to the file
system. The qoi_desc struct must be filled with the image width, height,
number of channels (3 = RGB, 4 = RGBA) and the colorspace.
/* Encode raw RGB or RGBA pixels into a QOI image and write it to the file
system. The qoi_desc struct must be filled with the image width, height,
number of channels (3 = RGB, 4 = RGBA) and the colorspace.
The function returns 0 on failure (invalid parameters, or fopen or malloc
The function returns 0 on failure (invalid parameters, or fopen or malloc
failed) or the number of bytes written on success. */
int qoi_write(const char *filename, const void *data, const qoi_desc *desc);
@ -271,7 +277,7 @@ number of channels from the file header is used. If channels is 3 or 4 the
output format will be forced into this number of channels.
The function either returns NULL on failure (invalid data, or malloc or fopen
failed) or a pointer to the decoded pixels. On success, the qoi_desc struct
failed) or a pointer to the decoded pixels. On success, the qoi_desc struct
will be filled with the description from the file header.
The returned pixel data should be free()d after use. */
@ -283,8 +289,8 @@ void *qoi_read(const char *filename, qoi_desc *desc, int channels);
/* Encode raw RGB or RGBA pixels into a QOI image in memory.
The function either returns NULL on failure (invalid parameters or malloc
failed) or a pointer to the encoded data on success. On success the out_len
The function either returns NULL on failure (invalid parameters or malloc
failed) or a pointer to the encoded data on success. On success the out_len
is set to the size in bytes of the encoded data.
The returned qoi data should be free()d after use. */
@ -294,8 +300,8 @@ void *qoi_encode(const void *data, const qoi_desc *desc, int *out_len);
/* Decode a QOI image from memory.
The function either returns NULL on failure (invalid parameters or malloc
failed) or a pointer to the decoded pixels. On success, the qoi_desc struct
The function either returns NULL on failure (invalid parameters or malloc
failed) or a pointer to the decoded pixels. On success, the qoi_desc struct
is filled with the description from the file header.
The returned pixel data should be free()d after use. */
@ -340,8 +346,8 @@ Implementation */
#define QOI_HEADER_SIZE 14
/* 2GB is the max file size that this implementation can safely handle. We guard
against anything larger than that, assuming the worst case with 5 bytes per
pixel, rounded down to a nice clean value. 400 million pixels ought to be
against anything larger than that, assuming the worst case with 5 bytes per
pixel, rounded down to a nice clean value. 400 million pixels ought to be
enough for anybody. */
#define QOI_PIXELS_MAX ((unsigned int)400000000)
@ -352,14 +358,14 @@ typedef union {
static const unsigned char qoi_padding[8] = {0,0,0,0,0,0,0,1};
void qoi_write_32(unsigned char *bytes, int *p, unsigned int v) {
static void qoi_write_32(unsigned char *bytes, int *p, unsigned int v) {
bytes[(*p)++] = (0xff000000 & v) >> 24;
bytes[(*p)++] = (0x00ff0000 & v) >> 16;
bytes[(*p)++] = (0x0000ff00 & v) >> 8;
bytes[(*p)++] = (0x000000ff & v);
}
unsigned int qoi_read_32(const unsigned char *bytes, int *p) {
static unsigned int qoi_read_32(const unsigned char *bytes, int *p) {
unsigned int a = bytes[(*p)++];
unsigned int b = bytes[(*p)++];
unsigned int c = bytes[(*p)++];
@ -385,8 +391,8 @@ void *qoi_encode(const void *data, const qoi_desc *desc, int *out_len) {
return NULL;
}
max_size =
desc->width * desc->height * (desc->channels + 1) +
max_size =
desc->width * desc->height * (desc->channels + 1) +
QOI_HEADER_SIZE + sizeof(qoi_padding);
p = 0;
@ -412,7 +418,7 @@ void *qoi_encode(const void *data, const qoi_desc *desc, int *out_len) {
px_prev.rgba.b = 0;
px_prev.rgba.a = 255;
px = px_prev;
px_len = desc->width * desc->height * desc->channels;
px_end = px_len - desc->channels;
channels = desc->channels;
@ -460,14 +466,14 @@ void *qoi_encode(const void *data, const qoi_desc *desc, int *out_len) {
if (
vr > -3 && vr < 2 &&
vg > -3 && vg < 2 &&
vg > -3 && vg < 2 &&
vb > -3 && vb < 2
) {
bytes[p++] = QOI_OP_DIFF | (vr + 2) << 4 | (vg + 2) << 2 | (vb + 2);
}
else if (
vg_r > -9 && vg_r < 8 &&
vg > -33 && vg < 32 &&
vg_r > -9 && vg_r < 8 &&
vg > -33 && vg < 32 &&
vg_b > -9 && vg_b < 8
) {
bytes[p++] = QOI_OP_LUMA | (vg + 32);
@ -526,7 +532,7 @@ void *qoi_decode(const void *data, int size, qoi_desc *desc, int channels) {
desc->colorspace = bytes[p++];
if (
desc->width == 0 || desc->height == 0 ||
desc->width == 0 || desc->height == 0 ||
desc->channels < 3 || desc->channels > 4 ||
desc->colorspace > 1 ||
header_magic != QOI_MAGIC ||
@ -592,7 +598,7 @@ void *qoi_decode(const void *data, int size, qoi_desc *desc, int channels) {
index[QOI_COLOR_HASH(px) % 64] = px;
}
if (channels == 4) {
if (channels == 4) {
*(qoi_rgba_t*)(pixels + px_pos) = px;
}
else {
@ -621,11 +627,11 @@ int qoi_write(const char *filename, const void *data, const qoi_desc *desc) {
if (!encoded) {
fclose(f);
return 0;
}
}
fwrite(encoded, 1, size, f);
fclose(f);
QOI_FREE(encoded);
return size;
}

