Merge branch 'master' into flag-macros

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Ray 2025-10-01 18:39:48 +02:00 committed by GitHub
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49 changed files with 8142 additions and 590 deletions

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@ -8,7 +8,7 @@ if(EMSCRIPTEN)
endif() endif()
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM;SDL" "Platform to build for.") enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM;SDL" "Platform to build for.")
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0" "Force a specific OpenGL Version?") enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0;Software" "Force a specific OpenGL Version?")
# Configuration options # Configuration options
option(BUILD_EXAMPLES "Build the examples." ${PROJECT_IS_TOP_LEVEL}) option(BUILD_EXAMPLES "Build the examples." ${PROJECT_IS_TOP_LEVEL})

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@ -158,6 +158,8 @@ if (NOT ${OPENGL_VERSION} MATCHES "OFF")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
elseif (${OPENGL_VERSION} MATCHES "ES 3.0") elseif (${OPENGL_VERSION} MATCHES "ES 3.0")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES3") set(GRAPHICS "GRAPHICS_API_OPENGL_ES3")
elseif (${OPENGL_VERSION} MATCHES "Software")
set(GRAPHICS "GRAPHICS_API_OPENGL_11_SOFTWARE")
endif () endif ()
if (NOT "${SUGGESTED_GRAPHICS}" STREQUAL "" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}") if (NOT "${SUGGESTED_GRAPHICS}" STREQUAL "" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}")
message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail.") message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail.")

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@ -105,6 +105,10 @@ elseif ("${PLATFORM}" STREQUAL "DRM")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
elseif ("${OPENGL_VERSION}" STREQUAL "Software")
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
elseif (NOT SUPPORT_GESTURES_SYSTEM) elseif (NOT SUPPORT_GESTURES_SYSTEM)
# Items requiring gestures system # Items requiring gestures system
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_mouse_painting.c) list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_mouse_painting.c)

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@ -355,7 +355,7 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
ifeq ($(BUILD_WEB_WEBGL2),TRUE) ifeq ($(BUILD_WEB_WEBGL2),TRUE)
LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2 LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
endif endif
# Add resources building if required # Add resources building if required
ifeq ($(BUILD_WEB_RESOURCES),TRUE) ifeq ($(BUILD_WEB_RESOURCES),TRUE)
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH) LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
@ -516,6 +516,7 @@ CORE = \
core/core_custom_logging \ core/core_custom_logging \
core/core_drop_files \ core/core_drop_files \
core/core_high_dpi \ core/core_high_dpi \
core/core_input_actions \
core/core_input_gamepad \ core/core_input_gamepad \
core/core_input_gestures \ core/core_input_gestures \
core/core_input_gestures_testbed \ core/core_input_gestures_testbed \
@ -540,6 +541,7 @@ CORE = \
SHAPES = \ SHAPES = \
shapes/shapes_basic_shapes \ shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \ shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \
shapes/shapes_circle_sector_drawing \ shapes/shapes_circle_sector_drawing \
shapes/shapes_collision_area \ shapes/shapes_collision_area \
shapes/shapes_colors_palette \ shapes/shapes_colors_palette \
@ -557,7 +559,8 @@ SHAPES = \
shapes/shapes_ring_drawing \ shapes/shapes_ring_drawing \
shapes/shapes_rounded_rectangle_drawing \ shapes/shapes_rounded_rectangle_drawing \
shapes/shapes_splines_drawing \ shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights shapes/shapes_top_down_lights \
shapes/shapes_dashed_line
TEXTURES = \ TEXTURES = \
textures/textures_background_scrolling \ textures/textures_background_scrolling \
@ -606,12 +609,14 @@ TEXT = \
MODELS = \ MODELS = \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_animation_playing \ models/models_animation_playing \
models/models_basic_voxel \
models/models_billboard_rendering \ models/models_billboard_rendering \
models/models_bone_socket \ models/models_bone_socket \
models/models_box_collisions \ models/models_box_collisions \
models/models_cubicmap_rendering \ models/models_cubicmap_rendering \
models/models_first_person_maze \ models/models_first_person_maze \
models/models_geometric_shapes \ models/models_geometric_shapes \
models/models_geometry_textures_cube \
models/models_heightmap_rendering \ models/models_heightmap_rendering \
models/models_loading \ models/models_loading \
models/models_loading_gltf \ models/models_loading_gltf \

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@ -355,7 +355,7 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
ifeq ($(BUILD_WEB_WEBGL2),TRUE) ifeq ($(BUILD_WEB_WEBGL2),TRUE)
LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2 LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
endif endif
# Add resources building if required # Add resources building if required
ifeq ($(BUILD_WEB_RESOURCES),TRUE) ifeq ($(BUILD_WEB_RESOURCES),TRUE)
LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH) LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
@ -516,6 +516,7 @@ CORE = \
core/core_custom_logging \ core/core_custom_logging \
core/core_drop_files \ core/core_drop_files \
core/core_high_dpi \ core/core_high_dpi \
core/core_input_actions \
core/core_input_gamepad \ core/core_input_gamepad \
core/core_input_gestures \ core/core_input_gestures \
core/core_input_gestures_testbed \ core/core_input_gestures_testbed \
@ -540,6 +541,7 @@ CORE = \
SHAPES = \ SHAPES = \
shapes/shapes_basic_shapes \ shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \ shapes/shapes_bouncing_ball \
shapes/shapes_bullet_hell \
shapes/shapes_circle_sector_drawing \ shapes/shapes_circle_sector_drawing \
shapes/shapes_collision_area \ shapes/shapes_collision_area \
shapes/shapes_colors_palette \ shapes/shapes_colors_palette \
@ -557,7 +559,8 @@ SHAPES = \
shapes/shapes_ring_drawing \ shapes/shapes_ring_drawing \
shapes/shapes_rounded_rectangle_drawing \ shapes/shapes_rounded_rectangle_drawing \
shapes/shapes_splines_drawing \ shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights shapes/shapes_top_down_lights \
shapes/shapes_dashed_line
TEXTURES = \ TEXTURES = \
textures/textures_background_scrolling \ textures/textures_background_scrolling \
@ -606,12 +609,14 @@ TEXT = \
MODELS = \ MODELS = \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_animation_playing \ models/models_animation_playing \
models/models_basic_voxel \
models/models_billboard_rendering \ models/models_billboard_rendering \
models/models_bone_socket \ models/models_bone_socket \
models/models_box_collisions \ models/models_box_collisions \
models/models_cubicmap_rendering \ models/models_cubicmap_rendering \
models/models_first_person_maze \ models/models_first_person_maze \
models/models_geometric_shapes \ models/models_geometric_shapes \
models/models_geometry_textures_cube \
models/models_heightmap_rendering \ models/models_heightmap_rendering \
models/models_loading \ models/models_loading \
models/models_loading_gltf \ models/models_loading_gltf \
@ -732,6 +737,9 @@ core/core_drop_files: core/core_drop_files.c
core/core_high_dpi: core/core_high_dpi.c core/core_high_dpi: core/core_high_dpi.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_input_actions: core/core_input_actions.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
core/core_input_gamepad: core/core_input_gamepad.c core/core_input_gamepad: core/core_input_gamepad.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file core/resources/ps3.png@resources/ps3.png \ --preload-file core/resources/ps3.png@resources/ps3.png \
@ -802,6 +810,9 @@ shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_bullet_hell: shapes/shapes_bullet_hell.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c shapes/shapes_circle_sector_drawing: shapes/shapes_circle_sector_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
@ -1045,6 +1056,9 @@ models/models_animation_playing: models/models_animation_playing.c
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \ --preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm --preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
models/models_basic_voxel: models/models_basic_voxel.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
models/models_billboard_rendering: models/models_billboard_rendering.c models/models_billboard_rendering: models/models_billboard_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/billboard.png@resources/billboard.png --preload-file models/resources/billboard.png@resources/billboard.png
@ -1072,6 +1086,10 @@ models/models_first_person_maze: models/models_first_person_maze.c
models/models_geometric_shapes: models/models_geometric_shapes.c models/models_geometric_shapes: models/models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
models/models_geometry_textures_cube: models/models_geometry_textures_cube.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
models/models_heightmap_rendering: models/models_heightmap_rendering.c models/models_heightmap_rendering: models/models_heightmap_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/heightmap.png@resources/heightmap.png --preload-file models/resources/heightmap.png@resources/heightmap.png

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@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`) - `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`) - `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 163] ## EXAMPLES COLLECTION [TOTAL: 166]
### category: core [37] ### category: core [38]
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality. Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
@ -62,8 +62,9 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) | | [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) | | [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) | | [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
### category: shapes [20] ### category: shapes [21]
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module. Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
@ -71,6 +72,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------| |-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_basic_shapes](shapes/shapes_basic_shapes.c) | <img src="shapes/shapes_basic_shapes.png" alt="shapes_basic_shapes" width="80"> | ⭐☆☆☆ | 1.0 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐☆☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_bouncing_ball](shapes/shapes_bouncing_ball.c) | <img src="shapes/shapes_bouncing_ball.png" alt="shapes_bouncing_ball" width="80"> | ⭐☆☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_bullet_hell](shapes/shapes_bullet_hell.c) | <img src="shapes/shapes_bullet_hell.png" alt="shapes_bullet_hell" width="80"> | ⭐☆☆☆ | 5.6 | 5.6 | [Zero](https://github.com/zerohorsepower) |
| [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐⭐☆☆ | 1.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_colors_palette](shapes/shapes_colors_palette.c) | <img src="shapes/shapes_colors_palette.png" alt="shapes_colors_palette" width="80"> | ⭐⭐☆☆ | 1.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_logo_raylib](shapes/shapes_logo_raylib.c) | <img src="shapes/shapes_logo_raylib.png" alt="shapes_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_logo_raylib_anim](shapes/shapes_logo_raylib_anim.c) | <img src="shapes/shapes_logo_raylib_anim.png" alt="shapes_logo_raylib_anim" width="80"> | ⭐⭐☆☆ | 2.5 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
@ -89,6 +91,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
| [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | <img src="shapes/shapes_splines_drawing.png" alt="shapes_splines_drawing" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) | | [shapes_splines_drawing](shapes/shapes_splines_drawing.c) | <img src="shapes/shapes_splines_drawing.png" alt="shapes_splines_drawing" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) | | [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) | | [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) |
| [shapes_dashed_line](shapes/shapes_dashed_line.c) | <img src="shapes/shapes_dashed_line.png" alt="shapes_dashed_line" width="80"> | ⭐☆☆☆ | 5.5 | 5.5 | [Luís Almeida](https://github.com/luis605) |
### category: textures [26] ### category: textures [26]
@ -144,7 +147,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) | | [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) | | [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
### category: models [23] ### category: models [25]
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module. Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
@ -173,6 +176,8 @@ Examples using raylib models functionality, including models loading/generation
| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) | | [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) | | [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) | | [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
| [models_geometry_textures_cube](models/models_geometry_textures_cube.c) | <img src="models/models_geometry_textures_cube.png" alt="models_geometry_textures_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
### category: shaders [29] ### category: shaders [29]

View File

@ -49,7 +49,7 @@ int main(void)
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE); UpdateCamera(&camera, CAMERA_FREE);
if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; if (IsKeyPressed(KEY_Z)) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw

