EXAMPLES: Format tweaks

This commit is contained in:
Ray
2025-08-07 17:08:22 +02:00
parent 9f07cfe0b7
commit f0889a74fe
91 changed files with 409 additions and 397 deletions

View File

@ -30,18 +30,18 @@
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
#if defined(GRAPHICS_API_OPENGL_ES2)
#include "glad_gles2.h" // Required for: OpenGL functionality
#include "glad_gles2.h" // Required for: OpenGL functionality
#define glGenVertexArrays glGenVertexArraysOES
#define glBindVertexArray glBindVertexArrayOES
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define GLSL_VERSION 100
#else
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
#else
#include "glad.h" // Required for: OpenGL functionality
#include "glad.h" // Required for: OpenGL functionality
#endif
#define GLSL_VERSION 330
#endif
@ -71,7 +71,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - point particles");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - point particles");
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
@ -86,13 +86,13 @@ int main(void)
{
particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
// Give each particle a slightly different period. But don't spread it to much.
// Give each particle a slightly different period. But don't spread it to much.
// This way the particles line up every so often and you get a glimps of what is going on.
particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
}
// Create a plain OpenGL vertex buffer with the data and an vertex array object
// Create a plain OpenGL vertex buffer with the data and an vertex array object
// that feeds the data from the buffer into the vertexPosition shader attribute.
GLuint vao = 0;
GLuint vbo = 0;
@ -125,13 +125,13 @@ int main(void)
DrawRectangle(10, 10, 210, 30, MAROON);
DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
// Switch to plain OpenGL
//------------------------------------------------------------------------------
glUseProgram(shader.id);
glUniform1f(currentTimeLoc, GetTime());
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
@ -139,18 +139,18 @@ int main(void)
// Get the current modelview and projection matrix so the particle system is displayed and transformed
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
glBindVertexArray(0);
glUseProgram(0);
//------------------------------------------------------------------------------
DrawFPS(screenWidth - 100, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -12,7 +12,7 @@
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
@ -32,7 +32,7 @@ int main(void)
Vector2 v0 = { screenWidth/2, screenHeight/2 };
Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
Vector2 v2 = { 0 }; // Updated with mouse position
float angle = 0.0f; // Angle in degrees
int angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
@ -47,12 +47,12 @@ int main(void)
float startangle = 0.0f;
if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
if (angleMode == 1) startangle = 0.0f;
if (angleMode == 1) startangle = 0.0f;
v2 = GetMousePosition();
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
if (angleMode == 0)
@ -75,12 +75,12 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
if (angleMode == 0)
{
DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
DrawLineEx(v0, v1, 2.0f, BLACK);
DrawLineEx(v0, v2, 2.0f, RED);
@ -89,13 +89,13 @@ int main(void)
else if (angleMode == 1)
{
DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
DrawLineEx(v0, v2, 2.0f, RED);
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
}
DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
// If the line from v0 to v1 would overlap the text, move it's position up 10
@ -110,7 +110,7 @@ int main(void)
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -137,7 +137,7 @@ int main(void)
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_DEPTH_BITS, 16);
// WARNING: OpenGL 3.3 Core profile only
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);