View File

@ -5,7 +5,7 @@
* DESCRIPTION:
*
* Physac is a small 2D physics engine written in pure C. The engine uses a fixed time-step thread loop
* to simluate physics. A physics step contains the following phases: get collision information,
* to simulate physics. A physics step contains the following phases: get collision information,
* apply dynamics, collision solving and position correction. It uses a very simple struct for physic
* bodies with a position vector to be used in any 3D rendering API.
*

82
src/minshell.html Normal file
View File

@ -0,0 +1,82 @@
<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>raylib web game</title>
<meta name="title" content="raylib web game">
<meta name="description" content="New raylib web videogame, developed using raylib videogames library">
<meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
<meta name="viewport" content="width=device-width">
<!-- Open Graph metatags for sharing -->
<meta property="og:title" content="raylib web game">
<meta property="og:image:type" content="image/png">
<meta property="og:image" content="https://www.raylib.com/common/img/raylib_logo.png">
<meta property="og:site_name" content="raylib.com">
<meta property="og:url" content="https://www.raylib.com/games.html">
<meta property="og:description" content="New raylib web videogame, developed using raylib videogames library">
<!-- Twitter metatags for sharing -->
<meta name="twitter:card" content="summary">
<meta name="twitter:site" content="@raysan5">
<meta name="twitter:title" content="raylib web game">
<meta name="twitter:image" content="https://www.raylib.com/common/raylib_logo.png">
<meta name="twitter:url" content="https://www.raylib.com/games.html">
<meta name="twitter:description" content="New raylib web game, developed using raylib videogames library">
<!-- Favicon -->
<link rel="shortcut icon" href="https://www.raylib.com/favicon.ico">
<style>
body { margin: 0px; }
canvas.emscripten { border: 0px none; background-color: black; }
</style>
<script type='text/javascript' src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"> </script>
<script type='text/javascript'>
function saveFileFromMEMFSToDisk(memoryFSname, localFSname) // This can be called by C/C++ code
{
var isSafari = false; // Not supported, navigator.userAgent access is being restricted
//var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
var data = FS.readFile(memoryFSname);
var blob;
if (isSafari) blob = new Blob([data.buffer], { type: "application/octet-stream" });
else blob = new Blob([data.buffer], { type: "application/octet-binary" });
// NOTE: SaveAsDialog is a browser setting. For example, in Google Chrome,
// in Settings/Advanced/Downloads section you have a setting:
// 'Ask where to save each file before downloading' - which you can set true/false.
// If you enable this setting it would always ask you and bring the SaveAsDialog
saveAs(blob, localFSname);
}
</script>
</head>
<body>
<canvas class=emscripten id=canvas oncontextmenu=event.preventDefault() tabindex=-1></canvas>
<p id="output" />
<script>
var Module = {
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
canvas: (function() {
var canvas = document.getElementById('canvas');
return canvas;
})()
};
</script>
{{{ SCRIPT }}}
</body>
</html>