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@ -0,0 +1,112 @@
/*******************************************************************************************
*
* raylib [core] example - delta time
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.5
*
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
int currentFps = 60;
// Store the position for the both of the circles
Vector2 deltaCircle = { 0, (float)screenHeight/3.0f };
Vector2 frameCircle = { 0, (float)screenHeight*(2.0f/3.0f) };
// The speed applied to both circles
const float speed = 10.0f;
const float circleRadius = 32.0f;
SetTargetFPS(currentFps);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Adjust the FPS target based on the mouse wheel
float mouseWheel = GetMouseWheelMove();
if (mouseWheel != 0)
{
currentFps += (int)mouseWheel;
if (currentFps < 0) currentFps = 0;
SetTargetFPS(currentFps);
}
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
// Multiply by 6.0 (an arbitrary value) in order to make the speed
// visually closer to the other circle (at 60 fps), for comparison
deltaCircle.x += GetFrameTime()*6.0f*speed;
// This circle can move faster or slower visually depending on the FPS
frameCircle.x += 0.1f*speed;
// If either circle is off the screen, reset it back to the start
if (deltaCircle.x > screenWidth) deltaCircle.x = 0;
if (frameCircle.x > screenWidth) frameCircle.x = 0;
// Reset both circles positions
if (IsKeyPressed(KEY_R))
{
deltaCircle.x = 0;
frameCircle.x = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw both circles to the screen
DrawCircleV(deltaCircle, circleRadius, RED);
DrawCircleV(frameCircle, circleRadius, BLUE);
// Draw the help text
// Determine what help text to show depending on the current FPS target
const char *fpsText = 0;
if (currentFps <= 0) fpsText = TextFormat("FPS: unlimited (%i)", GetFPS());
else fpsText = TextFormat("FPS: %i (target: %i)", GetFPS(), currentFps);
DrawText(fpsText, 10, 10, 20, DARKGRAY);
DrawText(TextFormat("Frame time: %02.02f ms", GetFrameTime()), 10, 30, 20, DARKGRAY);
DrawText("Use the scroll wheel to change the fps limit, r to reset", 10, 50, 20, DARKGRAY);
// Draw the text above the circles
DrawText("FUNC: x += GetFrameTime()*speed", 10, 90, 20, RED);
DrawText("FUNC: x += speed", 10, 240, 20, BLUE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,197 @@
/*******************************************************************************************
*
* raylib [core] example - input actions
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Jett (@JettMonstersGoBoom) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jett (@JettMonstersGoBoom)
*
********************************************************************************************/
// Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons
// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
#include "raylib.h"
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum ActionType {
NO_ACTION = 0,
ACTION_UP,
ACTION_DOWN,
ACTION_LEFT,
ACTION_RIGHT,
ACTION_FIRE,
MAX_ACTION
} ActionType;
// Key and button inputs
typedef struct ActionInput {
int key;
int button;
} ActionInput;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static int gamepadIndex = 0; // Gamepad default index
static ActionInput actionInputs[MAX_ACTION] = { 0 };
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static bool IsActionPressed(int action); // Check action key/button pressed
static bool IsActionReleased(int action); // Check action key/button released
static bool IsActionDown(int action); // Check action key/button down
static void SetActionsDefault(void); // Set the "default" keyset
static void SetActionsCursor(void); // Set the "alternate" keyset
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - input actions");
// Set default actions
char actionSet = 0;
SetActionsDefault();
Vector2 position = (Vector2){ 400.0f, 200.0f };
Vector2 size = (Vector2){ 40.0f, 40.0f };
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
gamepadIndex = 0; // set this to gamepad being checked
if (IsActionDown(ACTION_UP)) position.y -= 2;
if (IsActionDown(ACTION_DOWN)) position.y += 2;
if (IsActionDown(ACTION_LEFT)) position.x -= 2;
if (IsActionDown(ACTION_RIGHT)) position.x += 2;
if (IsActionPressed(ACTION_FIRE))
{
position.x = (screenWidth-size.x)/2;
position.y = (screenHeight-size.y)/2;
}
// Switch control scheme by pressing TAB
if (IsKeyPressed(KEY_TAB))
{
actionSet = !actionSet;
if (actionSet == 0) SetActionsDefault();
else SetActionsCursor();
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(GRAY);
DrawRectangleV(position, size, RED);
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE);
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Check action key/button pressed
// NOTE: Combines key pressed and gamepad button pressed in one action
static bool IsActionPressed(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
return result;
}
// Check action key/button released
// NOTE: Combines key released and gamepad button released in one action
static bool IsActionReleased(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
return result;
}
// Check action key/button down
// NOTE: Combines key down and gamepad button down in one action
static bool IsActionDown(int action)
{
bool result = false;
if (action < MAX_ACTION) result = (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
return result;
}
// Set the "default" keyset
// NOTE: Here WASD and gamepad buttons on the left side for movement
static void SetActionsDefault(void)
{
actionInputs[ACTION_UP].key = KEY_W;
actionInputs[ACTION_DOWN].key = KEY_S;
actionInputs[ACTION_LEFT].key = KEY_A;
actionInputs[ACTION_RIGHT].key = KEY_D;
actionInputs[ACTION_FIRE].key = KEY_SPACE;
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_LEFT_FACE_UP;
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
}
// Set the "alternate" keyset
// NOTE: Here cursor keys and gamepad buttons on the right side for movement
static void SetActionsCursor(void)
{
actionInputs[ACTION_UP].key = KEY_UP;
actionInputs[ACTION_DOWN].key = KEY_DOWN;
actionInputs[ACTION_LEFT].key = KEY_LEFT;
actionInputs[ACTION_RIGHT].key = KEY_RIGHT;
actionInputs[ACTION_FIRE].key = KEY_SPACE;
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_RIGHT_FACE_UP;
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
}

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@ -72,7 +72,7 @@ int main(void)
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY); DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
DrawText("Press 'H' to toggle cursor visibility", 10, 30, 20, DARKGRAY); DrawText("Press 'H' to toggle cursor visibility", 10, 30, 20, DARKGRAY);
if (!IsCursorHidden()) DrawText("CURSOR HIDDEN", 20, 60, 20, RED); if (IsCursorHidden()) DrawText("CURSOR HIDDEN", 20, 60, 20, RED);
else DrawText("CURSOR VISIBLE", 20, 60, 20, LIME); else DrawText("CURSOR VISIBLE", 20, 60, 20, LIME);
EndDrawing(); EndDrawing();

View File

@ -0,0 +1,170 @@
/*******************************************************************************************
*
* raylib [core] example - monitor change
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Maicon Santana (@maiconpintoabreu)
*
********************************************************************************************/
#include "raylib.h"
#define MAX_MONITORS 10
// Monitor Details
typedef struct Monitor {
Vector2 position;
char *name;
int width;
int height;
int physicalWidth;
int physicalHeight;
int refreshRate;
} Monitor;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
Monitor monitors[MAX_MONITORS] = { 0 };
InitWindow(screenWidth, screenHeight, "raylib [core] example - monitor change");
int currentMonitorIndex = GetCurrentMonitor();
int monitorCount = 0;
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
//----------------------------------------------------------------------------------
// Variables to find the max x and Y to calculate the scale
int maxWidth = 1;
int maxHeight = 1;
// Monitor offset is to fix when monitor position x is negative
int monitorOffsetX = 0;
// Rebuild monitors array every frame
monitorCount = GetMonitorCount();
for (int i = 0; i < monitorCount; i++)
{
monitors[i] = (Monitor){
GetMonitorPosition(i),
GetMonitorName(i),
GetMonitorWidth(i),
GetMonitorHeight(i),
GetMonitorPhysicalWidth(i),
GetMonitorPhysicalHeight(i),
GetMonitorRefreshRate(i)
};
if (monitors[i].position.x < monitorOffsetX) monitorOffsetX = monitors[i].position.x*-1;
const int width = monitors[i].position.x + monitors[i].width;
const int height = monitors[i].position.y + monitors[i].height;
if (maxWidth < width) maxWidth = width;
if (maxHeight < height) maxHeight = height;
}
if (IsKeyPressed(KEY_ENTER) && monitorCount > 1)
{
currentMonitorIndex += 1;
// Set index to 0 if the last one
if(currentMonitorIndex == monitorCount) currentMonitorIndex = 0;
SetWindowMonitor(currentMonitorIndex); // Move window to currentMonitorIndex
}
else
{
// Get currentMonitorIndex if manually moved
currentMonitorIndex = GetCurrentMonitor();
}
const Monitor currentMonitor = monitors[currentMonitorIndex];
float monitorScale = 0.6;
if(maxHeight > maxWidth + monitorOffsetX) monitorScale *= ((float)screenHeight/(float)maxHeight);
else monitorScale *= ((float)screenWidth/(float)(maxWidth + monitorOffsetX));
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Press [Enter] to move window to next monitor available", 20, 20, 20, DARKGRAY);
DrawRectangleLines(20, 60, screenWidth - 40, screenHeight - 100, DARKGRAY);
// Draw Monitor Rectangles with information inside
for (int i = 0; i < monitorCount; i++)
{
// Calculate retangle position and size using monitorScale
const Rectangle rec = (Rectangle){
(monitors[i].position.x + monitorOffsetX) * monitorScale + 140,
monitors[i].position.y * monitorScale + 80,
monitors[i].width * monitorScale,
monitors[i].height * monitorScale
};
// Draw monitor name and information inside the rectangle
DrawText(TextFormat("[%i] %s", i, monitors[i].name), rec.x + 10, rec.y + (int)(100*monitorScale), (int)(120*monitorScale), BLUE);
DrawText(
TextFormat("Resolution: [%ipx x %ipx]\nRefreshRate: [%ihz]\nPhysical Size: [%imm x %imm]\nPosition: %3.0f x %3.0f",
monitors[i].width,
monitors[i].height,
monitors[i].refreshRate,
monitors[i].physicalWidth,
monitors[i].physicalHeight,
monitors[i].position.x,
monitors[i].position.y
), rec.x + 10, rec.y + (int)(200*monitorScale), (int)(120*monitorScale), DARKGRAY);
// Highlight current monitor
if (i == currentMonitorIndex)
{
DrawRectangleLinesEx(rec, 5, RED);
Vector2 windowPosition = (Vector2){ (GetWindowPosition().x + monitorOffsetX)*monitorScale + 140, GetWindowPosition().y*monitorScale + 80 };
// Draw window position based on monitors
DrawRectangleV(windowPosition, (Vector2){screenWidth * monitorScale, screenHeight * monitorScale}, Fade(GREEN, 0.5));
}
else
{
DrawRectangleLinesEx(rec, 5, GRAY);
}
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -44,8 +44,10 @@ core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@r
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997 core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5 core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5 core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5 shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5 shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5 shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5 shapes;shapes_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
shapes;shapes_logo_raylib_anim;★★☆☆;2.5;4.0;2014;2025;"Ramon Santamaria";@raysan5 shapes;shapes_logo_raylib_anim;★★☆☆;2.5;4.0;2014;2025;"Ramon Santamaria";@raysan5
@ -64,6 +66,7 @@ shapes;shapes_rectangle_advanced;★★★★;5.5;5.5;2024;2025;"Everton Jr.";@e
shapes;shapes_splines_drawing;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5 shapes;shapes_splines_drawing;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
shapes;shapes_digital_clock;★★★★;5.5;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl shapes;shapes_digital_clock;★★★★;5.5;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
shapes;shapes_double_pendulum;★★☆☆;5.5;5.5;2025;2025;"JoeCheong";@Joecheong2006 shapes;shapes_double_pendulum;★★☆☆;5.5;5.5;2025;2025;"JoeCheong";@Joecheong2006
shapes;shapes_dashed_line;★☆☆☆;5.5;5.5;2025;2025;"Luís Almeida";@luis605
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5 textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5 textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5 textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
@ -127,6 +130,8 @@ models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@r
models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
models;models_geometry_textures_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5 shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5 shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5

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@ -0,0 +1,152 @@
/*******************************************************************************************
*
* raylib [models] example - basic voxel
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Tim Little (@timlittle) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Tim Little (@timlittle)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel");
DisableCursor(); // Lock mouse to window center
// Define the camera to look into our 3d world (first person)
Camera3D camera = { 0 };
camera.position = (Vector3){ -2.0f, 0.0f, -2.0f }; // Camera position at ground level
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Create a cube model
Mesh cubeMesh = GenMeshCube(1.0f, 1.0f, 1.0f); // Create a unit cube mesh
Model cubeModel = LoadModelFromMesh(cubeMesh); // Convert mesh to a model
cubeModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = BEIGE;
// Initialize voxel world - fill with voxels
bool voxels[WORLD_SIZE][WORLD_SIZE][WORLD_SIZE] = { false };
for (int x = 0; x < WORLD_SIZE; x++)
{
for (int y = 0; y < WORLD_SIZE; y++)
{
for (int z = 0; z < WORLD_SIZE; z++)
{
voxels[x][y][z] = true;
}
}
}
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
// Handle voxel removal with mouse click
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
// Cast a ray from the screen center (where crosshair would be)
Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f };
Ray ray = GetMouseRay(screenCenter, camera);
// Check ray collision with all voxels
bool voxelRemoved = false;
for (int x = 0; (x < WORLD_SIZE) && !voxelRemoved; x++)
{
for (int y = 0; (y < WORLD_SIZE) && !voxelRemoved; y++)
{
for (int z = 0; (z < WORLD_SIZE) && !voxelRemoved; z++)
{
if (!voxels[x][y][z]) continue; // Skip empty voxels
// Build a bounding box for this voxel
Vector3 position = { x, y, z };
BoundingBox box = {
(Vector3){ position.x - 0.5f, position.y - 0.5f, position.z - 0.5f },
(Vector3){ position.x + 0.5f, position.y + 0.5f, position.z + 0.5f }
};
// Check ray-box collision
RayCollision collision = GetRayCollisionBox(ray, box);
if (collision.hit)
{
voxels[x][y][z] = false; // Remove this voxel
voxelRemoved = true; // Exit all loops
}
}
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(10, 1.0f);
// Draw all voxels
for (int x = 0; x < WORLD_SIZE; x++)
{
for (int y = 0; y < WORLD_SIZE; y++)
{
for (int z = 0; z < WORLD_SIZE; z++)
{
if (!voxels[x][y][z]) continue;
Vector3 position = { x, y, z };
DrawModel(cubeModel, position, 1.0f, BEIGE);
DrawCubeWires(position, 1.0f, 1.0f, 1.0f, BLACK);
}
}
}
EndMode3D();
DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(cubeModel);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}

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/*******************************************************************************************
*
* raylib [models] example - geometry textures cube
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by Jopestpe (@jopestpe)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Jopestpe (@jopestpe)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometry textures cube");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 0.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load image to create texture for the cube
Model model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Image img = LoadImage("resources/cubicmap_atlas.png");
Image crop = ImageFromImage(img, (Rectangle){0, img.height/2, img.width/2, img.height/2});
Texture2D texture = LoadTextureFromImage(crop);
UnloadImage(img);
UnloadImage(crop);
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
rotation += 1.0f;
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModelEx(model, (Vector3){0,0,0}, (Vector3){0.5f,1,0}, rotation, (Vector3){1,1,1}, WHITE);
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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#version 100
precision mediump float;
// Input from the vertex shader
varying vec2 fragTexCoord;
// Output color for the screen
varying vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
// Fontsize less then 9 may be not complete
uniform float fontSize;
float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float GetCharacter(float n, vec2 p)
{
p = floor(p*vec2(-4.0, 4.0) + 2.5);
// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
// This checked if the 'a'-th bit of 'n' was set
float shiftedN = floor(n/pow(2.0, a));
if (mod(shiftedN, 2.0) == 1.0)
{
return 1.0; // The bit is on
}
}
return 0.0; // The bit is off, or we are outside the grid
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution;
// The cell size is based on the fontSize set by application
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
// Gray is used to define what character will be selected to draw
float gray = GreyScale(cellColor);
float n = 4096.0;
// Character set from https://www.shadertoy.com/view/lssGDj
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 18725316.0; // v
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
// cellColor and charShape will define the color of the char
vec3 color = cellColor*GetCharacter(n, p);
gl_FragColor = vec4(color, 1.0);
}

