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https://github.com/raysan5/raylib.git
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EXAMPLES: Format tweaks
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@ -30,18 +30,18 @@
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
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#if defined(GRAPHICS_API_OPENGL_ES2)
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#include "glad_gles2.h" // Required for: OpenGL functionality
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#include "glad_gles2.h" // Required for: OpenGL functionality
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#define glGenVertexArrays glGenVertexArraysOES
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#define glBindVertexArray glBindVertexArrayOES
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#define glDeleteVertexArrays glDeleteVertexArraysOES
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#define GLSL_VERSION 100
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#else
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#if defined(__APPLE__)
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#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
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#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
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#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
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#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
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#else
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#include "glad.h" // Required for: OpenGL functionality
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#include "glad.h" // Required for: OpenGL functionality
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#endif
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#define GLSL_VERSION 330
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#endif
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@ -71,7 +71,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - point particles");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - point particles");
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
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@ -86,13 +86,13 @@ int main(void)
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{
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particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
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particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
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// Give each particle a slightly different period. But don't spread it to much.
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// Give each particle a slightly different period. But don't spread it to much.
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// This way the particles line up every so often and you get a glimps of what is going on.
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particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
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}
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// Create a plain OpenGL vertex buffer with the data and an vertex array object
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// Create a plain OpenGL vertex buffer with the data and an vertex array object
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// that feeds the data from the buffer into the vertexPosition shader attribute.
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GLuint vao = 0;
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GLuint vbo = 0;
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@ -125,13 +125,13 @@ int main(void)
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DrawRectangle(10, 10, 210, 30, MAROON);
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DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
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rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
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// Switch to plain OpenGL
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//------------------------------------------------------------------------------
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glUseProgram(shader.id);
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glUniform1f(currentTimeLoc, GetTime());
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Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
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@ -139,18 +139,18 @@ int main(void)
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// Get the current modelview and projection matrix so the particle system is displayed and transformed
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Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
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glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
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glBindVertexArray(vao);
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glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
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glBindVertexArray(0);
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glUseProgram(0);
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//------------------------------------------------------------------------------
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DrawFPS(screenWidth - 100, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -12,7 +12,7 @@
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* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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@ -32,7 +32,7 @@ int main(void)
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Vector2 v0 = { screenWidth/2, screenHeight/2 };
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Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
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Vector2 v2 = { 0 }; // Updated with mouse position
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float angle = 0.0f; // Angle in degrees
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int angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
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@ -47,12 +47,12 @@ int main(void)
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float startangle = 0.0f;
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if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
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if (angleMode == 1) startangle = 0.0f;
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if (angleMode == 1) startangle = 0.0f;
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v2 = GetMousePosition();
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if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
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if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
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if (angleMode == 0)
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@ -75,12 +75,12 @@ int main(void)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (angleMode == 0)
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{
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DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
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DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
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DrawLineEx(v0, v1, 2.0f, BLACK);
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DrawLineEx(v0, v2, 2.0f, RED);
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@ -89,13 +89,13 @@ int main(void)
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else if (angleMode == 1)
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{
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DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
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DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
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DrawLineEx(v0, v2, 2.0f, RED);
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DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
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}
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DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
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// If the line from v0 to v1 would overlap the text, move it's position up 10
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@ -110,7 +110,7 @@ int main(void)
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DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
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DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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@ -137,7 +137,7 @@ int main(void)
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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// WARNING: OpenGL 3.3 Core profile only
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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