View File

@ -317,6 +317,7 @@ struct rAudioBuffer {
float volume; // Audio buffer volume
float pitch; // Audio buffer pitch
float pan; // Audio buffer pan (0.0f to 1.0f)
bool playing; // Audio buffer state: AUDIO_PLAYING
bool paused; // Audio buffer state: AUDIO_PAUSED
@ -373,7 +374,7 @@ static AudioData AUDIO = { // Global AUDIO context
//----------------------------------------------------------------------------------
static void OnLog(ma_context *pContext, ma_device *pDevice, ma_uint32 logLevel, const char *message);
static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const void *pFramesInput, ma_uint32 frameCount);
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume);
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, AudioBuffer *buffer);
#if defined(RAUDIO_STANDALONE)
static bool IsFileExtension(const char *fileName, const char *ext); // Check file extension
@ -398,6 +399,7 @@ void PauseAudioBuffer(AudioBuffer *buffer);
void ResumeAudioBuffer(AudioBuffer *buffer);
void SetAudioBufferVolume(AudioBuffer *buffer, float volume);
void SetAudioBufferPitch(AudioBuffer *buffer, float pitch);
void SetAudioBufferPan(AudioBuffer *buffer, float pan);
void TrackAudioBuffer(AudioBuffer *buffer);
void UntrackAudioBuffer(AudioBuffer *buffer);
@ -553,6 +555,8 @@ AudioBuffer *LoadAudioBuffer(ma_format format, ma_uint32 channels, ma_uint32 sam
// Init audio buffer values
audioBuffer->volume = 1.0f;
audioBuffer->pitch = 1.0f;
audioBuffer->pan = 0.5f;
audioBuffer->playing = false;
audioBuffer->paused = false;
audioBuffer->looping = false;
@ -657,6 +661,15 @@ void SetAudioBufferPitch(AudioBuffer *buffer, float pitch)
}
}
// Set pan for an audio buffer
void SetAudioBufferPan(AudioBuffer *buffer, float pan)
{
if (pan < 0.0f) pan = 0.0f;
else if (pan > 1.0f) pan = 1.0f;
if (buffer != NULL) buffer->pan = pan;
}
// Track audio buffer to linked list next position
void TrackAudioBuffer(AudioBuffer *buffer)
{
@ -1048,6 +1061,8 @@ void PlaySoundMulti(Sound sound)
SetAudioBufferVolume(AUDIO.MultiChannel.pool[index], sound.stream.buffer->volume);
SetAudioBufferPitch(AUDIO.MultiChannel.pool[index], sound.stream.buffer->pitch);
SetAudioBufferPan(AUDIO.MultiChannel.pool[index], sound.stream.buffer->pan);
AUDIO.MultiChannel.pool[index]->looping = sound.stream.buffer->looping;
AUDIO.MultiChannel.pool[index]->usage = sound.stream.buffer->usage;
AUDIO.MultiChannel.pool[index]->isSubBufferProcessed[0] = false;
@ -1113,6 +1128,12 @@ void SetSoundPitch(Sound sound, float pitch)
SetAudioBufferPitch(sound.stream.buffer, pitch);
}
// Set pan for a sound
void SetSoundPan(Sound sound, float pan)
{
SetAudioBufferPan(sound.stream.buffer, pan);
}
// Convert wave data to desired format
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels)
{
@ -1809,6 +1830,12 @@ void SetMusicPitch(Music music, float pitch)
SetAudioBufferPitch(music.stream.buffer, pitch);
}
// Set pan for a music
void SetMusicPan(Music music, float pan)
{
SetAudioBufferPan(music.stream.buffer, pan);
}
// Get music time length (in seconds)
float GetMusicTimeLength(Music music)
{
@ -1989,6 +2016,12 @@ void SetAudioStreamPitch(AudioStream stream, float pitch)
SetAudioBufferPitch(stream.buffer, pitch);
}
// Set pan for audio stream
void SetAudioStreamPan(AudioStream stream, float pan)
{
SetAudioBufferPan(stream.buffer, pan);
}
// Default size for new audio streams
void SetAudioStreamBufferSizeDefault(int size)
{
@ -2184,7 +2217,7 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
float *framesOut = (float *)pFramesOut + (framesRead*AUDIO.System.device.playback.channels);
float *framesIn = tempBuffer;
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer->volume);
MixAudioFrames(framesOut, framesIn, framesJustRead, audioBuffer);
framesToRead -= framesJustRead;
framesRead += framesJustRead;
@ -2226,16 +2259,40 @@ static void OnSendAudioDataToDevice(ma_device *pDevice, void *pFramesOut, const
// This is the main mixing function. Mixing is pretty simple in this project - it's just an accumulation.
// NOTE: framesOut is both an input and an output. It will be initially filled with zeros outside of this function.
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, float localVolume)
static void MixAudioFrames(float *framesOut, const float *framesIn, ma_uint32 frameCount, AudioBuffer *buffer)
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
for (ma_uint32 iChannel = 0; iChannel < AUDIO.System.device.playback.channels; ++iChannel)
{
float *frameOut = framesOut + (iFrame*AUDIO.System.device.playback.channels);
const float *frameIn = framesIn + (iFrame*AUDIO.System.device.playback.channels);
const float localVolume = buffer->volume;
frameOut[iChannel] += (frameIn[iChannel]*localVolume);
const ma_uint32 nChannels = AUDIO.System.device.playback.channels;
if (nChannels == 2)
{
const float left = buffer->pan;
const float right = 1.0f - left;
// fast sine approximation in [0..1] for pan law: y = 0.5f * x * (3 - x * x);
const float levels[2] = { localVolume*0.5f*left*(3.0f-left*left), localVolume*0.5f*right*(3.0f-right*right) };
float *frameOut = framesOut;
const float *frameIn = framesIn;
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
frameOut[0] += (frameIn[0]*levels[0]);
frameOut[1] += (frameIn[1]*levels[1]);
frameOut += 2;
frameIn += 2;
}
}
else // pan is kinda meaningless
{
for (ma_uint32 iFrame = 0; iFrame < frameCount; ++iFrame)
{
for (ma_uint32 iChannel = 0; iChannel < nChannels; ++iChannel)
{
float *frameOut = framesOut + (iFrame * nChannels);
const float *frameIn = framesIn + (iFrame * nChannels);
frameOut[iChannel] += (frameIn[iChannel] * localVolume);
}
}
}
}

