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6 Commits
8115b7e922
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91ac3cc707
| Author | SHA1 | Date | |
|---|---|---|---|
| 91ac3cc707 | |||
| 19a1683641 | |||
| be6007be93 | |||
| efeccfef61 | |||
| 366300aafe | |||
| 215ad78d5b |
@ -155,7 +155,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
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);
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}
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// Sets a flag indiciating the use of a custom `config.h`
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// Sets a flag indicating the use of a custom `config.h`
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try raylib_flags_arr.append(b.allocator, "-DEXTERNAL_CONFIG_FLAGS");
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if (options.config.len > 0) {
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// Splits a space-separated list of config flags into multiple flags
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@ -187,7 +187,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
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try raylib_flags_arr.append(b.allocator, flag);
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}
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} else {
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// Set default config if no custome config got set
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// Set default config if no custom config got set
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try raylib_flags_arr.appendSlice(b.allocator, &config_h_flags);
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}
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@ -438,7 +438,7 @@ pub const Options = struct {
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pub fn getOptions(b: *std.Build) Options {
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return .{
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.platform = b.option(PlatformBackend, "platform", "Choose the platform backedn for desktop target") orelse defaults.platform,
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.platform = b.option(PlatformBackend, "platform", "Choose the platform backend for desktop target") orelse defaults.platform,
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.raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio,
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.rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels,
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.rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext,
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@ -583,6 +583,7 @@ SHAPES = \
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shapes/shapes_math_angle_rotation \
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shapes/shapes_math_sine_cosine \
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shapes/shapes_mouse_trail \
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shapes/shapes_penrose_tile \
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shapes/shapes_pie_chart \
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shapes/shapes_rectangle_advanced \
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shapes/shapes_rectangle_scaling \
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@ -602,6 +603,7 @@ TEXTURES = \
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textures/textures_background_scrolling \
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textures/textures_blend_modes \
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textures/textures_bunnymark \
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textures/textures_cellular_automata \
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textures/textures_fog_of_war \
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textures/textures_gif_player \
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textures/textures_image_channel \
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@ -640,6 +642,7 @@ TEXT = \
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text/text_input_box \
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text/text_rectangle_bounds \
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text/text_sprite_fonts \
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text/text_strings_management \
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text/text_unicode_emojis \
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text/text_unicode_ranges \
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text/text_words_alignment \
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@ -685,6 +688,7 @@ SHADERS = \
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shaders/shaders_depth_writing \
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shaders/shaders_eratosthenes_sieve \
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shaders/shaders_fog_rendering \
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shaders/shaders_game_of_life \