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#version 120
// Input from the vertex shader
varying vec2 fragTexCoord;
// Output color for the screen
varying vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
// Fontsize less then 9 may be not complete
uniform float fontSize;
float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float GetCharacter(float n, vec2 p)
{
p = floor(p*vec2(-4.0, 4.0) + 2.5);
// Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0)
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5);
// This checked if the 'a'-th bit of 'n' was set
float shiftedN = floor(n/pow(2.0, a));
if (mod(shiftedN, 2.0) == 1.0)
{
return 1.0; // The bit is on
}
}
return 0.0; // The bit is off, or we are outside the grid
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize / resolution;
// The cell size is based on the fontSize set by application
vec2 cellUV = floor(fragTexCoord / uvCellSize)*uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
// Gray is used to define what character will be selected to draw
float gray = GreyScale(cellColor);
float n = 4096.0;
// Character set from https://www.shadertoy.com/view/lssGDj
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 18725316.0; // v
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
// cellColor and charShape will define the color of the char
vec3 color = cellColor*GetCharacter(n, p);
gl_FragColor = vec4(color, 1.0);
}

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#version 330
// Input from the vertex shader
in vec2 fragTexCoord;
// Output color for the screen
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
// Fontsize less then 9 may be not complete
uniform float fontSize;
float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float GetCharacter(int n, vec2 p)
{
p = floor(p*vec2(-4.0, 4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4)
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
int a = int(round(p.x) + 5.0*round(p.y));
if (((n >> a) & 1) == 1)
{
return 1.0;
}
}
return 0.0; // The bit is off, or we are outside the grid
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize);
vec2 uvCellSize = charPixelSize/resolution;
// The cell size is based on the fontSize set by application
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
vec3 cellColor = texture(texture0, cellUV).rgb;
// Gray is used to define what character will be selected to draw
float gray = GreyScale(cellColor);
int n = 4096;
// Character set from https://www.shadertoy.com/view/lssGDj
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
if (gray > 0.2) n = 65600; // :
if (gray > 0.3) n = 18725316; // v
if (gray > 0.4) n = 15255086; // o
if (gray > 0.5) n = 13121101; // &
if (gray > 0.6) n = 15252014; // 8
if (gray > 0.7) n = 13195790; // @
if (gray > 0.8) n = 11512810; // #
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0]
vec3 color = cellColor*GetCharacter(n, p);
finalColor = vec4(color, 1.0);
}

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/*******************************************************************************************
*
* raylib [shaders] example - ascii rendering
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Maicon Santana (@maiconpintoabreu)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii rendering");
// Texture to test static drawing
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// Texture to test moving drawing
Texture2D raysan = LoadTexture("resources/raysan.png");
// Load shader to be used on postprocessing
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION));
// These locations are used to send data to the GPU
int resolutionLoc = GetShaderLocation(shader, "resolution");
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
// Set the character size for the ASCII effect
// Fontsize should be 9 or more
float fontSize = 9.0f;
// Send the updated values to the shader
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight*0.5f};
float circleSpeed = 1.0f;
// RenderTexture to apply the postprocessing later
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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
//----------------------------------------------------------------------------------
circlePos.x += circleSpeed;
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1; // Revert speed
if (IsKeyPressed(KEY_LEFT) && (fontSize > 9.0)) fontSize -= 1; // Reduce fontSize
if (IsKeyPressed(KEY_RIGHT) && (fontSize < 15.0)) fontSize += 1; // Increase fontSize
// Set fontsize for the shader
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(WHITE);
// Draw scene in our render texture
DrawTexture(fudesumi, 500, -30, WHITE);
DrawTextureV(raysan, circlePos, WHITE);
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// Draw the scene texture (that we rendered earlier) to the screen
// The shader will process every pixel of this texture
DrawTextureRec(target.texture,
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
(Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 0, screenWidth, 40, BLACK);
DrawText(TextFormat("Ascii effect - FontSize:%2.0f - [Left] -1 [Right] +1 ", fontSize), 120, 10, 20, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(target); // Unload render texture
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
UnloadTexture(raysan); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -4,8 +4,10 @@
* *
* Example complexity rating: [] 1/4 * Example complexity rating: [] 1/4
* *
* Example originally created with raylib 2.5, last time updated with raylib 2.5 * Example originally created with raylib 2.5, last time updated with raylib 5.6
* *
* Example contributed by Jopestpe (@jopestpe)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * BSD-like license that allows static linking with closed source software
* *
@ -31,7 +33,9 @@ int main(void)
Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }; Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
Vector2 ballSpeed = { 5.0f, 4.0f }; Vector2 ballSpeed = { 5.0f, 4.0f };
int ballRadius = 20; int ballRadius = 20;
float gravity = 0.2f;
bool useGravity = true;
bool pause = 0; bool pause = 0;
int framesCounter = 0; int framesCounter = 0;
@ -43,16 +47,19 @@ int main(void)
{ {
// Update // Update
//----------------------------------------------------- //-----------------------------------------------------
if (IsKeyPressed(KEY_G)) useGravity = !useGravity;
if (IsKeyPressed(KEY_SPACE)) pause = !pause; if (IsKeyPressed(KEY_SPACE)) pause = !pause;
if (!pause) if (!pause)
{ {
ballPosition.x += ballSpeed.x; ballPosition.x += ballSpeed.x;
ballPosition.y += ballSpeed.y; ballPosition.y += ballSpeed.y;
if (useGravity) ballSpeed.y += gravity;
// Check walls collision for bouncing // Check walls collision for bouncing
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f; if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -1.0f; if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -0.95f;
} }
else framesCounter++; else framesCounter++;
//----------------------------------------------------- //-----------------------------------------------------
@ -65,12 +72,15 @@ int main(void)
DrawCircleV(ballPosition, (float)ballRadius, MAROON); DrawCircleV(ballPosition, (float)ballRadius, MAROON);
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY); DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
if (useGravity) DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, DARKGREEN);
else DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, RED);
// On pause, we draw a blinking message // On pause, we draw a blinking message
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY); if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();
//----------------------------------------------------- //-----------------------------------------------------
} }

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/*******************************************************************************************
*
* raylib [shapes] example - bullet hell
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Zero (@zerohorsepower) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Zero (@zerohorsepower)
*
********************************************************************************************/
#include "raylib.h"
#include <stdlib.h> // Required for: calloc(), free()
#include <math.h> // Required for: cosf(), sinf()
#define MAX_BULLETS 500000 // Max bullets to be processed
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Bullet {
Vector2 position; // Bullet position on screen
Vector2 acceleration; // Amount of pixels to be incremented to position every frame
bool disabled; // Skip processing and draw case out of screen
Color color; // Bullet color
} Bullet;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bullet hell");
// Bullets definition
Bullet *bullets = (Bullet *)RL_CALLOC(MAX_BULLETS, sizeof(Bullet)); // Bullets array
int bulletCount = 0;
int bulletDisabledCount = 0; // Used to calculate how many bullets are on screen
int bulletRadius = 10;
float bulletSpeed = 3.0f;
int bulletRows = 6;
Color bulletColor[2] = { RED, BLUE };
// Spawner variables
float baseDirection = 0;
int angleIncrement = 5; // After spawn all bullet rows, increment this value on the baseDirection for next the frame
float spawnCooldown = 2;
float spawnCooldownTimer = spawnCooldown;
// Magic circle
float magicCircleRotation = 0;
// Used on performance drawing
RenderTexture bulletTexture = LoadRenderTexture(24, 24);
// Draw circle to bullet texture, then draw bullet using DrawTexture()
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
BeginTextureMode(bulletTexture);
DrawCircle(12, 12, bulletRadius, WHITE);
DrawCircleLines(12, 12, bulletRadius, BLACK);
EndTextureMode();
bool drawInPerformanceMode = true; // Switch between DrawCircle() and DrawTexture()
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Reset the bullet index
// New bullets will replace the old ones that are already disabled due to out-of-screen
if (bulletCount >= MAX_BULLETS)
{
bulletCount = 0;
bulletDisabledCount = 0;
}
spawnCooldownTimer--;
if (spawnCooldownTimer < 0)
{
spawnCooldownTimer = spawnCooldown;
// Spawn bullets
float degreesPerRow = 360.0f/bulletRows;
for (int row = 0; row < bulletRows; row++)
{
if (bulletCount < MAX_BULLETS)
{
bullets[bulletCount].position = (Vector2){(float) screenWidth/2, (float) screenHeight/2};
bullets[bulletCount].disabled = false;
bullets[bulletCount].color = bulletColor[row%2];
float bulletDirection = baseDirection + (degreesPerRow*row);
// Bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
// only need to calculate it at the spawning time
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
bullets[bulletCount].acceleration = (Vector2){
bulletSpeed*cosf(bulletDirection*DEG2RAD),
bulletSpeed*sinf(bulletDirection*DEG2RAD)
};
bulletCount++;
}
}
baseDirection += angleIncrement;
}
// Update bullets position based on its acceleration
for (int i = 0; i < bulletCount; i++)
{
// Only update bullet if inside the screen
if (!bullets[i].disabled)
{
bullets[i].position.x += bullets[i].acceleration.x;
bullets[i].position.y += bullets[i].acceleration.y;
// Disable bullet if out of screen
if ((bullets[i].position.x < -bulletRadius*2) ||
(bullets[i].position.x > screenWidth + bulletRadius*2) ||
(bullets[i].position.y < -bulletRadius*2) ||
(bullets[i].position.y > screenHeight + bulletRadius*2))
{
bullets[i].disabled = true;
bulletDisabledCount++;
}
}
}
// Input logic
if ((IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_D)) && (bulletRows < 359)) bulletRows++;
if ((IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_A)) && (bulletRows > 1)) bulletRows--;
if (IsKeyPressed(KEY_UP) || IsKeyPressed(KEY_W)) bulletSpeed += 0.25f;
if ((IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_S)) && (bulletSpeed > 0.50f)) bulletSpeed -= 0.25f;
if (IsKeyPressed(KEY_Z) && (spawnCooldown > 1)) spawnCooldown--;
if (IsKeyPressed(KEY_X)) spawnCooldown++;
if (IsKeyPressed(KEY_ENTER)) drawInPerformanceMode = !drawInPerformanceMode;
if (IsKeyDown(KEY_SPACE))
{
angleIncrement += 1;
angleIncrement %= 360;
}
if (IsKeyPressed(KEY_C))
{
bulletCount = 0;
bulletDisabledCount = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw magic circle
magicCircleRotation++;
DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
(Vector2){ 60.0f, 60.0f }, magicCircleRotation, PURPLE);
DrawRectanglePro((Rectangle){ (float)screenWidth/2, (float)screenHeight/2, 120, 120 },
(Vector2){ 60.0f, 60.0f }, magicCircleRotation + 45, PURPLE);
DrawCircleLines(screenWidth/2, screenHeight/2, 70, BLACK);
DrawCircleLines(screenWidth/2, screenHeight/2, 50, BLACK);
DrawCircleLines(screenWidth/2, screenHeight/2, 30, BLACK);
// Draw bullets
if (drawInPerformanceMode)
{
// Draw bullets using pre-rendered texture containing circle
for (int i = 0; i < bulletCount; i++)
{
// Do not draw disabled bullets (out of screen)
if (!bullets[i].disabled)
{
DrawTexture(bulletTexture.texture,
bullets[i].position.x - bulletTexture.texture.width*0.5f,
bullets[i].position.y - bulletTexture.texture.height*0.5f,
bullets[i].color);
}
}
}
else
{
// Draw bullets using DrawCircle(), less performant
for (int i = 0; i < bulletCount; i++)
{
// Do not draw disabled bullets (out of screen)
if (!bullets[i].disabled)
{
DrawCircleV(bullets[i].position, bulletRadius, bullets[i].color);
DrawCircleLinesV(bullets[i].position, bulletRadius, BLACK);
}
}
}
// Draw UI
DrawRectangle(10, 10, 280, 150, (Color){0,0, 0, 200 });
DrawText("Controls:", 20, 20, 10, LIGHTGRAY);
DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, LIGHTGRAY);
DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, LIGHTGRAY);
DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, LIGHTGRAY);
DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, LIGHTGRAY);
DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, LIGHTGRAY);
DrawText("- C: Clear bullets", 40, 140, 10, LIGHTGRAY);
DrawRectangle(610, 10, 170, 30, (Color){0,0, 0, 200 });
if (drawInPerformanceMode) DrawText("Draw method: DrawTexture(*)", 620, 20, 10, GREEN);
else DrawText("Draw method: DrawCircle(*)", 620, 20, 10, RED);
DrawRectangle(135, 410, 530, 30, (Color){0,0, 0, 200 });
DrawText(TextFormat("[ FPS: %d, Bullets: %d, Rows: %d, Bullet speed: %.2f, Angle increment per frame: %d, Cooldown: %.0f ]",
GetFPS(), bulletCount - bulletDisabledCount, bulletRows, bulletSpeed, angleIncrement, spawnCooldown),
155, 420, 10, GREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTexture(bulletTexture); // Unload bullet texture
RL_FREE(bullets); // Free bullets array data
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -15,8 +15,6 @@
#include "raylib.h" #include "raylib.h"
#include <stdlib.h> // Required for: abs()
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------