View File

@ -155,6 +155,7 @@ int GetSoundsPlaying(void); // Get number of
bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.0 to 1.0, 0.5=center)
void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
Wave WaveCopy(Wave wave); // Copy a wave to a new wave
void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
@ -173,6 +174,7 @@ void PauseMusicStream(Music music); // Pause music p
void ResumeMusicStream(Music music); // Resume playing paused music
void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
void SetMusicPan(Music sound, float pan); // Set pan for a music (0.0 to 1.0, 0.5=center)
void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
float GetMusicTimeLength(Music music); // Get music time length (in seconds)
float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
@ -189,6 +191,7 @@ bool IsAudioStreamPlaying(AudioStream stream); // Check if audi
void StopAudioStream(AudioStream stream); // Stop audio stream
void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
void SetAudioStreamPan(AudioStream strean, float pan); // Set pan for audio stream (0.0 to 1.0, 0.5=center)
void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
#ifdef __cplusplus

View File

@ -839,7 +839,7 @@ typedef enum {
BLEND_MULTIPLIED, // Blend textures multiplying colors
BLEND_ADD_COLORS, // Blend textures adding colors (alternative)
BLEND_SUBTRACT_COLORS, // Blend textures subtracting colors (alternative)
BLEND_CUSTOM // Belnd textures using custom src/dst factors (use rlSetBlendMode())
BLEND_CUSTOM // Blend textures using custom src/dst factors (use rlSetBlendMode())
} BlendMode;
// Gesture
@ -1041,12 +1041,14 @@ RLAPI bool SaveFileText(const char *fileName, char *text); // Save text d
RLAPI bool FileExists(const char *fileName); // Check if file exists
RLAPI bool DirectoryExists(const char *dirPath); // Check if a directory path exists
RLAPI bool IsFileExtension(const char *fileName, const char *ext); // Check file extension (including point: .png, .wav)
RLAPI int GetFileLength(const char *fileName); // Get file length in bytes (NOTE: GetFileSize() conflicts with windows.h)
RLAPI const char *GetFileExtension(const char *fileName); // Get pointer to extension for a filename string (includes dot: '.png')
RLAPI const char *GetFileName(const char *filePath); // Get pointer to filename for a path string
RLAPI const char *GetFileNameWithoutExt(const char *filePath); // Get filename string without extension (uses static string)
RLAPI const char *GetDirectoryPath(const char *filePath); // Get full path for a given fileName with path (uses static string)
RLAPI const char *GetPrevDirectoryPath(const char *dirPath); // Get previous directory path for a given path (uses static string)
RLAPI const char *GetWorkingDirectory(void); // Get current working directory (uses static string)
RLAPI const char *GetApplicationDirectory(void); // Get the directory if the running application (uses static string)
RLAPI char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
RLAPI void ClearDirectoryFiles(void); // Clear directory files paths buffers (free memory)
RLAPI bool ChangeDirectory(const char *dir); // Change working directory, return true on success
@ -1335,6 +1337,7 @@ RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color co
RLAPI void DrawTextEx(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using font and additional parameters
RLAPI void DrawTextPro(Font font, const char *text, Vector2 position, Vector2 origin, float rotation, float fontSize, float spacing, Color tint); // Draw text using Font and pro parameters (rotation)
RLAPI void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSize, Color tint); // Draw one character (codepoint)