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shaders/shaders_hot_reloading \
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shaders/shaders_hybrid_rendering \
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shaders/shaders_julia_set \
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@ -571,6 +571,7 @@ SHAPES = \
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shapes/shapes_math_angle_rotation \
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shapes/shapes_math_sine_cosine \
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shapes/shapes_mouse_trail \
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shapes/shapes_penrose_tile \
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shapes/shapes_pie_chart \
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shapes/shapes_rectangle_advanced \
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shapes/shapes_rectangle_scaling \
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@ -590,6 +591,7 @@ TEXTURES = \
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textures/textures_background_scrolling \
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textures/textures_blend_modes \
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textures/textures_bunnymark \
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textures/textures_cellular_automata \
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textures/textures_fog_of_war \
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textures/textures_gif_player \
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textures/textures_image_channel \
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@ -628,6 +630,7 @@ TEXT = \
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text/text_input_box \
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text/text_rectangle_bounds \
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text/text_sprite_fonts \
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text/text_strings_management \
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text/text_unicode_emojis \
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text/text_unicode_ranges \
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text/text_words_alignment \
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@ -673,6 +676,7 @@ SHADERS = \
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shaders/shaders_depth_writing \
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shaders/shaders_eratosthenes_sieve \
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shaders/shaders_fog_rendering \
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shaders/shaders_game_of_life \
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shaders/shaders_hot_reloading \
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shaders/shaders_hybrid_rendering \
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shaders/shaders_julia_set \
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@ -934,6 +938,9 @@ shapes/shapes_math_sine_cosine: shapes/shapes_math_sine_cosine.c
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shapes/shapes_mouse_trail: shapes/shapes_mouse_trail.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_penrose_tile: shapes/shapes_penrose_tile.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_pie_chart: shapes/shapes_pie_chart.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -992,6 +999,9 @@ textures/textures_bunnymark: textures/textures_bunnymark.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/raybunny.png@resources/raybunny.png
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textures/textures_cellular_automata: textures/textures_cellular_automata.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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textures/textures_fog_of_war: textures/textures_fog_of_war.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -1143,6 +1153,9 @@ text/text_sprite_fonts: text/text_sprite_fonts.c
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--preload-file text/resources/sprite_fonts/alpha_beta.png@resources/sprite_fonts/alpha_beta.png \
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--preload-file text/resources/sprite_fonts/jupiter_crash.png@resources/sprite_fonts/jupiter_crash.png
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text/text_strings_management: text/text_strings_management.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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text/text_unicode_emojis: text/text_unicode_emojis.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/dejavu.fnt@resources/dejavu.fnt \
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@ -1351,6 +1364,12 @@ shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
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--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \
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--preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs
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shaders/shaders_game_of_life: shaders/shaders_game_of_life.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/game_of_life.fs@resources/shaders/glsl100/game_of_life.fs \
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--preload-file shaders/resources/game_of_life/r_pentomino.png@resources/game_of_life/r_pentomino.png \
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--preload-file shaders/resources/game_of_life/.png@resources/game_of_life/.png
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shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs
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@ -17,7 +17,7 @@ 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`)
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- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
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## EXAMPLES COLLECTION [TOTAL: 201]
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## EXAMPLES COLLECTION [TOTAL: 205]
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### category: core [47]
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@ -73,7 +73,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
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| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
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| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
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### category: shapes [37]
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### category: shapes [38]
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Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
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@ -116,8 +116,9 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
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| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
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| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
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| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
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| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
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### category: textures [28]
|
||||
### category: textures [29]
|
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Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
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|
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@ -151,8 +152,9 @@ Examples using raylib textures functionality, including image/textures loading/g
|
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| [textures_screen_buffer](textures/textures_screen_buffer.c) | <img src="textures/textures_screen_buffer.png" alt="textures_screen_buffer" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
|
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| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
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| [textures_sprite_stacking](textures/textures_sprite_stacking.c) | <img src="textures/textures_sprite_stacking.png" alt="textures_sprite_stacking" width="80"> | ⭐⭐☆☆ | 5.6-dev | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
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| [textures_cellular_automata](textures/textures_cellular_automata.c) | <img src="textures/textures_cellular_automata.png" alt="textures_cellular_automata" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
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|
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### category: text [15]
|
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### category: text [16]
|
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|
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Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
|
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|
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@ -173,6 +175,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
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| [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) |
|
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| [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) |
|
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| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
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| [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
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### category: models [27]
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@ -208,7 +211,7 @@ Examples using raylib models functionality, including models loading/generation
|
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| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
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| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
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### category: shaders [32]
|