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/*******************************************************************************************
*
* raylib [shapes] example - dashed line drawing
*
* Example complexity rating: [] 1/4
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Luís Almeida (@luis605)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Luís Almeida (@luis605)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - interactive dashed line");
// Line Properties
Vector2 lineStartPosition = { 20.0f, 50.0f };
Vector2 lineEndPosition = { 780.0f, 400.0f };
float dashLength = 25.0f;
float blankLength = 15.0f;
// Color selection
Color lineColors[] = { RED, ORANGE, GOLD, GREEN, BLUE, VIOLET, PINK, BLACK };
int colorIndex = 0;
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
//----------------------------------------------------------------------------------
lineEndPosition = GetMousePosition(); // Line endpoint follows the mouse
// --- Keyboard Controls ---
// Change Dash Length (UP/DOWN arrows)
if (IsKeyDown(KEY_UP)) dashLength += 1.0f;
if (IsKeyDown(KEY_DOWN) && dashLength > 1.0f) dashLength -= 1.0f;
// Change Space Length (LEFT/RIGHT arrows)
if (IsKeyDown(KEY_RIGHT)) blankLength += 1.0f;
if (IsKeyDown(KEY_LEFT) && blankLength > 1.0f) blankLength -= 1.0f;
// Cycle through colors ('C' key)
if (IsKeyPressed(KEY_C))
{
colorIndex = (colorIndex + 1) % (sizeof(lineColors)/sizeof(Color));
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw the dashed line with the current properties
DrawLineDashed(lineStartPosition, lineEndPosition, dashLength, blankLength, lineColors[colorIndex]);
// Draw UI and Instructions
DrawRectangle(5, 5, 265, 95, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(5, 5, 265, 95, BLUE);
DrawText("CONTROLS:", 15, 15, 10, BLACK);
DrawText("UP/DOWN: Change Dash Length", 15, 35, 10, BLACK);
DrawText("LEFT/RIGHT: Change Space Length", 15, 55, 10, BLACK);
DrawText("C: Cycle Color", 15, 75, 10, BLACK);
DrawText(TextFormat("Dash: %.0f | Space: %.0f", dashLength, blankLength), 15, 115, 10, DARKGRAY);
DrawFPS(screenWidth - 80, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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<ResourceCompile Include="..\..\..\examples\examples.rc" />
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<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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View File

@ -345,6 +345,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_inline_styling", "exam
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_undo_redo", "examples\core_undo_redo.vcxproj", "{3B27F358-2679-4F38-B297-17B536F580BB}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_undo_redo", "examples\core_undo_redo.vcxproj", "{3B27F358-2679-4F38-B297-17B536F580BB}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_actions", "examples\core_input_actions.vcxproj", "{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|ARM64 = Debug.DLL|ARM64 Debug.DLL|ARM64 = Debug.DLL|ARM64
@ -4247,6 +4249,30 @@ Global
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.Build.0 = Release|x64 {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.Build.0 = Release|x64
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.ActiveCfg = Release|Win32 {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.ActiveCfg = Release|Win32
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.Build.0 = Release|Win32 {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.Build.0 = Release|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|ARM64.ActiveCfg = Debug|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|ARM64.Build.0 = Debug|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x64.ActiveCfg = Debug|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x64.Build.0 = Debug|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x86.ActiveCfg = Debug|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x86.Build.0 = Debug|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x64.Build.0 = Release.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|ARM64.ActiveCfg = Release|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|ARM64.Build.0 = Release|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x64.ActiveCfg = Release|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x64.Build.0 = Release|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x86.ActiveCfg = Release|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x86.Build.0 = Release|Win32
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@ -4421,6 +4447,7 @@ Global
{49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} {D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
EndGlobalSection EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29} SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

View File

@ -235,20 +235,22 @@ endif
# NOTE: By default use OpenGL 3.3 on desktop platforms # NOTE: By default use OpenGL 3.3 on desktop platforms
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
GRAPHICS ?= GRAPHICS_API_OPENGL_33 GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1 #GRAPHICS = GRAPHICS_API_OPENGL_11_SOFTWARE # Uncomment to use software rendering
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1 #GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3 #GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE) #GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
GRAPHICS ?= GRAPHICS_API_OPENGL_33 GRAPHICS ?= GRAPHICS_API_OPENGL_33
endif endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW) ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
GRAPHICS ?= GRAPHICS_API_OPENGL_33 GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1 #GRAPHICS = GRAPHICS_API_OPENGL_11_SOFTWARE # Uncomment to use software rendering
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1 #GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3 #GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE) #GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# On DRM OpenGL ES 2.0 must be used # On DRM OpenGL ES 2.0 must be used

4938
src/external/rlsw.h vendored Normal file

File diff suppressed because it is too large Load Diff

View File

@ -63,18 +63,20 @@
#include "SDL.h" #include "SDL.h"
#endif #endif
#if defined(GRAPHICS_API_OPENGL_ES2) #if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// It seems it does not need to be included to work #if defined(GRAPHICS_API_OPENGL_ES2)
//#include "SDL_opengles2.h" // It seems it does not need to be included to work
#else //#include "SDL_opengles2.h"
// SDL OpenGL functionality (if required, instead of internal renderer) #else
#ifdef USING_SDL3_PROJECT // SDL OpenGL functionality (if required, instead of internal renderer)
#include "SDL3/SDL_opengl.h" #ifdef USING_SDL3_PROJECT
#elif USING_SDL2_PROJECT #include "SDL3/SDL_opengl.h"
#include "SDL2/SDL_opengl.h" #elif USING_SDL2_PROJECT
#else #include "SDL2/SDL_opengl.h"
#include "SDL_opengl.h" #else
#endif #include "SDL_opengl.h"
#endif
#endif
#endif #endif
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -1220,7 +1222,14 @@ void DisableCursor(void)
// Swap back buffer with front buffer (screen drawing) // Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void) void SwapScreenBuffer(void)
{ {
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// NOTE: We use a preprocessor condition here because `rlCopyFramebuffer` is only declared for software rendering
SDL_Surface *surface = SDL_GetWindowSurface(platform.window);
rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, surface->pixels);
SDL_UpdateWindowSurface(platform.window);
#else
SDL_GL_SwapWindow(platform.window); SDL_GL_SwapWindow(platform.window);
#endif
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -1568,13 +1577,15 @@ void PollInputEvents(void)
if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE) if (CORE.Input.Keyboard.charPressedQueueCount < MAX_CHAR_PRESSED_QUEUE)
{ {
// Add character (codepoint) to the queue // Add character (codepoint) to the queue
#if defined(USING_VERSION_SDL3)
#if defined(USING_VERSION_SDL3)
size_t textLen = strlen(event.text.text); size_t textLen = strlen(event.text.text);
unsigned int codepoint = (unsigned int)SDL_StepUTF8(&event.text.text, &textLen); unsigned int codepoint = (unsigned int)SDL_StepUTF8(&event.text.text, &textLen);
#else #else
int codepointSize = 0; int codepointSize = 0;
int codepoint = GetCodepointNextSDL(event.text.text, &codepointSize); int codepoint = GetCodepointNextSDL(event.text.text, &codepointSize);
#endif #endif
CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = codepoint; CORE.Input.Keyboard.charPressedQueue[CORE.Input.Keyboard.charPressedQueueCount] = codepoint;
CORE.Input.Keyboard.charPressedQueueCount++; CORE.Input.Keyboard.charPressedQueueCount++;
} }
@ -1878,7 +1889,6 @@ int InitPlatform(void)
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
unsigned int flags = 0; unsigned int flags = 0;
FLAG_SET(flags, SDL_WINDOW_SHOWN); FLAG_SET(flags, SDL_WINDOW_SHOWN);
FLAG_SET(flags, SDL_WINDOW_OPENGL);
FLAG_SET(flags, SDL_WINDOW_INPUT_FOCUS); FLAG_SET(flags, SDL_WINDOW_INPUT_FOCUS);
FLAG_SET(flags, SDL_WINDOW_MOUSE_FOCUS); FLAG_SET(flags, SDL_WINDOW_MOUSE_FOCUS);
FLAG_SET(flags, SDL_WINDOW_MOUSE_CAPTURE); // Window has mouse captured FLAG_SET(flags, SDL_WINDOW_MOUSE_CAPTURE); // Window has mouse captured
@ -1909,44 +1919,50 @@ int InitPlatform(void)
// NOTE: Some OpenGL context attributes must be set before window creation // NOTE: Some OpenGL context attributes must be set before window creation
// Check selection OpenGL version if (rlGetVersion() != RL_OPENGL_11_SOFTWARE)
if (rlGetVersion() == RL_OPENGL_21)
{ {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); // Add the flag telling the window to use an OpenGL context
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); flags |= SDL_WINDOW_OPENGL;
}
else if (rlGetVersion() == RL_OPENGL_33)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
else if (rlGetVersion() == RL_OPENGL_43)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); // Enable OpenGL Debug Context
#endif
}
else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
if (FLAG_CHECK(CORE.Window.flags, FLAG_MSAA_4X_HINT) > 0) // Check selection OpenGL version
{ if (rlGetVersion() == RL_OPENGL_21)
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
}
else if (rlGetVersion() == RL_OPENGL_33)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
}
else if (rlGetVersion() == RL_OPENGL_43)
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 4);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
#if defined(RLGL_ENABLE_OPENGL_DEBUG_CONTEXT)
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG); // Enable OpenGL Debug Context
#endif
}
else if (rlGetVersion() == RL_OPENGL_ES_20) // Request OpenGL ES 2.0 context
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
else if (rlGetVersion() == RL_OPENGL_ES_30) // Request OpenGL ES 3.0 context
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
}
if (FLAG_CHECK(CORE.Window.flags, FLAG_MSAA_4X_HINT) > 0)
{
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
}
} }
// Init window // Init window
@ -1957,10 +1973,12 @@ int InitPlatform(void)
#endif #endif
// Init OpenGL context // Init OpenGL context
platform.glContext = SDL_GL_CreateContext(platform.window); if (rlGetVersion() != RL_OPENGL_11_SOFTWARE)
{
platform.glContext = SDL_GL_CreateContext(platform.window);
}
// Check window and glContext have been initialized successfully if ((platform.window != NULL) && ((rlGetVersion() == RL_OPENGL_11_SOFTWARE) || (platform.glContext != NULL)))
if ((platform.window != NULL) && (platform.glContext != NULL))
{ {
CORE.Window.ready = true; CORE.Window.ready = true;
@ -1981,8 +1999,14 @@ int InitPlatform(void)
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height); TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y); TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
if (FLAG_CHECK(CORE.Window.flags, FLAG_VSYNC_HINT) > 0) SDL_GL_SetSwapInterval(1); if (platform.glContext != NULL)
else SDL_GL_SetSwapInterval(0); {
SDL_GL_SetSwapInterval((FLAG_CHECK(CORE.Window.flags, FLAG_VSYNC_HINT) > 0)? 1 : 0);
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
rlLoadExtensions(SDL_GL_GetProcAddress);
}
} }
else else
{ {
@ -1990,9 +2014,6 @@ int InitPlatform(void)
return -1; return -1;
} }
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
rlLoadExtensions(SDL_GL_GetProcAddress);
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// Initialize input events system // Initialize input events system
@ -2064,7 +2085,7 @@ int InitPlatform(void)
void ClosePlatform(void) void ClosePlatform(void)
{ {
SDL_FreeCursor(platform.cursor); // Free cursor SDL_FreeCursor(platform.cursor); // Free cursor
SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context if (platform.glContext != NULL) SDL_GL_DeleteContext(platform.glContext); // Deinitialize OpenGL context
SDL_DestroyWindow(platform.window); SDL_DestroyWindow(platform.window);
SDL_Quit(); // Deinitialize SDL internal global state SDL_Quit(); // Deinitialize SDL internal global state
} }