RLAPI void DrawTextCodepoints(Font font, int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint); // Draw multiple character (codepoint)
// Text font info functions
RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
@ -1498,10 +1501,11 @@ RLAPI int GetSoundsPlaying(void); // Get num
RLAPI bool IsSoundPlaying(Sound sound); // Check if a sound is currently playing
RLAPI void SetSoundVolume(Sound sound, float volume); // Set volume for a sound (1.0 is max level)
RLAPI void SetSoundPitch(Sound sound, float pitch); // Set pitch for a sound (1.0 is base level)
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI void SetSoundPan(Sound sound, float pan); // Set pan for a sound (0.5 is center)
RLAPI Wave WaveCopy(Wave wave); // Copy a wave to a new wave
RLAPI void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a floats array
RLAPI void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
RLAPI float *LoadWaveSamples(Wave wave); // Load samples data from wave as a 32bit float data array
RLAPI void UnloadWaveSamples(float *samples); // Unload samples data loaded with LoadWaveSamples()
// Music management functions
@ -1517,6 +1521,7 @@ RLAPI void ResumeMusicStream(Music music); // Resume
RLAPI void SeekMusicStream(Music music, float position); // Seek music to a position (in seconds)
RLAPI void SetMusicVolume(Music music, float volume); // Set volume for music (1.0 is max level)
RLAPI void SetMusicPitch(Music music, float pitch); // Set pitch for a music (1.0 is base level)
RLAPI void SetMusicPan(Music music, float pan); // Set pan for a music (0.5 is center)
RLAPI float GetMusicTimeLength(Music music); // Get music time length (in seconds)
RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
@ -1532,6 +1537,7 @@ RLAPI bool IsAudioStreamPlaying(AudioStream stream); // Check i
RLAPI void StopAudioStream(AudioStream stream); // Stop audio stream
RLAPI void SetAudioStreamVolume(AudioStream stream, float volume); // Set volume for audio stream (1.0 is max level)
RLAPI void SetAudioStreamPitch(AudioStream stream, float pitch); // Set pitch for audio stream (1.0 is base level)
RLAPI void SetAudioStreamPan(AudioStream stream, float pan); // Set pan for audio stream (0.5 is centered)
RLAPI void SetAudioStreamBufferSizeDefault(int size); // Default size for new audio streams
#if defined(__cplusplus)

View File

@ -282,7 +282,7 @@ RMAPI float Vector2Distance(Vector2 v1, Vector2 v2)
RMAPI float Vector2Angle(Vector2 v1, Vector2 v2)
{
float result = atan2f(v2.y, v2.x) - atan2f(v1.y, v1.x);
return result;
}
@ -334,6 +334,21 @@ RMAPI Vector2 Vector2Normalize(Vector2 v)
return result;
}
// Transforms a Vector2 by a given Matrix
RMAPI Vector2 Vector2Transform(Vector2 v, Matrix mat)
{
Vector2 result = { 0 };
float x = v.x;
float y = v.y;
float z = 0;
result.x = mat.m0*x + mat.m4*y + mat.m8*z + mat.m12;
result.y = mat.m1*x + mat.m5*y + mat.m9*z + mat.m13;
return result;
}
// Calculate linear interpolation between two vectors
RMAPI Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount)
{
@ -534,12 +549,12 @@ RMAPI float Vector3Distance(Vector3 v1, Vector3 v2)
RMAPI float Vector3Angle(Vector3 v1, Vector3 v2)
{
float result = 0.0f;
Vector3 cross = { v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x };
float len = sqrtf(cross.x*cross.x + cross.y*cross.y + cross.z*cross.z);
float dot = (v1.x*v2.x + v1.y*v2.y + v1.z*v2.z);
result = atan2f(len, dot);
return result;
}
@ -1475,8 +1490,7 @@ RMAPI Quaternion QuaternionInvert(Quaternion q)
{
Quaternion result = q;
float length = sqrtf(q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w);
float lengthSq = length*length;
float lengthSq = q.x*q.x + q.y*q.y + q.z*q.z + q.w*q.w;
if (lengthSq != 0.0)
{