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### category: shaders [33]
|
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|
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Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
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@ -246,6 +249,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
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| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
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| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
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| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
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| [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
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|
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### category: audio [9]
|
||||
|
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|
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@ -208,3 +208,7 @@ others;easings_testbed;★★★☆;2.5;3.0;2019;2025;"Juan Miguel López";@flas
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others;raylib_opengl_interop;★★★★;3.8;4.0;2021;2025;"Stephan Soller";@arkanis
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others;embedded_files_loading;★★☆☆;3.0;3.5;2020;2025;"Kristian Holmgren";@defutura
|
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others;web_basic_window;★☆☆☆;5.6-dev;5.6-dev;2014;2025;"Ramon Santamaria";@raysan5
|
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shaders;shaders_game_of_life;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
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shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
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text;text_strings_management;★★★☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
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textures;textures_cellular_automata;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
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BIN
examples/shaders/resources/game_of_life/acorn.png
Normal file
|
After Width: | Height: | Size: 218 B |
BIN
examples/shaders/resources/game_of_life/breeder.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
BIN
examples/shaders/resources/game_of_life/glider.png
Normal file
|
After Width: | Height: | Size: 216 B |
BIN
examples/shaders/resources/game_of_life/glider_gun.png
Normal file
|
After Width: | Height: | Size: 291 B |
BIN
examples/shaders/resources/game_of_life/oscillators.png
Normal file
|
After Width: | Height: | Size: 463 B |
BIN
examples/shaders/resources/game_of_life/puffer_train.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
BIN
examples/shaders/resources/game_of_life/r_pentomino.png
Normal file
|
After Width: | Height: | Size: 213 B |
BIN
examples/shaders/resources/game_of_life/spaceships.png
Normal file
|
After Width: | Height: | Size: 828 B |
BIN
examples/shaders/resources/game_of_life/still_lifes.png
Normal file
|
After Width: | Height: | Size: 615 B |
44
examples/shaders/resources/shaders/glsl100/game_of_life.fs
Normal file
@ -0,0 +1,44 @@
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#version 100
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precision highp float;
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||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
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||||
varying vec4 fragColor;
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||||
|
||||
// Input uniform values
|
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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||||
|
||||
// Input size in pixels of the textures
|
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uniform vec2 resolution;
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|
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void main()
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||||
{
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||||
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
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float x = 1.0/resolution.x;
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float y = 1.0/resolution.y;
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|
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// Status of the current cell (1 = alive, 0 = dead)
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int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0;
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||||
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// Sum of alive neighbors
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int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
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||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
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||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
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||||