View File

@ -65,12 +65,17 @@
// so the enum KEY_F12 from raylib is used // so the enum KEY_F12 from raylib is used
#undef KEY_F12 #undef KEY_F12
#include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM)
#include <xf86drm.h> // Direct Rendering Manager user-level library interface #include <xf86drm.h> // Direct Rendering Manager user-level library interface
#include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface #include <xf86drmMode.h> // Direct Rendering Manager mode setting (KMS) interface
#include "EGL/egl.h" // Native platform windowing system interface #if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
#include "EGL/eglext.h" // EGL extensions #include <gbm.h> // Generic Buffer Management (native platform for EGL on DRM)
#include "EGL/egl.h" // Native platform windowing system interface
#include "EGL/eglext.h" // EGL extensions
#else
#include <sys/mman.h> // For mmap when copying to the dumb buffer
#include <errno.h> // For the conversion of certain error messages
#endif
// NOTE: DRM cache enables triple buffered DRM caching // NOTE: DRM cache enables triple buffered DRM caching
#if defined(SUPPORT_DRM_CACHE) #if defined(SUPPORT_DRM_CACHE)
@ -103,15 +108,19 @@ typedef struct {
drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector drmModeConnector *connector; // Direct Rendering Manager (DRM) mode connector
drmModeCrtc *crtc; // CRT Controller drmModeCrtc *crtc; // CRT Controller
int modeIndex; // Index of the used mode of connector->modes int modeIndex; // Index of the used mode of connector->modes
uint32_t prevFB; // Previous DRM framebufer (during frame swapping)
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
struct gbm_device *gbmDevice; // GBM device struct gbm_device *gbmDevice; // GBM device
struct gbm_surface *gbmSurface; // GBM surface struct gbm_surface *gbmSurface; // GBM surface
struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping) struct gbm_bo *prevBO; // Previous GBM buffer object (during frame swapping)
uint32_t prevFB; // Previous GBM framebufer (during frame swapping)
EGLDisplay device; // Native display device (physical screen connection) EGLDisplay device; // Native display device (physical screen connection)
EGLSurface surface; // Surface to draw on, framebuffers (connected to context) EGLSurface surface; // Surface to draw on, framebuffers (connected to context)
EGLContext context; // Graphic context, mode in which drawing can be done EGLContext context; // Graphic context, mode in which drawing can be done
EGLConfig config; // Graphic config EGLConfig config; // Graphic config
#else
uint32_t prevDumbHandle; // Handle to the previous dumb buffer (during frame swapping)
#endif
// Keyboard data // Keyboard data
int defaultKeyboardMode; // Default keyboard mode int defaultKeyboardMode; // Default keyboard mode
@ -780,6 +789,8 @@ void SwapScreenBuffer()
// Swap back buffer with front buffer (screen drawing) // Swap back buffer with front buffer (screen drawing)
void SwapScreenBuffer(void) void SwapScreenBuffer(void)
{ {
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// Hardware rendering buffer swap with EGL
eglSwapBuffers(platform.device, platform.surface); eglSwapBuffers(platform.device, platform.surface);
if (!platform.gbmSurface || (-1 == platform.fd) || !platform.connector || !platform.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap"); if (!platform.gbmSurface || (-1 == platform.fd) || !platform.connector || !platform.crtc) TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
@ -805,6 +816,196 @@ void SwapScreenBuffer(void)
if (platform.prevBO) gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO); if (platform.prevBO) gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO);
platform.prevBO = bo; platform.prevBO = bo;
#else
// Software rendering buffer swap
if ((platform.fd == -1) || !platform.connector || (platform.modeIndex < 0))
{
TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
return;
}
// Get the software rendered color buffer
int bufferWidth = 0, bufferHeight = 0;
void *colorBuffer = swGetColorBuffer(&bufferWidth, &bufferHeight);
if (!colorBuffer)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to get software color buffer");
return;
}
// Retrieving the dimensions of the display mode used
drmModeModeInfo *mode = &platform.connector->modes[platform.modeIndex];
uint32_t width = mode->hdisplay;
uint32_t height = mode->vdisplay;
// Dumb buffers use a fixed format based on bpp
#if SW_COLOR_BUFFER_BITS == 24
const uint32_t bpp = 32; // 32 bits per pixel (XRGB8888 format)
const uint32_t depth = 24; // Color depth, here only 24 bits, alpha is not used
#else
// REVIEW: Not sure how it will be interpreted (RGB or RGBA?)
const uint32_t bpp = SW_COLOR_BUFFER_BITS;
const uint32_t depth = SW_COLOR_BUFFER_BITS;
#endif
// Create a dumb buffer for software rendering
struct drm_mode_create_dumb creq = { 0 };
creq.width = width;
creq.height = height;
creq.bpp = bpp;
int result = drmIoctl(platform.fd, DRM_IOCTL_MODE_CREATE_DUMB, &creq);
if (result < 0)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to create dumb buffer: %s", strerror(errno));
return;
}
// Create framebuffer with the correct format
uint32_t fb = 0;
result = drmModeAddFB(platform.fd, width, height, depth, bpp, creq.pitch, creq.handle, &fb);
if (result != 0)
{
TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d (%s)", result, strerror(errno));
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
}
// Map the dumb buffer to copy our software rendered buffer
struct drm_mode_map_dumb mreq = { 0 };
mreq.handle = creq.handle;
result = drmIoctl(platform.fd, DRM_IOCTL_MODE_MAP_DUMB, &mreq);
if (result != 0)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to map dumb buffer: %s", strerror(errno));
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
}
// Map the buffer into userspace
void *dumbBuffer = mmap(0, creq.size, PROT_READ | PROT_WRITE, MAP_SHARED, platform.fd, mreq.offset);
if (dumbBuffer == MAP_FAILED)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to mmap dumb buffer: %s", strerror(errno));
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
}
// Copy the software rendered buffer to the dumb buffer with scaling if needed
if (bufferWidth == width && bufferHeight == height)
{
// Direct copy if sizes match
swCopyFramebuffer(0, 0, bufferWidth, bufferHeight, SW_RGBA, SW_UNSIGNED_BYTE, dumbBuffer);
}
else
{
// Scale the software buffer to match the display mode
swBlitFramebuffer(0, 0, width, height, 0, 0, bufferWidth, bufferHeight, SW_RGBA, SW_UNSIGNED_BYTE, dumbBuffer);
}
// Unmap the buffer
munmap(dumbBuffer, creq.size);
// Find a CRTC compatible with the connector
uint32_t crtcId = 0;
if (platform.crtc) crtcId = platform.crtc->crtc_id;
else
{
// Find a CRTC that's compatible with this connector
drmModeRes *res = drmModeGetResources(platform.fd);
if (!res)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to get DRM resources");
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
}
// Check which CRTCs are compatible with this connector
drmModeEncoder *encoder = NULL;
if (platform.connector->encoder_id) encoder = drmModeGetEncoder(platform.fd, platform.connector->encoder_id);
if (encoder && encoder->crtc_id)
{
crtcId = encoder->crtc_id;
platform.crtc = drmModeGetCrtc(platform.fd, crtcId);
}
else
{
// Find a free CRTC
for (int i = 0; i < res->count_crtcs; i++)
{
drmModeCrtc *crtc = drmModeGetCrtc(platform.fd, res->crtcs[i]);
if (crtc && !crtc->buffer_id) // CRTC is free
{
crtcId = res->crtcs[i];
if (platform.crtc) drmModeFreeCrtc(platform.crtc);
platform.crtc = crtc;
break;
}
if (crtc) drmModeFreeCrtc(crtc);
}
}
if (encoder) drmModeFreeEncoder(encoder);
drmModeFreeResources(res);
if (!crtcId)
{
TRACELOG(LOG_ERROR, "DISPLAY: No compatible CRTC found");
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
}
}
// Set CRTC with better error handling
result = drmModeSetCrtc(platform.fd, crtcId, fb, 0, 0, &platform.connector->connector_id, 1, mode);
if (result != 0)
{
TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d (%s)", result, strerror(errno));
TRACELOG(LOG_ERROR, "DISPLAY: CRTC ID: %u, FB ID: %u, Connector ID: %u", crtcId, fb, platform.connector->connector_id);
TRACELOG(LOG_ERROR, "DISPLAY: Mode: %dx%d@%d", mode->hdisplay, mode->vdisplay, mode->vrefresh);
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
}
// Clean up previous framebuffer
if (platform.prevFB)
{
result = drmModeRmFB(platform.fd, platform.prevFB);
if (result != 0) TRACELOG(LOG_WARNING, "DISPLAY: drmModeRmFB() failed with result: %d", result);
}
platform.prevFB = fb;
// Clean up previous dumb buffer
if (platform.prevDumbHandle)
{
struct drm_mode_destroy_dumb dreq = {0};
dreq.handle = platform.prevDumbHandle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
}
platform.prevDumbHandle = creq.handle;
#endif
} }
#endif // SUPPORT_DRM_CACHE #endif // SUPPORT_DRM_CACHE
@ -950,10 +1151,15 @@ int InitPlatform(void)
platform.connector = NULL; platform.connector = NULL;
platform.modeIndex = -1; platform.modeIndex = -1;
platform.crtc = NULL; platform.crtc = NULL;
platform.prevFB = 0;
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
platform.gbmDevice = NULL; platform.gbmDevice = NULL;
platform.gbmSurface = NULL; platform.gbmSurface = NULL;
platform.prevBO = NULL; platform.prevBO = NULL;
platform.prevFB = 0; #else
platform.prevDumbHandle = 0;
#endif
// Initialize graphic device: display/window and graphic context // Initialize graphic device: display/window and graphic context
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
@ -965,11 +1171,12 @@ int InitPlatform(void)
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: Default graphic device DRM opened successfully"); if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: Default graphic device DRM opened successfully");
#else #else
TRACELOG(LOG_WARNING, "DISPLAY: No graphic card set, trying platform-gpu-card"); TRACELOG(LOG_WARNING, "DISPLAY: No graphic card set, trying platform-gpu-card");
platform.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4) platform.fd = open("/dev/dri/by-path/platform-gpu-card", O_RDWR); // VideoCore VI (Raspberry Pi 4)
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: platform-gpu-card opened successfully"); if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: platform-gpu-card opened successfully");
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL)) if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
{ {
if (platform.fd != -1) close(platform.fd);
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open platform-gpu-card, trying card1"); TRACELOG(LOG_WARNING, "DISPLAY: Failed to open platform-gpu-card, trying card1");
platform.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded platform.fd = open("/dev/dri/card1", O_RDWR); // Other Embedded
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card1 opened successfully"); if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card1 opened successfully");
@ -977,10 +1184,19 @@ int InitPlatform(void)
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL)) if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
{ {
if (platform.fd != -1) close(platform.fd);
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card1, trying card0"); TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card1, trying card0");
platform.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3) platform.fd = open("/dev/dri/card0", O_RDWR); // VideoCore IV (Raspberry Pi 1-3)
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card0 opened successfully"); if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card0 opened successfully");
} }
if ((platform.fd == -1) || (drmModeGetResources(platform.fd) == NULL))
{
if (platform.fd != -1) close(platform.fd);
TRACELOG(LOG_WARNING, "DISPLAY: Failed to open graphic card0, trying card2");
platform.fd = open("/dev/dri/card2", O_RDWR);
if (platform.fd != -1) TRACELOG(LOG_INFO, "DISPLAY: card2 opened successfully");
}
#endif #endif
if (platform.fd == -1) if (platform.fd == -1)
@ -993,29 +1209,55 @@ int InitPlatform(void)
if (!res) if (!res)
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources"); TRACELOG(LOG_WARNING, "DISPLAY: Failed get DRM resources");
close(platform.fd);
return -1; return -1;
} }
TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors); TRACELOG(LOG_TRACE, "DISPLAY: Connectors found: %i", res->count_connectors);
// Connector detection
for (size_t i = 0; i < res->count_connectors; i++) for (size_t i = 0; i < res->count_connectors; i++)
{ {
TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i); TRACELOG(LOG_TRACE, "DISPLAY: Connector index %i", i);
drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]); drmModeConnector *con = drmModeGetConnector(platform.fd, res->connectors[i]);
TRACELOG(LOG_TRACE, "DISPLAY: Connector modes detected: %i", con->count_modes); if (!con)
{
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get connector %i", i);
continue;
}
TRACELOG(LOG_TRACE, "DISPLAY: Connector %i modes detected: %i", i, con->count_modes);
TRACELOG(LOG_TRACE, "DISPLAY: Connector %i status: %s", i,
(con->connection == DRM_MODE_CONNECTED) ? "CONNECTED" :
(con->connection == DRM_MODE_DISCONNECTED) ? "DISCONNECTED" :
(con->connection == DRM_MODE_UNKNOWNCONNECTION) ? "UNKNOWN" : "OTHER");
// In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected // In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected
// This might be a hardware or software limitation like on Raspberry Pi Zero with composite output // This might be a hardware or software limitation like on Raspberry Pi Zero with composite output
if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->encoder_id)) // WARNING: Accept CONNECTED, UNKNOWN and even those without encoder_id connectors for software mode
if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->count_modes > 0))
{ {
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode connected"); #if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// For hardware rendering, we need an encoder_id
if (con->encoder_id)
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i connected with encoder", i);
platform.connector = con;
break;
}
else TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i connected but no encoder", i);
#else
// For software rendering, we can accept even without encoder_id
TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i suitable for software rendering", i);
platform.connector = con; platform.connector = con;
break; break;
#endif
} }
else
if (!platform.connector)
{ {
TRACELOG(LOG_TRACE, "DISPLAY: DRM mode NOT connected (deleting)"); TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i NOT suitable (deleting)", i);
drmModeFreeConnector(con); drmModeFreeConnector(con);
} }
} }
@ -1024,14 +1266,18 @@ int InitPlatform(void)
{ {
TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found"); TRACELOG(LOG_WARNING, "DISPLAY: No suitable DRM connector found");
drmModeFreeResources(res); drmModeFreeResources(res);
close(platform.fd);
return -1; return -1;
} }
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
drmModeEncoder *enc = drmModeGetEncoder(platform.fd, platform.connector->encoder_id); drmModeEncoder *enc = drmModeGetEncoder(platform.fd, platform.connector->encoder_id);
if (!enc) if (!enc)
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder"); TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode encoder");
drmModeFreeConnector(platform.connector);
drmModeFreeResources(res); drmModeFreeResources(res);
close(platform.fd);
return -1; return -1;
} }
@ -1040,7 +1286,9 @@ int InitPlatform(void)
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc"); TRACELOG(LOG_WARNING, "DISPLAY: Failed to get DRM mode crtc");
drmModeFreeEncoder(enc); drmModeFreeEncoder(enc);
drmModeFreeConnector(platform.connector);
drmModeFreeResources(res); drmModeFreeResources(res);
close(platform.fd);
return -1; return -1;
} }
@ -1055,7 +1303,9 @@ int InitPlatform(void)
{ {
TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found"); TRACELOG(LOG_WARNING, "DISPLAY: No matching DRM connector mode found");
drmModeFreeEncoder(enc); drmModeFreeEncoder(enc);
drmModeFreeConnector(platform.connector);
drmModeFreeResources(res); drmModeFreeResources(res);
close(platform.fd);
return -1; return -1;
} }
@ -1064,7 +1314,7 @@ int InitPlatform(void)
} }
const bool allowInterlaced = FLAG_CHECK(CORE.Window.flags. FLAG_INTERLACED_HINT); const bool allowInterlaced = FLAG_CHECK(CORE.Window.flags. FLAG_INTERLACED_HINT);
const int fps = (CORE.Time.target > 0)? (1.0/CORE.Time.target) : 60; const int fps = (CORE.Time.target > 0) ? (1.0/CORE.Time.target) : 60;
// Try to find an exact matching mode // Try to find an exact matching mode
platform.modeIndex = FindExactConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced); platform.modeIndex = FindExactConnectorMode(platform.connector, CORE.Window.screen.width, CORE.Window.screen.height, fps, allowInterlaced);
@ -1083,7 +1333,9 @@ int InitPlatform(void)
{ {
TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode"); TRACELOG(LOG_WARNING, "DISPLAY: Failed to find a suitable DRM connector mode");
drmModeFreeEncoder(enc); drmModeFreeEncoder(enc);
drmModeFreeConnector(platform.connector);
drmModeFreeResources(res); drmModeFreeResources(res);
close(platform.fd);
return -1; return -1;
} }
@ -1095,16 +1347,42 @@ int InitPlatform(void)
FLAG_CHECK(platform.connector->modes[platform.modeIndex].flags, DRM_MODE_FLAG_INTERLACE)? 'i' : 'p', FLAG_CHECK(platform.connector->modes[platform.modeIndex].flags, DRM_MODE_FLAG_INTERLACE)? 'i' : 'p',
platform.connector->modes[platform.modeIndex].vrefresh); platform.connector->modes[platform.modeIndex].vrefresh);
drmModeFreeEncoder(enc);
enc = NULL;
#else
// For software rendering, the first available mode can be used
if (platform.connector->count_modes > 0)
{
platform.modeIndex = 0;
CORE.Window.display.width = platform.connector->modes[0].hdisplay;
CORE.Window.display.height = platform.connector->modes[0].vdisplay;
TRACELOG(LOG_INFO, "DISPLAY: Selected DRM connector mode %s (%ux%u%c@%u) for software rendering",
platform.connector->modes[0].name,
platform.connector->modes[0].hdisplay,
platform.connector->modes[0].vdisplay,
(platform.connector->modes[0].flags & DRM_MODE_FLAG_INTERLACE) ? 'i' : 'p',
platform.connector->modes[0].vrefresh);
}
else
{
TRACELOG(LOG_WARNING, "DISPLAY: No modes available for connector");
drmModeFreeConnector(platform.connector);
drmModeFreeResources(res);
close(platform.fd);
return -1;
}
#endif
// Use the width and height of the surface for render // Use the width and height of the surface for render
CORE.Window.render.width = CORE.Window.screen.width; CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height; CORE.Window.render.height = CORE.Window.screen.height;
drmModeFreeEncoder(enc);
enc = NULL;
drmModeFreeResources(res); drmModeFreeResources(res);
res = NULL; res = NULL;
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// Hardware rendering initialization with EGL
platform.gbmDevice = gbm_create_device(platform.fd); platform.gbmDevice = gbm_create_device(platform.fd);
if (!platform.gbmDevice) if (!platform.gbmDevice)
{ {
@ -1273,6 +1551,32 @@ int InitPlatform(void)
return -1; return -1;
} }
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
rlLoadExtensions(eglGetProcAddress);
#else
// At this point we need to manage render size vs screen size
// NOTE: This function use and modify global module variables:
// -> CORE.Window.screen.width/CORE.Window.screen.height
// -> CORE.Window.render.width/CORE.Window.render.height
// -> CORE.Window.screenScale
SetupFramebuffer(CORE.Window.display.width, CORE.Window.display.height);
// Setup window ready state for software rendering
CORE.Window.ready = true;
CORE.Window.render.width = CORE.Window.screen.width;
CORE.Window.render.height = CORE.Window.screen.height;
CORE.Window.currentFbo.width = CORE.Window.render.width;
CORE.Window.currentFbo.height = CORE.Window.render.height;
TRACELOG(LOG_INFO, "DISPLAY: Device initialized successfully (Software Rendering)");
TRACELOG(LOG_INFO, " > Display size: %i x %i", CORE.Window.display.width, CORE.Window.display.height);
TRACELOG(LOG_INFO, " > Screen size: %i x %i", CORE.Window.screen.width, CORE.Window.screen.height);
TRACELOG(LOG_INFO, " > Render size: %i x %i", CORE.Window.render.width, CORE.Window.render.height);
TRACELOG(LOG_INFO, " > Viewport offsets: %i, %i", CORE.Window.renderOffset.x, CORE.Window.renderOffset.y);
#endif
if (FLAG_CHECK(CORE.Window.flags, FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow(); if (FLAG_CHECK(CORE.Window.flags, FLAG_WINDOW_MINIMIZED) > 0) MinimizeWindow();
// If graphic device is no properly initialized, we end program // If graphic device is no properly initialized, we end program
@ -1285,12 +1589,8 @@ int InitPlatform(void)
FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED); // true FLAG_SET(CORE.Window.flags, FLAG_WINDOW_MAXIMIZED); // true
FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); // false FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_UNFOCUSED); // false
// Load OpenGL extensions
// NOTE: GL procedures address loader is required to load extensions
rlLoadExtensions(eglGetProcAddress);
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// Initialize timing system
// Initialize timming system
//---------------------------------------------------------------------------- //----------------------------------------------------------------------------
// NOTE: timming system must be initialized before the input events system // NOTE: timming system must be initialized before the input events system
InitTimer(); InitTimer();
@ -1336,6 +1636,7 @@ void ClosePlatform(void)
platform.prevFB = 0; platform.prevFB = 0;
} }
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
if (platform.prevBO) if (platform.prevBO)
{ {
gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO); gbm_surface_release_buffer(platform.gbmSurface, platform.prevBO);
@ -1353,6 +1654,7 @@ void ClosePlatform(void)
gbm_device_destroy(platform.gbmDevice); gbm_device_destroy(platform.gbmDevice);
platform.gbmDevice = NULL; platform.gbmDevice = NULL;
} }
#endif
if (platform.crtc) if (platform.crtc)
{ {
@ -1374,6 +1676,7 @@ void ClosePlatform(void)
platform.fd = -1; platform.fd = -1;
} }
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// Close surface, context and display // Close surface, context and display
if (platform.device != EGL_NO_DISPLAY) if (platform.device != EGL_NO_DISPLAY)
{ {
@ -1392,6 +1695,7 @@ void ClosePlatform(void)
eglTerminate(platform.device); eglTerminate(platform.device);
platform.device = EGL_NO_DISPLAY; platform.device = EGL_NO_DISPLAY;
} }
#endif
CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called CORE.Window.shouldClose = true; // Added to force threads to exit when the close window is called