View File

@ -160,6 +160,23 @@
#define _POSIX_C_SOURCE 199309L // Required for: CLOCK_MONOTONIC if compiled with c99 without gnu ext.
#endif
// Platform specific defines to handle GetApplicationDirectory()
#if defined (PLATFORM_DESKTOP)
#if defined(_WIN32)
#ifndef MAX_PATH
#define MAX_PATH 1025
#endif
__declspec(dllimport) unsigned long __stdcall GetModuleFileNameA(void *hModule, void *lpFilename, unsigned long nSize);
__declspec(dllimport) unsigned long __stdcall GetModuleFileNameW(void *hModule, void *lpFilename, unsigned long nSize);
__declspec(dllimport) int __stdcall WideCharToMultiByte(unsigned int cp, unsigned long flags, void *widestr, int cchwide, void *str, int cbmb, void *defchar, int *used_default);
#elif defined(__linux__)
#include <unistd.h>
#elif defined(__APPLE__)
#include <sys/syslimits.h>
#include <mach-o/dyld.h>
#endif // OSs
#endif // PLATFORM_DESKTOP
#include <stdlib.h> // Required for: srand(), rand(), atexit()
#include <stdio.h> // Required for: sprintf() [Used in OpenURL()]
#include <string.h> // Required for: strrchr(), strcmp(), strlen()
@ -2834,6 +2851,24 @@ bool DirectoryExists(const char *dirPath)
return result;
}
// Get file length in bytes
// NOTE: GetFileSize() conflicts with windows.h
int GetFileLength(const char *fileName)
{
int size = 0;
FILE *file = fopen(fileName, "rb");
if (file != NULL)
{
fseek(file, 0L, SEEK_END);
size = (int)ftell(file);
fclose(file);
}
return size;
}
// Get pointer to extension for a filename string (includes the dot: .png)
const char *GetFileExtension(const char *fileName)
{
@ -2969,6 +3004,82 @@ const char *GetWorkingDirectory(void)
return path;
}
const char *GetApplicationDirectory(void)
{
static char appDir[MAX_FILEPATH_LENGTH] = { 0 };
memset(appDir, 0, MAX_FILEPATH_LENGTH);
#if defined(_WIN32)
int len = 0;
#if defined (UNICODE)
unsigned short widePath[MAX_PATH];
len = GetModuleFileNameW(NULL, widePath, MAX_PATH);
len = WideCharToMultiByte(0, 0, widePath, len, appDir, MAX_PATH, NULL, NULL);
#else
len = GetModuleFileNameA(NULL, appDir, MAX_PATH);
#endif
if (len > 0)
{
for (int i = len; i >= 0; --i)
{
if (appDir[i] == '\\')
{
appDir[i + 1] = '\0';
break;
}
}
}
else
{
appDir[0] = '.';
appDir[1] = '\\';
}
#elif defined(__linux__)
unsigned int size = sizeof(appDir);
ssize_t len = readlink("/proc/self/exe", appDir, size);
if (len > 0)
{
for (int i = len; i >= 0; --i)
{
if (appDir[i] == '/')
{
appDir[i + 1] = '\0';
break;
}
}
}
else
{
appDir[0] = '.';
appDir[1] = '/';
}
#elif defined(__APPLE__)
uint32_t size = sizeof(appDir);
if (_NSGetExecutablePath(appDir, &size) == 0)
{
int len = strlen(appDir);
for (int i = len; i >= 0; --i)
{
if (appDir[i] == '/')
{
appDir[i + 1] = '\0';
break;
}
}
}
else
{
appDir[0] = '.';
appDir[1] = '/';
}
#endif
return appDir;
}
// Get filenames in a directory path
// NOTE: Files count is returned by parameters pointer
char **GetDirectoryFiles(const char *dirPath, int *fileCount)
@ -3142,7 +3253,7 @@ char *EncodeDataBase64(const unsigned char *data, int dataLength, int *outputLen
encodedData[j++] = base64encodeTable[(triple >> 0*6) & 0x3F];
}
for (int i = 0; i < modTable[dataLength%3]; i++) encodedData[*outputLength - 1 - i] = '=';
for (int i = 0; i < modTable[dataLength%3]; i++) encodedData[*outputLength - 1 - i] = '='; // Padding character
return encodedData;
}

