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https://github.com/raysan5/raylib.git
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REVIEWED: Examples Makefile to locate examples list: #EXAMPLES_LIST_*
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@ -106,6 +106,9 @@ BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/minshell.html
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BUILD_WEB_HEAP_SIZE ?= 134217728
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BUILD_WEB_RESOURCES ?= TRUE
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BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
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# Use WebGL2 backend (OpenGL 3.0)
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# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
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BUILD_WEB_WEBGL2 ?= FALSE
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# Determine PLATFORM_OS when required
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ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW PLATFORM_DESKTOP_SDL PLATFORM_DESKTOP_RGFW PLATFORM_WEB PLATFORM_WEB_RGFW))
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@ -186,7 +189,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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endif
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endif
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ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
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# HTML5 emscripten compiler
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# HTML5 emscripten compiler
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# WARNING: To compile to HTML5, code must be redesigned
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# to use emscripten.h and emscripten_set_main_loop()
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CC = emcc
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@ -269,8 +272,8 @@ endif
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# NOTE: Some external/extras libraries could be required (stb, easings...)
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#------------------------------------------------------------------------------------------------
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INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external $(EXTRA_INCLUDE_PATHS)
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# Define additional directories containing required header files
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# Define additional directories containing required header files
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ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
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ifeq ($(PLATFORM_OS),BSD)
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INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) -I/usr/pkg/include -I/usr/X11R7/include
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@ -287,11 +290,6 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
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INCLUDE_PATHS += -I/usr/include/libdrm
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endif
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# Include GLFW required for examples/others/rlgl_standalone.c
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ifeq ($(USE_EXTERNAL_GLFW),FALSE)
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all others: INCLUDE_PATHS += -I$(RAYLIB_PATH)/src/external/glfw/include
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endif
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# Define library paths containing required libs: LDFLAGS
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#------------------------------------------------------------------------------------------------
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LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
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@ -340,18 +338,24 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
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# --preload-file resources # specify a resources folder for data compilation
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# --source-map-base # allow debugging in browser with source map
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# --shell-file shell.html # define a custom shell .html and output extension
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LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
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LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
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# Using GLFW3 library (instead of RGFW)
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ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
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LDFLAGS += -sUSE_GLFW=3
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endif
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# Build using asyncify
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# Build using asyncify
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ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
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LDFLAGS += -sASYNCIFY
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endif
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# NOTE: Flags required for WebGL 2.0 (OpenGL ES 3.0)
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# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
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ifeq ($(BUILD_WEB_WEBGL2),TRUE)
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LDFLAGS += -sMIN_WEBGL_VERSION=2 -sMAX_WEBGL_VERSION=2
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endif
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# Add resources building if required
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ifeq ($(BUILD_WEB_RESOURCES),TRUE)
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LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH)
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@ -491,6 +495,7 @@ endif
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# Define source code object files required
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#------------------------------------------------------------------------------------------------
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#EXAMPLES_LIST_START
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CORE = \
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core/core_2d_camera \
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core/core_2d_camera_mouse_zoom \
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@ -534,6 +539,8 @@ SHAPES = \
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shapes/shapes_bouncing_ball \
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shapes/shapes_collision_area \
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shapes/shapes_colors_palette \
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shapes/shapes_digital_clock \
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shapes/shapes_double_pendulum \
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shapes/shapes_draw_circle_sector \
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shapes/shapes_draw_rectangle_rounded \
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shapes/shapes_draw_ring \
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@ -547,9 +554,7 @@ SHAPES = \
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shapes/shapes_rectangle_advanced \
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shapes/shapes_rectangle_scaling \
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shapes/shapes_splines_drawing \
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shapes/shapes_top_down_lights \
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shapes/shapes_digital_clock \
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shapes/shapes_double_pendulum
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shapes/shapes_top_down_lights
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TEXTURES = \
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textures/textures_background_scrolling \
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@ -644,9 +649,9 @@ SHADERS = \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_vertex_displacement \
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shaders/shaders_view_depth \
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shaders/shaders_write_depth \
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shaders/shaders_vertex_displacement
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shaders/shaders_write_depth
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AUDIO = \
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audio/audio_mixed_processor \
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@ -663,18 +668,16 @@ OTHERS = \
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others/embedded_files_loading \
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others/raylib_opengl_interop \
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others/raymath_vector_angle \
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others/rlgl_compute_shader
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ifeq ($(TARGET_PLATFORM), PLATFORM_DESKTOP_GFLW)
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OTHERS += others/rlgl_standalone
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endif
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others/rlgl_compute_shader \
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others/rlgl_standalone
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#EXAMPLES_LIST_END
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CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
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# Define processes to execute
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#------------------------------------------------------------------------------------------------
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# Default target entry
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all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(OTHERS)
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all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO)
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core: $(CORE)
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shapes: $(SHAPES)
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@ -683,7 +686,7 @@ text: $(TEXT)
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models: $(MODELS)
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shaders: $(SHADERS)
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audio: $(AUDIO)
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others: $(OTHERS)
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# Generic compilation pattern
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# NOTE: Examples must be ready for Android compilation!
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