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||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
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||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
|
||||
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
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||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
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||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
|
||||
|
||||
// Game of life rules:
|
||||
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
|
||||
// Current cell goes from dead to alive when exactly 3 neighbors are alive
|
||||
if ((origValue == 1 && sumValue == 2) || sumValue == 3)
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
|
||||
else
|
||||
gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
|
||||
}
|
||||
42
examples/shaders/resources/shaders/glsl120/game_of_life.fs
Normal file
@ -0,0 +1,42 @@
|
||||
#version 120
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Input size in pixels of the textures
|
||||
uniform vec2 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
|
||||
float x = 1.0/resolution.x;
|
||||
float y = 1.0/resolution.y;
|
||||
|
||||
// Status of the current cell (1 = alive, 0 = dead)
|
||||
int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0;
|
||||
|
||||
// Sum of alive neighbors
|
||||
int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
|
||||
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
|
||||
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
|
||||
|
||||
// Game of life rules:
|
||||
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
|
||||
// Current cell goes from dead to alive when exactly 3 neighbors are alive
|
||||
if (((origValue == 1) && (sumValue == 2)) || sumValue == 3)
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
|
||||
else
|
||||
gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
|
||||
}
|
||||
45
examples/shaders/resources/shaders/glsl330/game_of_life.fs
Normal file
@ -0,0 +1,45 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Input size in pixels of the textures
|
||||
uniform vec2 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
|
||||
float x = 1.0/resolution.x;
|
||||
float y = 1.0/resolution.y;
|
||||
|
||||
// Status of the current cell (1 = alive, 0 = dead)
|
||||
int origValue = (texture(texture0, fragTexCoord).r < 0.1)? 1 : 0;
|
||||
|
||||
// Sum of alive neighbors
|
||||
int sumValue = (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
|
||||
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
|
||||
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
|
||||
|
||||
// Game of life rules:
|
||||
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
|
||||
// Current cell goes from dead to alive when exactly 3 neighbors are alive
|
||||
if (((origValue == 1) && (sumValue == 2)) || sumValue == 3)
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
|
||||
else
|
||||
finalColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
|
||||
}
|
||||
350
examples/shaders/shaders_game_of_life.c
Normal file
@ -0,0 +1,350 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - game of life
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant) 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 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Interaction mode
|
||||
typedef enum {
|
||||
MODE_RUN = 0,
|
||||
MODE_PAUSE,
|
||||
MODE_DRAW,
|
||||
} InteractionMode;
|
||||
|
||||
// Struct to store example preset patterns
|
||||
typedef struct {
|
||||
char *name;
|
||||
char *fileName;
|
||||
Vector2 position;
|
||||
} PresetPattern;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Functions declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void FreeImageToDraw(Image **imageToDraw);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const int menuWidth = 100;
|
||||
const int windowWidth = screenWidth - menuWidth;
|
||||
const int windowHeight = screenHeight;
|
||||
|
||||
const int worldWidth = 2048;
|
||||
const int worldHeight = 2048;
|
||||
|
||||
const int randomTiles = 8; // Random preset: divide the world to compute random points in each tile
|
||||
|
||||
const Rectangle worldRectSource = { 0, 0, (float)worldWidth, (float)-worldHeight };
|
||||
const Rectangle worldRectDest = { 0, 0, (float)worldWidth, (float)worldHeight };
|
||||
const Rectangle textureOnScreen = { 0, 0, (float)windowWidth, (float)windowHeight };
|
||||
|
||||
const PresetPattern presetPatterns[] = {
|
||||
{ "Glider", "glider", { 0.5f, 0.5f } }, { "R-pentomino", "r_pentomino", { 0.5f, 0.5f } }, { "Acorn", "acorn", { 0.5f,0.5f } },
|
||||
{ "Spaceships", "spaceships", { 0.1f, 0.5f } }, { "Still lifes", "still_lifes", { 0.5f, 0.5f } }, { "Oscillators", "oscillators", { 0.5f, 0.5f } },
|
||||
{ "Puffer train", "puffer_train", { 0.1f, 0.5f } }, { "Glider Gun", "glider_gun", { 0.2f, 0.2f } }, { "Breeder", "breeder", { 0.1f, 0.5f } },
|
||||
{ "Random", "", { 0.5f, 0.5f } }
|
||||
};
|
||||
const int numberOfPresets = sizeof(presetPatterns) / sizeof(presetPatterns[0]);