View File

@ -1258,6 +1258,7 @@ RLAPI Rectangle GetShapesTextureRectangle(void); // Get texture source re
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care] RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel using geometry [Can be slow, use with care]
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care] RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel using geometry (Vector version) [Can be slow, use with care]
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int whiteSpaceSize, Color color); // Draw a dashed line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) RLAPI void DrawLineStrip(const Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)

View File

@ -149,7 +149,8 @@
#endif #endif
// Security check in case no GRAPHICS_API_OPENGL_* defined // Security check in case no GRAPHICS_API_OPENGL_* defined
#if !defined(GRAPHICS_API_OPENGL_11) && \ #if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE) && \
!defined(GRAPHICS_API_OPENGL_11) && \
!defined(GRAPHICS_API_OPENGL_21) && \ !defined(GRAPHICS_API_OPENGL_21) && \
!defined(GRAPHICS_API_OPENGL_33) && \ !defined(GRAPHICS_API_OPENGL_33) && \
!defined(GRAPHICS_API_OPENGL_43) && \ !defined(GRAPHICS_API_OPENGL_43) && \
@ -159,7 +160,7 @@
#endif #endif
// Security check in case multiple GRAPHICS_API_OPENGL_* defined // Security check in case multiple GRAPHICS_API_OPENGL_* defined
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
#if defined(GRAPHICS_API_OPENGL_21) #if defined(GRAPHICS_API_OPENGL_21)
#undef GRAPHICS_API_OPENGL_21 #undef GRAPHICS_API_OPENGL_21
#endif #endif
@ -174,6 +175,11 @@
#endif #endif
#endif #endif
// Software implementation uses OpenGL 1.1 functionality
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
#define GRAPHICS_API_OPENGL_11
#endif
// OpenGL 2.1 uses most of OpenGL 3.3 Core functionality // OpenGL 2.1 uses most of OpenGL 3.3 Core functionality
// WARNING: Specific parts are checked with #if defines // WARNING: Specific parts are checked with #if defines
#if defined(GRAPHICS_API_OPENGL_21) #if defined(GRAPHICS_API_OPENGL_21)
@ -427,7 +433,8 @@ typedef struct rlRenderBatch {
// OpenGL version // OpenGL version
typedef enum { typedef enum {
RL_OPENGL_11 = 1, // OpenGL 1.1 RL_OPENGL_11_SOFTWARE = 0, // Software rendering
RL_OPENGL_11, // OpenGL 1.1
RL_OPENGL_21, // OpenGL 2.1 (GLSL 120) RL_OPENGL_21, // OpenGL 2.1 (GLSL 120)
RL_OPENGL_33, // OpenGL 3.3 (GLSL 330) RL_OPENGL_33, // OpenGL 3.3 (GLSL 330)
RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330) RL_OPENGL_43, // OpenGL 4.3 (using GLSL 330)
@ -644,10 +651,8 @@ RLAPI void rlEnableVertexBufferElement(unsigned int id); // Enable vertex buffer
RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element) RLAPI void rlDisableVertexBufferElement(void); // Disable vertex buffer element (VBO element)
RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index RLAPI void rlEnableVertexAttribute(unsigned int index); // Enable vertex attribute index
RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index RLAPI void rlDisableVertexAttribute(unsigned int index); // Disable vertex attribute index
#if defined(GRAPHICS_API_OPENGL_11)
RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer RLAPI void rlEnableStatePointer(int vertexAttribType, void *buffer); // Enable attribute state pointer
RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer RLAPI void rlDisableStatePointer(int vertexAttribType); // Disable attribute state pointer
#endif
// Textures state // Textures state
RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot RLAPI void rlActiveTextureSlot(int slot); // Select and active a texture slot
@ -686,6 +691,8 @@ RLAPI void rlDisableScissorTest(void); // Disable scissor test
RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test RLAPI void rlScissor(int x, int y, int width, int height); // Scissor test
RLAPI void rlEnablePointMode(void); // Enable point mode RLAPI void rlEnablePointMode(void); // Enable point mode
RLAPI void rlDisablePointMode(void); // Disable point mode RLAPI void rlDisablePointMode(void); // Disable point mode
RLAPI void rlSetPointSize(float size); // Set the point drawing size
RLAPI float rlGetPointSize(void); // Get the point drawing size
RLAPI void rlEnableWireMode(void); // Enable wire mode RLAPI void rlEnableWireMode(void); // Enable wire mode
RLAPI void rlDisableWireMode(void); // Disable wire mode RLAPI void rlDisableWireMode(void); // Disable wire mode
RLAPI void rlSetLineWidth(float width); // Set the line drawing width RLAPI void rlSetLineWidth(float width); // Set the line drawing width
@ -768,6 +775,10 @@ RLAPI unsigned int rlLoadFramebuffer(void); // Loa
RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attachType, int texType, int mipLevel); // Attach texture/renderbuffer to a framebuffer
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
RLAPI void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels); // Copy framebuffer pixel data to internal buffer
RLAPI void rlResizeFramebuffer(int width, int height); // Resize internal framebuffer
#endif
// Shaders management // Shaders management
RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings RLAPI unsigned int rlLoadShaderCode(const char *vsCode, const char *fsCode); // Load shader from code strings
@ -834,24 +845,32 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#endif #endif
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11)
#if defined(__APPLE__) #if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
#include <OpenGL/gl.h> // OpenGL 1.1 library for OSX #define RLSW_IMPLEMENTATION
#include <OpenGL/glext.h> // OpenGL extensions library #define SW_MALLOC(sz) RL_MALLOC(sz)
#define SW_REALLOC(ptr, newSz) RL_REALLOC(ptr, newSz)
#define SW_FREE(ptr) RL_FREE(ptr)
#include "external/rlsw.h" // OpenGL 1.1 software implementation
#else #else
// APIENTRY for OpenGL function pointer declarations is required #if defined(__APPLE__)
#if !defined(APIENTRY) #include <OpenGL/gl.h> // OpenGL 1.1 library for OSX
#if defined(_WIN32) #include <OpenGL/glext.h> // OpenGL extensions library
#define APIENTRY __stdcall #else
#else // APIENTRY for OpenGL function pointer declarations is required
#define APIENTRY #if !defined(APIENTRY)
#if defined(_WIN32)
#define APIENTRY __stdcall
#else
#define APIENTRY
#endif
#endif
// WINGDIAPI definition. Some Windows OpenGL headers need it
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#endif #endif
#endif
// WINGDIAPI definition. Some Windows OpenGL headers need it
#if !defined(WINGDIAPI) && defined(_WIN32)
#define WINGDIAPI __declspec(dllimport)
#endif
#include <GL/gl.h> // OpenGL 1.1 library #include <GL/gl.h> // OpenGL 1.1 library
#endif
#endif #endif
#endif #endif
@ -2016,6 +2035,25 @@ float rlGetLineWidth(void)
return width; return width;
} }
// Set the point drawing size
void rlSetPointSize(float size)
{
#if defined(GRAPHICS_API_OPENGL_11)
glPointSize(size);
#endif
}
// Get the point drawing size
float rlGetPointSize(void)
{
float size = 1;
#if defined(GRAPHICS_API_OPENGL_11)
glGetFloatv(GL_POINT_SIZE, &size);
#endif
return size;
}
// Enable line aliasing // Enable line aliasing
void rlEnableSmoothLines(void) void rlEnableSmoothLines(void)
{ {
@ -2318,6 +2356,15 @@ void rlglInit(int width, int height)
glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation) glShadeModel(GL_SMOOTH); // Smooth shading between vertex (vertex colors interpolation)
#endif #endif
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
int result = swInit(width, height); // Initialize software renderer backend
if (result == 0)
{
TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!");
exit(-1);
}
#endif
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
// Store screen size into global variables // Store screen size into global variables
RLGL.State.framebufferWidth = width; RLGL.State.framebufferWidth = width;
@ -2339,11 +2386,15 @@ void rlglClose(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlUnloadRenderBatch(RLGL.defaultBatch); rlUnloadRenderBatch(RLGL.defaultBatch);
rlUnloadShaderDefault(); // Unload default shader rlUnloadShaderDefault(); // Unload default shader
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId); TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
#endif #endif
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
swClose(); // Unload sofware renderer resources
#endif
} }
// Load OpenGL extensions // Load OpenGL extensions
@ -2653,7 +2704,10 @@ void *rlGetProcAddress(const char *procName)
int rlGetVersion(void) int rlGetVersion(void)
{ {
int glVersion = 0; int glVersion = 0;
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
glVersion = RL_OPENGL_11_SOFTWARE;
#elif defined(GRAPHICS_API_OPENGL_11)
glVersion = RL_OPENGL_11; glVersion = RL_OPENGL_11;
#endif #endif
#if defined(GRAPHICS_API_OPENGL_21) #if defined(GRAPHICS_API_OPENGL_21)
@ -3694,6 +3748,22 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
return pixels; return pixels;
} }
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// Copy framebuffer pixel data to internal buffer
void rlCopyFramebuffer(int x, int y, int width, int height, int format, void* pixels)
{
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); // Get OpenGL texture format
swCopyFramebuffer(x, y, width, height, glFormat, glType, pixels);
}
// Resize internal framebuffer
void rlResizeFramebuffer(int width, int height)
{
swResizeFramebuffer(width, height);
}
#endif
// Read screen pixel data (color buffer) // Read screen pixel data (color buffer)
unsigned char *rlReadScreenPixels(int width, int height) unsigned char *rlReadScreenPixels(int width, int height)
{ {
@ -4003,10 +4073,10 @@ void rlDrawVertexArrayElementsInstanced(int offset, int count, const void *buffe
#endif #endif
} }
#if defined(GRAPHICS_API_OPENGL_11)
// Enable vertex state pointer // Enable vertex state pointer
void rlEnableStatePointer(int vertexAttribType, void *buffer) void rlEnableStatePointer(int vertexAttribType, void *buffer)
{ {
#if defined(GRAPHICS_API_OPENGL_11)
if (buffer != NULL) glEnableClientState(vertexAttribType); if (buffer != NULL) glEnableClientState(vertexAttribType);
switch (vertexAttribType) switch (vertexAttribType)
{ {
@ -4017,14 +4087,16 @@ void rlEnableStatePointer(int vertexAttribType, void *buffer)
//case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors //case GL_INDEX_ARRAY: if (buffer != NULL) glIndexPointer(GL_SHORT, 0, buffer); break; // Indexed colors
default: break; default: break;
} }
#endif
} }
// Disable vertex state pointer // Disable vertex state pointer
void rlDisableStatePointer(int vertexAttribType) void rlDisableStatePointer(int vertexAttribType)
{ {
#if defined(GRAPHICS_API_OPENGL_11)
glDisableClientState(vertexAttribType); glDisableClientState(vertexAttribType);
}
#endif #endif
}
// Load vertex array object (VAO) // Load vertex array object (VAO)
unsigned int rlLoadVertexArray(void) unsigned int rlLoadVertexArray(void)
@ -5292,4 +5364,4 @@ static Matrix rlMatrixInvert(Matrix mat)
} }
#endif #endif
#endif // RLGL_IMPLEMENTATION #endif // RLGL_IMPLEMENTATION