View File

@ -1778,7 +1778,11 @@ void rlSetBlendMode(int mode)
case RL_BLEND_MULTIPLIED: glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA); glBlendEquation(GL_FUNC_ADD); break;
case RL_BLEND_ADD_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_ADD); break;
case RL_BLEND_SUBTRACT_COLORS: glBlendFunc(GL_ONE, GL_ONE); glBlendEquation(GL_FUNC_SUBTRACT); break;
case RL_BLEND_CUSTOM: glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation); break;
case RL_BLEND_CUSTOM:
{
// NOTE: Using GL blend src/dst factors and GL equation configured with rlSetBlendFactors()
glBlendFunc(RLGL.State.glBlendSrcFactor, RLGL.State.glBlendDstFactor); glBlendEquation(RLGL.State.glBlendEquation);
} break;
default: break;
}
@ -3541,56 +3545,69 @@ unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode)
unsigned int id = 0;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
unsigned int vertexShaderId = RLGL.State.defaultVShaderId;
unsigned int fragmentShaderId = RLGL.State.defaultFShaderId;
unsigned int vertexShaderId = 0;
unsigned int fragmentShaderId = 0;
// Compile vertex shader (if provided)
if (vsCode != NULL) vertexShaderId = rlCompileShader(vsCode, GL_VERTEX_SHADER);
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
// In case no vertex shader was provided or compilation failed, we use default vertex shader
if (vertexShaderId == 0) vertexShaderId = RLGL.State.defaultVShaderId;
// Compile fragment shader (if provided)
if (fsCode != NULL) fragmentShaderId = rlCompileShader(fsCode, GL_FRAGMENT_SHADER);
// In case no fragment shader was provided or compilation failed, we use default fragment shader
if (fragmentShaderId == 0) fragmentShaderId = RLGL.State.defaultFShaderId;
// In case vertex and fragment shader are the default ones, no need to recompile, we can just assign the default shader program id
if ((vertexShaderId == RLGL.State.defaultVShaderId) && (fragmentShaderId == RLGL.State.defaultFShaderId)) id = RLGL.State.defaultShaderId;
else
{
// One of or both shader are new, we need to compile a new shader program
id = rlLoadShaderProgram(vertexShaderId, fragmentShaderId);
// We can detach and delete vertex/fragment shaders (if not default ones)
// NOTE: We detach shader before deletion to make sure memory is freed
if (vertexShaderId != RLGL.State.defaultVShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, vertexShaderId);
glDeleteShader(vertexShaderId);
}
if (fragmentShaderId != RLGL.State.defaultFShaderId)
{
// Detach shader before deletion to make sure memory is freed
glDetachShader(id, fragmentShaderId);
glDeleteShader(fragmentShaderId);
}
// In case shader program loading failed, we assign default shader
if (id == 0)
{
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code");
// In case shader loading fails, we return the default shader
TRACELOG(RL_LOG_WARNING, "SHADER: Failed to load custom shader code, using default shader");
id = RLGL.State.defaultShaderId;
}
}
/*
else
{
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
// Get available shader uniforms
// NOTE: This information is useful for debug...
int uniformCount = -1;
for (int i = 0; i < uniformCount; i++)
{
int namelen = -1;
int num = -1;
char name[256] = { 0 }; // Assume no variable names longer than 256
GLenum type = GL_ZERO;
glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &uniformCount);
// Get the name of the uniforms
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
for (int i = 0; i < uniformCount; i++)
{
int namelen = -1;
int num = -1;
char name[256] = { 0 }; // Assume no variable names longer than 256
GLenum type = GL_ZERO;
// Get the name of the uniforms
glGetActiveUniform(id, i, sizeof(name) - 1, &namelen, &num, &type, name);
name[namelen] = 0;
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
name[namelen] = 0;
TRACELOGD("SHADER: [ID %i] Active uniform (%s) set at location: %i", id, name, glGetUniformLocation(id, name));
}
}
*/
}
#endif
@ -4338,7 +4355,8 @@ static void rlLoadShaderDefault(void)
"} \n";
#endif
// NOTE: Compiled vertex/fragment shaders are kept for re-use
// NOTE: Compiled vertex/fragment shaders are not deleted,
// they are kept for re-use as default shaders in case some shader loading fails
RLGL.State.defaultVShaderId = rlCompileShader(defaultVShaderCode, GL_VERTEX_SHADER); // Compile default vertex shader
RLGL.State.defaultFShaderId = rlCompileShader(defaultFShaderCode, GL_FRAGMENT_SHADER); // Compile default fragment shader

View File

@ -4692,13 +4692,12 @@ static Model LoadGLTF(const char *fileName)
model.materials[j].maps[MATERIAL_MAP_ALBEDO].texture = LoadTextureFromImage(imAlbedo);
UnloadImage(imAlbedo);
}
// Load base color factor (tint)
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
}
// Load base color factor (tint)
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.r = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[0]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.g = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[1]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.b = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[2]*255);
model.materials[j].maps[MATERIAL_MAP_ALBEDO].color.a = (unsigned char)(data->materials[i].pbr_metallic_roughness.base_color_factor[3]*255);
// Load metallic/roughness texture
if (data->materials[i].pbr_metallic_roughness.metallic_roughness_texture.texture)