|
||||
|
||||
// Variable declaration
|
||||
//--------------------------------------------------------------------------------------
|
||||
int zoom = 1;
|
||||
float offsetX = (worldWidth - windowWidth)/2.0f; // Centered on window
|
||||
float offsetY = (worldHeight - windowHeight)/2.0f; // Centered on window
|
||||
int framesPerStep = 1;
|
||||
int frame = 0;
|
||||
|
||||
int preset = -1; // No button pressed for preset
|
||||
int mode = MODE_RUN; // Starting mode: running
|
||||
bool buttonZoomIn = false; // Button states: false not pressed
|
||||
bool buttonZomOut = false;
|
||||
bool buttonFaster = false;
|
||||
bool buttonSlower = false;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
|
||||
|
||||
// Load shader
|
||||
Shader shdrGameOfLife = LoadShader(0, TextFormat("resources/shaders/glsl%i/game_of_life.fs", GLSL_VERSION));
|
||||
|
||||
// Set shader uniform size of the world
|
||||
int resolutionLoc = GetShaderLocation(shdrGameOfLife, "resolution");
|
||||
const float resolution[2] = { (float)worldWidth, (float)worldHeight };
|
||||
SetShaderValue(shdrGameOfLife, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
|
||||
// Define two textures: the current world and the previous world
|
||||
RenderTexture2D world1 = LoadRenderTexture(worldWidth, worldHeight);
|
||||
RenderTexture2D world2 = LoadRenderTexture(worldWidth, worldHeight);
|
||||
BeginTextureMode(world2);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
|
||||
Image startPattern = LoadImage("resources/game_of_life/r_pentomino.png");
|
||||
UpdateTextureRec(world2.texture, (Rectangle) { worldWidth / 2.0f, worldHeight / 2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
|
||||
UnloadImage(startPattern);
|
||||
|
||||
// Pointers to the two textures, to be swapped
|
||||
RenderTexture2D *currentWorld = &world2;
|
||||
RenderTexture2D *previousWorld = &world1;
|
||||
|
||||
// Image to be used in DRAW mode, to be changed with mouse input
|
||||
Image *imageToDraw = NULL;
|
||||
|
||||
SetTargetFPS(60); // Set at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
frame++;
|
||||
|
||||
// Change zoom: both by buttons or by mouse wheel
|
||||
float mouseWheelMove = GetMouseWheelMove();
|
||||
if (buttonZoomIn || (buttonZomOut && (zoom > 1)) || (mouseWheelMove != 0.0f))
|
||||
{
|
||||
FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
|
||||
|
||||
const float centerX = offsetX + (windowWidth/2.0f)/zoom;
|
||||
const float centerY = offsetY + (windowHeight/2.0f)/zoom;
|
||||
if (buttonZoomIn || (mouseWheelMove > 0.0f))
|
||||
zoom *= 2;
|
||||
if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1))
|
||||
zoom /= 2;
|
||||
offsetX = centerX - (windowWidth/2.0f)/zoom;
|
||||
offsetY = centerY - (windowHeight/2.0f)/zoom;
|
||||
}
|
||||
|
||||
// Change speed: number of frames per step
|
||||
if (buttonFaster && framesPerStep > 1) framesPerStep--;
|
||||
if (buttonSlower) framesPerStep++;
|
||||
|
||||
// Mouse management
|
||||
//----------------------------------------------------------------------------------
|
||||
if ((mode == MODE_RUN) || (mode == MODE_PAUSE))
|
||||
{
|
||||
FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
|
||||
|
||||
// Pan with mouse left button
|
||||
static Vector2 previousMousePosition = { 0.0f, 0.0f };
|
||||
const Vector2 mousePosition = GetMousePosition();
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
|
||||
{
|
||||
offsetX -= (mousePosition.x - previousMousePosition.x)/zoom;
|
||||
offsetY -= (mousePosition.y - previousMousePosition.y)/zoom;
|
||||
}
|
||||
previousMousePosition = mousePosition;
|
||||
}
|
||||
else // MODE_DRAW
|
||||
{
|
||||
const float offsetDecimalX = offsetX - floorf(offsetX);
|
||||
const float offsetDecimalY = offsetY - floorf(offsetY);
|
||||
int sizeInWorldX = (int)(ceilf((float)(windowWidth + offsetDecimalX*zoom)/zoom));
|
||||
int sizeInWorldY = (int)(ceilf((float)(windowHeight + offsetDecimalY*zoom)/zoom));
|
||||
if (offsetX + sizeInWorldX >= worldWidth)
|
||||
sizeInWorldX = worldWidth - (int)floorf(offsetX);
|
||||
if (offsetY + sizeInWorldY >= worldHeight)
|
||||
sizeInWorldY = worldHeight - (int)floorf(offsetY);
|
||||
|
||||
// Create image to draw if not created yet
|
||||
if (imageToDraw == NULL)
|
||||
{
|
||||
RenderTexture2D worldOnScreen = LoadRenderTexture(sizeInWorldX, sizeInWorldY);
|
||||
BeginTextureMode(worldOnScreen);
|
||||
DrawTexturePro(currentWorld->texture, (Rectangle) { floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), -(float)(sizeInWorldY) },
|
||||
(Rectangle) { 0, 0, (float)(sizeInWorldX), (float)(sizeInWorldY) }, (Vector2) { 0, 0 }, 0.0f, WHITE);
|
||||
EndTextureMode();
|
||||
imageToDraw = (Image*)RL_MALLOC(sizeof(Image));
|
||||
*imageToDraw = LoadImageFromTexture(worldOnScreen.texture);
|
||||
UnloadRenderTexture(worldOnScreen);
|
||||
}
|
||||
|
||||
const Vector2 mousePosition = GetMousePosition();
|
||||
static int firstColor = -1;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
|
||||
{
|
||||
int mouseX = (int)(mousePosition.x + offsetDecimalX*zoom)/zoom;
|
||||