View File

@ -1293,10 +1293,19 @@ void UploadMesh(Mesh *mesh, bool dynamic)
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION); rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_POSITION);
// Enable vertex attributes: texcoords (shader-location = 1) // Enable vertex attributes: texcoords (shader-location = 1)
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
if (mesh->texcoords != NULL)
{
mesh->vboId[RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD] = rlLoadVertexBuffer(mesh->texcoords, mesh->vertexCount*2*sizeof(float), dynamic);
rlSetVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
}
else
{
float value[2] = { 0.0f, 0.0f };
rlSetVertexAttributeDefault(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD, value, SHADER_ATTRIB_VEC2, 2);
rlDisableVertexAttribute(RL_DEFAULT_SHADER_ATTRIB_LOCATION_TEXCOORD);
}
// WARNING: When setting default vertex attribute values, the values for each generic vertex attribute // WARNING: When setting default vertex attribute values, the values for each generic vertex attribute
// is part of current state, and it is maintained even if a different program object is used // is part of current state, and it is maintained even if a different program object is used
@ -1420,7 +1429,7 @@ void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int
// Draw a 3d mesh with material and transform // Draw a 3d mesh with material and transform
void DrawMesh(Mesh mesh, Material material, Matrix transform) void DrawMesh(Mesh mesh, Material material, Matrix transform)
{ {
#if defined(GRAPHICS_API_OPENGL_11) #if defined(GRAPHICS_API_OPENGL_11) || defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
#define GL_VERTEX_ARRAY 0x8074 #define GL_VERTEX_ARRAY 0x8074
#define GL_NORMAL_ARRAY 0x8075 #define GL_NORMAL_ARRAY 0x8075
#define GL_COLOR_ARRAY 0x8076 #define GL_COLOR_ARRAY 0x8076
@ -1431,12 +1440,12 @@ void DrawMesh(Mesh mesh, Material material, Matrix transform)
if (mesh.animVertices) rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.animVertices); if (mesh.animVertices) rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.animVertices);
else rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices); else rlEnableStatePointer(GL_VERTEX_ARRAY, mesh.vertices);
rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords); if (mesh.texcoords) rlEnableStatePointer(GL_TEXTURE_COORD_ARRAY, mesh.texcoords);
if (mesh.animNormals) rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.animNormals); if (mesh.animNormals) rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.animNormals);
else rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals); else if (mesh.normals) rlEnableStatePointer(GL_NORMAL_ARRAY, mesh.normals);
rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors); if (mesh.colors) rlEnableStatePointer(GL_COLOR_ARRAY, mesh.colors);
rlPushMatrix(); rlPushMatrix();
rlMultMatrixf(MatrixToFloat(transform)); rlMultMatrixf(MatrixToFloat(transform));
@ -3836,6 +3845,7 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
// Draw a model points // Draw a model points
// WARNING: OpenGL ES 2.0 does not support point mode drawing // WARNING: OpenGL ES 2.0 does not support point mode drawing
// TODO: gate these properly for non es 2.0 versions only
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint) void DrawModelPoints(Model model, Vector3 position, float scale, Color tint)
{ {
rlEnablePointMode(); rlEnablePointMode();
@ -4420,7 +4430,11 @@ static Model LoadOBJ(const char *fileName)
model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3); model.meshes[i].vertices = (float *)MemAlloc(sizeof(float)*vertexCount*3);
model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3); model.meshes[i].normals = (float *)MemAlloc(sizeof(float)*vertexCount*3);
model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2); model.meshes[i].texcoords = (float *)MemAlloc(sizeof(float)*vertexCount*2);
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4); model.meshes[i].colors = (unsigned char *)MemAlloc(sizeof(unsigned char)*vertexCount*4);
#else
model.meshes[i].colors = NULL;
#endif
} }
MemFree(localMeshVertexCounts); MemFree(localMeshVertexCounts);
@ -4474,8 +4488,18 @@ static Model LoadOBJ(const char *fileName)
for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i]; for (int i = 0; i < 3; i++) model.meshes[meshIndex].vertices[localMeshVertexCount*3 + i] = objAttributes.vertices[vertIndex*3 + i];
for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i]; if ((objAttributes.texcoords != NULL) && (texcordIndex != TINYOBJ_INVALID_INDEX) && (texcordIndex >= 0))
if (objAttributes.normals != NULL && normalIndex != TINYOBJ_INVALID_INDEX && normalIndex >= 0) {
for (int i = 0; i < 2; i++) model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + i] = objAttributes.texcoords[texcordIndex*2 + i];
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1];
}
else
{
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 0] = 0.0f;
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 0.0f;
}
if ((objAttributes.normals != NULL) && (normalIndex != TINYOBJ_INVALID_INDEX) && (normalIndex >= 0))
{ {
for (int i = 0; i < 3; i++) model.meshes[meshIndex].normals[localMeshVertexCount*3 + i] = objAttributes.normals[normalIndex*3 + i]; for (int i = 0; i < 3; i++) model.meshes[meshIndex].normals[localMeshVertexCount*3 + i] = objAttributes.normals[normalIndex*3 + i];
} }
@ -4485,11 +4509,9 @@ static Model LoadOBJ(const char *fileName)
model.meshes[meshIndex].normals[localMeshVertexCount*3 + 1] = 1.0f; model.meshes[meshIndex].normals[localMeshVertexCount*3 + 1] = 1.0f;
model.meshes[meshIndex].normals[localMeshVertexCount*3 + 2] = 0.0f; model.meshes[meshIndex].normals[localMeshVertexCount*3 + 2] = 0.0f;
} }
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1] = 1.0f - model.meshes[meshIndex].texcoords[localMeshVertexCount*2 + 1];
for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255; for (int i = 0; i < 4; i++) model.meshes[meshIndex].colors[localMeshVertexCount*4 + i] = 255;
#endif
faceVertIndex++; faceVertIndex++;
localMeshVertexCount++; localMeshVertexCount++;
} }

View File

@ -182,6 +182,55 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
rlEnd(); rlEnd();
} }
void DrawLineDashed(Vector2 startPos, Vector2 endPos, int dashSize, int whiteSpaceSize, Color color)
{
// Calculate the vector and length of the line
float dx = endPos.x - startPos.x;
float dy = endPos.y - startPos.y;
float lineLength = sqrtf(dx*dx + dy*dy);
// If the line is too short for dashing or dash size is invalid, draw a solid thick line
if (lineLength < (dashSize + whiteSpaceSize) || dashSize <= 0)
{
DrawLineV(startPos, endPos, color);
return;
}
// Calculate the normalized direction vector of the line
float invLineLength = 1 / lineLength;
float dirX = dx * invLineLength;
float dirY = dy * invLineLength;
Vector2 currentPos = startPos;
float distanceTraveled = 0;
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
while (distanceTraveled < lineLength)
{
// Calculate the end of the current dash
float dashEndDist = distanceTraveled + dashSize;
if (dashEndDist > lineLength)
{
dashEndDist = lineLength;
}
Vector2 dashEndPos = { startPos.x + dashEndDist * dirX, startPos.y + dashEndDist * dirY };
// Draw the dash segment
rlVertex2f(currentPos.x, currentPos.y);
rlVertex2f(dashEndPos.x, dashEndPos.y);
// Update the distance traveled and move the current position for the next dash
distanceTraveled = dashEndDist + whiteSpaceSize;
currentPos.x = startPos.x + distanceTraveled * dirX;
currentPos.y = startPos.y + distanceTraveled * dirY;
}
rlEnd();
}
// Draw a line (using gl lines) // Draw a line (using gl lines)
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
{ {

View File

@ -1452,7 +1452,7 @@ Rectangle GetGlyphAtlasRec(Font font, int codepoint)
char **LoadTextLines(const char *text, int *count) char **LoadTextLines(const char *text, int *count)
{ {
int lineCount = 1; int lineCount = 1;
int textSize = strlen(text); int textSize = (int)strlen(text);
// Text pass to get required line count // Text pass to get required line count
for (int i = 0; i < textSize; i++) for (int i = 0; i < textSize; i++)
@ -1679,7 +1679,7 @@ char *GetTextBetween(const char *text, const char *begin, const char *end)
if (beginIndex > -1) if (beginIndex > -1)
{ {
int beginLen = strlen(begin); int beginLen = (int)strlen(begin);
int endIndex = TextFindIndex(text + beginIndex + beginLen, end); int endIndex = TextFindIndex(text + beginIndex + beginLen, end);
if (endIndex > -1) if (endIndex > -1)
@ -1758,15 +1758,15 @@ char *TextReplaceBetween(const char *text, const char *begin, const char *end, c
if (beginIndex > -1) if (beginIndex > -1)
{ {
int beginLen = strlen(begin); int beginLen = (int)strlen(begin);
int endIndex = TextFindIndex(text + beginIndex + beginLen, end); int endIndex = TextFindIndex(text + beginIndex + beginLen, end);
if (endIndex > -1) if (endIndex > -1)
{ {
endIndex += (beginIndex + beginLen); endIndex += (beginIndex + beginLen);
int textLen = strlen(text); int textLen = (int)strlen(text);
int replaceLen = (replacement == NULL)? 0 : strlen(replacement); int replaceLen = (replacement == NULL)? 0 : (int)strlen(replacement);
int toreplaceLen = endIndex - beginIndex - beginLen; int toreplaceLen = endIndex - beginIndex - beginLen;
result = (char *)RL_CALLOC(textLen + replaceLen - toreplaceLen + 1, sizeof(char)); result = (char *)RL_CALLOC(textLen + replaceLen - toreplaceLen + 1, sizeof(char));

View File

@ -811,8 +811,8 @@ Image GenImageColor(int width, int height, Color color)
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;
@ -863,8 +863,8 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start,
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;
@ -900,8 +900,8 @@ Image GenImageGradientRadial(int width, int height, float density, Color inner,
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;
@ -949,8 +949,8 @@ Image GenImageGradientSquare(int width, int height, float density, Color inner,
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;
@ -974,8 +974,8 @@ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;
@ -997,8 +997,8 @@ Image GenImageWhiteNoise(int width, int height, float factor)
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;
@ -1048,8 +1048,8 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;
@ -1113,8 +1113,8 @@ Image GenImageCellular(int width, int height, int tileSize)
.data = pixels, .data = pixels,
.width = width, .width = width,
.height = height, .height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, .mipmaps = 1,
.mipmaps = 1 .format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
}; };
return image; return image;