View File

@ -1091,6 +1091,38 @@ void DrawTextCodepoint(Font font, int codepoint, Vector2 position, float fontSiz
DrawTexturePro(font.texture, srcRec, dstRec, (Vector2){ 0, 0 }, 0.0f, tint);
}
// Draw multiple character (codepoints)
void DrawTextCodepoints(Font font, int *codepoints, int count, Vector2 position, float fontSize, float spacing, Color tint)
{
int textOffsetY = 0; // Offset between lines (on line break '\n')
float textOffsetX = 0.0f; // Offset X to next character to draw
float scaleFactor = fontSize/font.baseSize; // Character quad scaling factor
for (int i = 0; i < count; i++)
{
int index = GetGlyphIndex(font, codepoints[i]);
if (codepoints[i] == '\n')
{
// NOTE: Fixed line spacing of 1.5 line-height
// TODO: Support custom line spacing defined by user
textOffsetY += (int)((font.baseSize + font.baseSize/2)*scaleFactor);
textOffsetX = 0.0f;
}
else
{
if ((codepoints[i] != ' ') && (codepoints[i] != '\t'))
{
DrawTextCodepoint(font, codepoints[i], (Vector2){ position.x + textOffsetX, position.y + textOffsetY }, fontSize, tint);
}
if (font.glyphs[index].advanceX == 0) textOffsetX += ((float)font.recs[index].width*scaleFactor + spacing);
else textOffsetX += ((float)font.glyphs[index].advanceX*scaleFactor + spacing);
}
}
}
// Measure string width for default font
int MeasureText(const char *text, int fontSize)
{

View File

@ -500,7 +500,8 @@ bool ExportImage(Image image, const char *fileName)
else if (IsFileExtension(fileName, ".tga")) success = stbi_write_tga(fileName, image.width, image.height, channels, imgData);
#endif
#if defined(SUPPORT_FILEFORMAT_JPG)
else if (IsFileExtension(fileName, ".jpg")) success = stbi_write_jpg(fileName, image.width, image.height, channels, imgData, 90); // JPG quality: between 1 and 100
else if (IsFileExtension(fileName, ".jpg") ||
IsFileExtension(fileName, ".jpeg")) success = stbi_write_jpg(fileName, image.width, image.height, channels, imgData, 90); // JPG quality: between 1 and 100
#endif
#if defined(SUPPORT_FILEFORMAT_QOI)
else if (IsFileExtension(fileName, ".qoi"))
@ -4324,6 +4325,7 @@ static Image LoadPKM(const unsigned char *fileData, unsigned int fileSize)
#if defined(SUPPORT_FILEFORMAT_KTX)
// Load KTX compressed image data (ETC1/ETC2 compression)
// TODO: Review KTX loading, many things changed!
static Image LoadKTX(const unsigned char *fileData, unsigned int fileSize)
{
unsigned char *fileDataPtr = (unsigned char *)fileData;
@ -4398,6 +4400,8 @@ static Image LoadKTX(const unsigned char *fileData, unsigned int fileSize)
if (ktxHeader->glInternalFormat == 0x8D64) image.format = PIXELFORMAT_COMPRESSED_ETC1_RGB;
else if (ktxHeader->glInternalFormat == 0x9274) image.format = PIXELFORMAT_COMPRESSED_ETC2_RGB;
else if (ktxHeader->glInternalFormat == 0x9278) image.format = PIXELFORMAT_COMPRESSED_ETC2_EAC_RGBA;
// TODO: Support uncompressed data formats? Right now it returns format = 0!
}
}
@ -4406,11 +4410,12 @@ static Image LoadKTX(const unsigned char *fileData, unsigned int fileSize)
// Save image data as KTX file
// NOTE: By default KTX 1.1 spec is used, 2.0 is still on draft (01Oct2018)
// TODO: Review KTX saving, many things changed!
static int SaveKTX(Image image, const char *fileName)
{
// KTX file Header (64 bytes)
// v1.1 - https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
// v2.0 - http://github.khronos.org/KTX-Specification/ - still on draft, not ready for implementation
// v2.0 - http://github.khronos.org/KTX-Specification/ - Final specs by 2021-04-18
typedef struct {
char id[12]; // Identifier: "«KTX 11»\r\n\x1A\n" // KTX 2.0: "«KTX 22»\r\n\x1A\n"
unsigned int endianness; // Little endian: 0x01 0x02 0x03 0x04

View File

@ -4,28 +4,28 @@
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