int mouseY = (int)(mousePosition.y + offsetDecimalY*zoom)/zoom;
|
||||
if (mouseX >= sizeInWorldX)
|
||||
mouseX = sizeInWorldX - 1;
|
||||
if (mouseY >= sizeInWorldY)
|
||||
mouseY = sizeInWorldY - 1;
|
||||
if (firstColor == -1)
|
||||
firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
|
||||
const int prevColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
|
||||
ImageDrawPixel(imageToDraw, mouseX, mouseY, (firstColor) ? BLACK : RAYWHITE);
|
||||
if (prevColor != firstColor)
|
||||
UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data);
|
||||
}
|
||||
else
|
||||
firstColor = -1;
|
||||
}
|
||||
|
||||
// Load selected preset
|
||||
//----------------------------------------------------------------------------------
|
||||
if (preset >= 0)
|
||||
{
|
||||
Image pattern;
|
||||
if (preset < numberOfPresets - 1) // Preset with pattern image lo load
|
||||
{
|
||||
pattern = LoadImage(TextFormat("resources/game_of_life/%s.png", presetPatterns[preset].fileName));
|
||||
BeginTextureMode(*currentWorld);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
UpdateTextureRec(currentWorld->texture, (Rectangle){ worldWidth*presetPatterns[preset].position.x - pattern.width/2.0f,
|
||||
worldHeight*presetPatterns[preset].position.y - pattern.height/2.0f,
|
||||
(float)(pattern.width), (float)(pattern.height) }, pattern.data);
|
||||
}
|
||||
else // Last preset: Random values
|
||||
{
|
||||
pattern = GenImageColor(worldWidth/randomTiles, worldHeight/randomTiles, RAYWHITE);
|
||||
for (int i = 0; i < randomTiles; i++)
|
||||
{
|
||||
for (int j = 0; j < randomTiles; j++)
|
||||
{
|
||||
ImageClearBackground(&pattern, RAYWHITE);
|
||||
for (int x = 0; x < pattern.width; x++)
|
||||
for (int y = 0; y < pattern.height; y++)
|
||||
if (GetRandomValue(0, 100) < 15)
|
||||
ImageDrawPixel(&pattern, x, y, BLACK);
|
||||
UpdateTextureRec(currentWorld->texture,
|
||||
(Rectangle){ (float)(pattern.width*i), (float)(pattern.height*j),
|
||||
(float)(pattern.width), (float)(pattern.height) }, pattern.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UnloadImage(pattern);
|
||||
mode = MODE_PAUSE;
|
||||
offsetX = worldWidth * presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight * presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
|
||||
}
|
||||
|
||||
// Check window draw inside world limits
|
||||
if (offsetX < 0) offsetX = 0;
|
||||
if (offsetY < 0) offsetY = 0;
|
||||
if (offsetX > worldWidth - (float)(windowWidth)/zoom)
|
||||
offsetX = worldWidth - (float)(windowWidth)/zoom;
|
||||
if (offsetY > worldHeight - (float)(windowHeight)/zoom)
|
||||
offsetY = worldHeight - (float)(windowHeight)/zoom;
|
||||
|
||||
// Rectangles for drawing texture portion to screen
|
||||
//----------------------------------------------------------------------------------
|
||||
const Rectangle textureSourceToScreen = { offsetX, offsetY, (float)windowWidth/zoom, (float)windowHeight/zoom };
|
||||
|
||||
// Draw to texture
|
||||
//----------------------------------------------------------------------------------
|
||||
if ((mode == MODE_RUN) && ((frame % framesPerStep) == 0))
|
||||
{
|
||||
// Swap worlds
|
||||
RenderTexture2D *tempWorld = currentWorld;
|
||||
currentWorld = previousWorld;
|
||||
previousWorld = tempWorld;
|
||||
|
||||
// Draw to texture
|
||||
BeginTextureMode(*currentWorld);
|
||||
BeginShaderMode(shdrGameOfLife);
|
||||
DrawTexturePro(previousWorld->texture, worldRectSource, worldRectDest, (Vector2){ 0, 0 }, 0.0f, RAYWHITE);
|
||||
EndShaderMode();
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Draw to screen
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
DrawTexturePro(currentWorld->texture, textureSourceToScreen, textureOnScreen, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
|
||||
DrawLine(windowWidth, 0, windowWidth, screenHeight, (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(windowWidth, 0, screenWidth - windowWidth, screenHeight, (Color){ 232, 232, 232, 255 });
|
||||
|
||||
DrawText("Conway's", 704, 4, 20, DARKBLUE);
|
||||
DrawText(" game of", 704, 19, 20, DARKBLUE);
|
||||
DrawText(" life", 708, 34, 20, DARKBLUE);
|
||||
DrawText("in raylib", 757, 42, 6, BLACK);
|
||||
|
||||
DrawText("Presets", 710, 58, 8, GRAY);
|
||||
preset = -1;
|
||||
for (int i = 0; i < numberOfPresets; i++)
|
||||
if (GuiButton((Rectangle){ 710.0f, 70.0f + 18*i, 80.0f, 16.0f }, presetPatterns[i].name))
|
||||
preset = i;
|
||||
|
||||
GuiToggleGroup((Rectangle){ 710, 258, 80, 16 }, "Run\nPause\nDraw", &mode);
|
||||
|
||||
DrawText(TextFormat("Zoom: %ix", zoom), 710, 316, 8, GRAY);
|
||||
buttonZoomIn = GuiButton((Rectangle){ 710, 328, 80, 16 }, "Zoom in");
|
||||
buttonZomOut = GuiButton((Rectangle){ 710, 346, 80, 16 }, "Zoom out");
|
||||
|
||||
DrawText(TextFormat("Speed: %i frame%s", framesPerStep, (framesPerStep > 1)? "s" : ""), 710, 370, 8, GRAY);
|
||||
buttonFaster = GuiButton((Rectangle){ 710, 382, 80, 16 }, "Faster");
|
||||
buttonSlower = GuiButton((Rectangle){ 710, 400, 80, 16 }, "Slower");
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DrawFPS(712, 426);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shdrGameOfLife);