View File

@ -5508,6 +5508,33 @@
} }
] ]
}, },
{
"name": "DrawLineDashed",
"description": "Draw a dashed line",
"returnType": "void",
"params": [
{
"type": "Vector2",
"name": "startPos"
},
{
"type": "Vector2",
"name": "endPos"
},
{
"type": "int",
"name": "dashSize"
},
{
"type": "int",
"name": "whiteSpaceSize"
},
{
"type": "Color",
"name": "color"
}
]
},
{ {
"name": "DrawLineV", "name": "DrawLineV",
"description": "Draw a line (using gl lines)", "description": "Draw a line (using gl lines)",

View File

@ -4758,6 +4758,18 @@ return {
{type = "Color", name = "color"} {type = "Color", name = "color"}
} }
}, },
{
name = "DrawLineDashed",
description = "Draw a dashed line",
returnType = "void",
params = {
{type = "Vector2", name = "startPos"},
{type = "Vector2", name = "endPos"},
{type = "int", name = "dashSize"},
{type = "int", name = "whiteSpaceSize"},
{type = "Color", name = "color"}
}
},
{ {
name = "DrawLineV", name = "DrawLineV",
description = "Draw a line (using gl lines)", description = "Draw a line (using gl lines)",

File diff suppressed because it is too large Load Diff

View File

@ -679,7 +679,7 @@
<Param type="unsigned int" name="frames" desc="" /> <Param type="unsigned int" name="frames" desc="" />
</Callback> </Callback>
</Callbacks> </Callbacks>
<Functions count="595"> <Functions count="596">
<Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context"> <Function name="InitWindow" retType="void" paramCount="3" desc="Initialize window and OpenGL context">
<Param type="int" name="width" desc="" /> <Param type="int" name="width" desc="" />
<Param type="int" name="height" desc="" /> <Param type="int" name="height" desc="" />
@ -1359,6 +1359,13 @@
<Param type="int" name="endPosY" desc="" /> <Param type="int" name="endPosY" desc="" />
<Param type="Color" name="color" desc="" /> <Param type="Color" name="color" desc="" />
</Function> </Function>
<Function name="DrawLineDashed" retType="void" paramCount="5" desc="Draw a dashed line">
<Param type="Vector2" name="startPos" desc="" />
<Param type="Vector2" name="endPos" desc="" />
<Param type="int" name="dashSize" desc="" />
<Param type="int" name="whiteSpaceSize" desc="" />
<Param type="Color" name="color" desc="" />
</Function>
<Function name="DrawLineV" retType="void" paramCount="3" desc="Draw a line (using gl lines)"> <Function name="DrawLineV" retType="void" paramCount="3" desc="Draw a line (using gl lines)">
<Param type="Vector2" name="startPos" desc="" /> <Param type="Vector2" name="startPos" desc="" />
<Param type="Vector2" name="endPos" desc="" /> <Param type="Vector2" name="endPos" desc="" />

View File

@ -35,7 +35,7 @@ PROJECT_BUILD_PATH ?= .
PROJECT_SOURCE_FILES ?= rexm.c PROJECT_SOURCE_FILES ?= rexm.c
# raylib library variables # raylib library variables
RAYLIB_SRC_PATH ?= ..\..\src RAYLIB_SRC_PATH ?= ../../src
RAYLIB_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH) RAYLIB_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)
RAYLIB_LIB_PATH ?= $(RAYLIB_SRC_PATH) RAYLIB_LIB_PATH ?= $(RAYLIB_SRC_PATH)
@ -236,7 +236,7 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# --source-map-base # allow debugging in browser with source map # --source-map-base # allow debugging in browser with source map
# --shell-file shell.html # define a custom shell .html and output extension # --shell-file shell.html # define a custom shell .html and output extension
LDFLAGS += -sUSE_GLFW=3 -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sSTACK_SIZE=$(BUILD_WEB_STACK_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0 LDFLAGS += -sUSE_GLFW=3 -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sSTACK_SIZE=$(BUILD_WEB_STACK_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
# Build using asyncify # Build using asyncify
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
LDFLAGS += -sASYNCIFY -sASYNCIFY_STACK_SIZE=$(BUILD_WEB_ASYNCIFY_STACK_SIZE) LDFLAGS += -sASYNCIFY -sASYNCIFY_STACK_SIZE=$(BUILD_WEB_ASYNCIFY_STACK_SIZE)
@ -363,4 +363,3 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js del *.o *.html *.js
endif endif
@echo Cleaning done @echo Cleaning done

View File

@ -57,6 +57,7 @@ Example elements validated:
| core_high_dpi | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_high_dpi | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_render_texture | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_render_texture | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_undo_redo | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | core_undo_redo | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| core_input_actions | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_basic_shapes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_basic_shapes | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_bouncing_ball | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_bouncing_ball | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
| shapes_colors_palette | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | | shapes_colors_palette | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |

View File

@ -205,12 +205,22 @@ int main(int argc, char *argv[])
exCollectionFilePath = getenv("REXM_EXAMPLES_COLLECTION_FILE_PATH"); exCollectionFilePath = getenv("REXM_EXAMPLES_COLLECTION_FILE_PATH");
exVSProjectSolutionFile = getenv("REXM_EXAMPLES_VS2022_SLN_FILE"); exVSProjectSolutionFile = getenv("REXM_EXAMPLES_VS2022_SLN_FILE");
#if defined(_WIN32)
if (!exBasePath) exBasePath = "C:/GitHub/raylib/examples"; if (!exBasePath) exBasePath = "C:/GitHub/raylib/examples";
if (!exWebPath) exWebPath = "C:/GitHub/raylib.com/examples"; if (!exWebPath) exWebPath = "C:/GitHub/raylib.com/examples";
if (!exTemplateFilePath) exTemplateFilePath = "C:/GitHub/raylib/examples/examples_template.c"; if (!exTemplateFilePath) exTemplateFilePath = "C:/GitHub/raylib/examples/examples_template.c";
if (!exTemplateScreenshot) exTemplateScreenshot = "C:/GitHub/raylib/examples/examples_template.png"; if (!exTemplateScreenshot) exTemplateScreenshot = "C:/GitHub/raylib/examples/examples_template.png";
if (!exCollectionFilePath) exCollectionFilePath = "C:/GitHub/raylib/examples/examples_list.txt"; if (!exCollectionFilePath) exCollectionFilePath = "C:/GitHub/raylib/examples/examples_list.txt";
if (!exVSProjectSolutionFile) exVSProjectSolutionFile = "C:/GitHub/raylib/projects/VS2022/raylib.sln"; if (!exVSProjectSolutionFile) exVSProjectSolutionFile = "C:/GitHub/raylib/projects/VS2022/raylib.sln";
#else
// Cross-platform relative fallbacks (run from tools/rexm directory)
if (!exBasePath) exBasePath = "../../examples";
if (!exWebPath) exWebPath = "../../raylib.com/examples";
if (!exTemplateFilePath) exTemplateFilePath = "../../examples/examples_template.c";
if (!exTemplateScreenshot) exTemplateScreenshot = "../../examples/examples_template.png";
if (!exCollectionFilePath) exCollectionFilePath = "../../examples/examples_list.txt";
if (!exVSProjectSolutionFile) exVSProjectSolutionFile = "../../projects/VS2022/raylib.sln";
#endif
char inFileName[1024] = { 0 }; // Example input filename (to be added) char inFileName[1024] = { 0 }; // Example input filename (to be added)
@ -1660,54 +1670,67 @@ static int UpdateRequiredFiles(void)
// NOTE: Entries format: exampleEntry('⭐️☆☆☆' , 'core' , 'basic_window'), // NOTE: Entries format: exampleEntry('⭐️☆☆☆' , 'core' , 'basic_window'),
//------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------
char *jsText = LoadFileText(TextFormat("%s/../common/examples.js", exWebPath)); char *jsText = LoadFileText(TextFormat("%s/../common/examples.js", exWebPath));
char *jsTextUpdated = (char *)RL_CALLOC(REXM_MAX_BUFFER_SIZE, 1); // Updated examples.js copy, 2MB if (!jsText)
int jsListStartIndex = TextFindIndex(jsText, "//EXAMPLE_DATA_LIST_START");
int jsListEndIndex = TextFindIndex(jsText, "//EXAMPLE_DATA_LIST_END");
int jsIndex = 0;
memcpy(jsTextUpdated, jsText, jsListStartIndex);
jsIndex = sprintf(jsTextUpdated + jsListStartIndex, "//EXAMPLE_DATA_LIST_START\n");
jsIndex += sprintf(jsTextUpdated + jsListStartIndex + jsIndex, " var exampleData = [\n");
char starsText[16] = { 0 };
// NOTE: We avoid "others" category
for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES - 1; i++)
{ {
int exCollectionCount = 0; LOG("INFO: examples.js not found, skipping web examples list update\n");
rlExampleInfo *exCollection = LoadExamplesData(exCollectionFilePath, exCategories[i], false, &exCollectionCount);
for (int x = 0; x < exCollectionCount; x++)
{
for (int s = 0; s < 4; s++)
{
if (s < exCollection[x].stars) strcpy(starsText + 3*s, "⭐️"); // WARNING: Different than '★', more visual
else strcpy(starsText + 3*s, "");
}
if ((i == 6) && (x == (exCollectionCount - 1)))
{
// NOTE: Last line to add, special case to consider
jsIndex += sprintf(jsTextUpdated + jsListStartIndex + jsIndex,
TextFormat(" exampleEntry('%s', '%s', '%s')];\n", starsText, exCollection[x].category, exCollection[x].name + strlen(exCollection[x].category) + 1));
}
else
{
jsIndex += sprintf(jsTextUpdated + jsListStartIndex + jsIndex,
TextFormat(" exampleEntry('%s', '%s', '%s'),\n", starsText, exCollection[x].category, exCollection[x].name + strlen(exCollection[x].category) + 1));
}
}
UnloadExamplesData(exCollection);
} }
else
{
int jsListStartIndex = TextFindIndex(jsText, "//EXAMPLE_DATA_LIST_START");
int jsListEndIndex = TextFindIndex(jsText, "//EXAMPLE_DATA_LIST_END");
if ((jsListStartIndex < 0) || (jsListEndIndex < 0))
{
LOG("WARNING: examples.js markers not found, skipping update\n");
UnloadFileText(jsText);
}
else
{
char *jsTextUpdated = (char *)RL_CALLOC(REXM_MAX_BUFFER_SIZE, 1); // Updated examples.js copy, 2MB
int jsIndex = 0;
memcpy(jsTextUpdated, jsText, jsListStartIndex);
jsIndex = sprintf(jsTextUpdated + jsListStartIndex, "//EXAMPLE_DATA_LIST_START\n");
jsIndex += sprintf(jsTextUpdated + jsListStartIndex + jsIndex, " var exampleData = [\n");
// Add the remaining part of the original file char starsText[16] = { 0 };
memcpy(jsTextUpdated + jsListStartIndex + jsIndex, jsText + jsListEndIndex, strlen(jsText) - jsListEndIndex);
// Save updated file // NOTE: We avoid "others" category
SaveFileText(TextFormat("%s/../common/examples.js", exWebPath), jsTextUpdated); for (int i = 0; i < REXM_MAX_EXAMPLE_CATEGORIES - 1; i++)
UnloadFileText(jsText); {
RL_FREE(jsTextUpdated); int exCollectionCount = 0;
rlExampleInfo *exCollection = LoadExamplesData(exCollectionFilePath, exCategories[i], false, &exCollectionCount);
for (int x = 0; x < exCollectionCount; x++)
{
for (int s = 0; s < 4; s++)
{
if (s < exCollection[x].stars) strcpy(starsText + 3*s, "⭐️"); // WARNING: Different than '★', more visual
else strcpy(starsText + 3*s, "");
}
if ((i == 6) && (x == (exCollectionCount - 1)))
{
// NOTE: Last line to add, special case to consider
jsIndex += sprintf(jsTextUpdated + jsListStartIndex + jsIndex,
TextFormat(" exampleEntry('%s', '%s', '%s')];\n", starsText, exCollection[x].category, exCollection[x].name + strlen(exCollection[x].category) + 1));
}
else
{
jsIndex += sprintf(jsTextUpdated + jsListStartIndex + jsIndex,
TextFormat(" exampleEntry('%s', '%s', '%s'),\n", starsText, exCollection[x].category, exCollection[x].name + strlen(exCollection[x].category) + 1));
}
}
UnloadExamplesData(exCollection);
}
// Add the remaining part of the original file
memcpy(jsTextUpdated + jsListStartIndex + jsIndex, jsText + jsListEndIndex, strlen(jsText) - jsListEndIndex);
// Save updated file
SaveFileText(TextFormat("%s/../common/examples.js", exWebPath), jsTextUpdated);
UnloadFileText(jsText);
RL_FREE(jsTextUpdated);
}
}
//------------------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------------------
return result; return result;
@ -2331,7 +2354,7 @@ static const char *GenerateUUIDv4(void)
// Update source code header and comments metadata // Update source code header and comments metadata
static void UpdateSourceMetadata(const char *exSrcPath, const rlExampleInfo *info) static void UpdateSourceMetadata(const char *exSrcPath, const rlExampleInfo *info)
{ {
if (FileExists(exSrcPath) && IsFileExtension(exSrcPath, ".c")) if (FileExists(exSrcPath) && IsFileExtension(exSrcPath, ".c") && (!TextIsEqual(info->category, "others")))
{ {
// WARNING: Cache a copy of exSrcPath to avoid modifications by TextFormat() // WARNING: Cache a copy of exSrcPath to avoid modifications by TextFormat()
char exSourcePath[512] = { 0 }; char exSourcePath[512] = { 0 };