|
||||
UnloadRenderTexture(world1);
|
||||
UnloadRenderTexture(world2);
|
||||
|
||||
FreeImageToDraw(&imageToDraw);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Functions definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void FreeImageToDraw(Image **imageToDraw)
|
||||
{
|
||||
if (*imageToDraw != NULL)
|
||||
{
|
||||
UnloadImage(**imageToDraw);
|
||||
RL_FREE(*imageToDraw);
|
||||
*imageToDraw = NULL;
|
||||
}
|
||||
}
|
||||
BIN
examples/shaders/shaders_game_of_life.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
@ -4,7 +4,7 @@
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 5.5
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
|
||||
* Based on: https://processing.org/examples/penrosetile.html
|
||||
*
|
||||
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
|
||||
|
||||
@ -60,7 +60,7 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - strings management");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - strings management");
|
||||
|
||||
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
|
||||
int particleCount = 0;
|
||||
|
||||
212
examples/textures/textures_cellular_automata.c
Normal file
@ -0,0 +1,212 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - cellular automata
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant) 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 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// Initialization constants
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const int imageWidth = 800;
|
||||
const int imageHeight = 800/2;
|
||||
|
||||
// Rule button sizes and positions
|
||||
const int drawRuleStartX = 585;
|
||||
const int drawRuleStartY = 10;
|
||||
const int drawRuleSpacing = 15;
|
||||
const int drawRuleGroupSpacing = 50;
|
||||
const int drawRuleSize = 14;
|
||||
const int drawRuleInnerSize = 10;
|
||||
|
||||
// Preset button sizes
|
||||
const int presetsSizeX = 42;
|
||||
const int presetsSizeY = 22;
|
||||
|
||||
const int linesUpdatedPerFrame = 4;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Functions
|
||||
//----------------------------------------------------------------------------------
|
||||
void ComputeLine(Image *image, int line, int rule)
|
||||
{
|
||||
// Compute next line pixels. Boundaries are not computed, always 0
|
||||
for (int i = 1; i < imageWidth - 1; i++)
|
||||
{
|
||||
// Get, from the previous line, the 3 pixels states as a binary value
|
||||
const int prevValue = ((GetImageColor(*image, i - 1, line - 1).r < 5)? 4 : 0) + // Left pixel
|
||||
((GetImageColor(*image, i, line - 1).r < 5)? 2 : 0) + // Center pixel
|
||||
((GetImageColor(*image, i + 1, line - 1).r < 5)? 1 : 0); // Right pixel
|
||||
// Get next value from rule bitmask
|
||||
const bool currValue = (rule & (1 << prevValue));
|
||||
// Update pixel color
|
||||
ImageDrawPixel(image, i, line, (currValue)? BLACK : RAYWHITE);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - cellular automata");
|
||||
|
||||
// Image that contains the cellular automaton
|
||||
Image image = GenImageColor(imageWidth, imageHeight, RAYWHITE);
|
||||
// The top central pixel set as black
|
||||
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
|
||||
|
||||
Texture2D texture = LoadTextureFromImage(image);
|
||||
|
||||
// Some interesting rules
|
||||
const int presetValues[] = { 18, 30, 60, 86, 102, 124, 126, 150, 182, 225 };
|
||||
const int presetsCount = sizeof(presetValues)/sizeof(presetValues[0]);
|
||||
|
||||
// Variables
|
||||
int rule = 30; // Starting rule
|
||||
int line = 1; // Line to compute, starting from line 1. One point in line 0 is already set
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Handle mouse
|
||||
const Vector2 mouse = GetMousePosition();
|
||||
int mouseInCell = -1; // -1: outside any button; 0-7: rule cells; 8+: preset cells
|
||||
|
||||
// Check mouse on rule cells
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
const int cellX = drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing;
|
||||
const int cellY = drawRuleStartY + drawRuleSpacing;
|
||||
if ((mouse.x >= cellX) && (mouse.x <= cellX + drawRuleSize) &&
|
||||
(mouse.y >= cellY) && (mouse.y <= cellY + drawRuleSize))
|
||||
{
|
||||
mouseInCell = i; // 0-7: rule cells
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Check mouse on preset cells
|
||||
if (mouseInCell < 0)
|
||||
{
|
||||
for (int i = 0; i < presetsCount; i++)
|
||||
{
|
||||
const int cellX = 4 + (presetsSizeX + 2)*(i/2);
|
||||
const int cellY = 2 + (presetsSizeY + 2)*(i%2);
|
||||
if ((mouse.x >= cellX) && (mouse.x <= cellX + presetsSizeX) &&
|
||||
(mouse.y >= cellY) && (mouse.y <= cellY + presetsSizeY))
|
||||
{
|
||||
mouseInCell = i + 8; // 8+: preset cells
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (mouseInCell >= 0))
|
||||
{
|
||||
// Rule changed both by selecting a preset or toggling a bit
|
||||
if (mouseInCell < 8)
|
||||
rule ^= (1 << mouseInCell);
|
||||
else
|
||||
rule = presetValues[mouseInCell - 8];
|
||||
|
||||
// Reset image
|
||||
ImageClearBackground(&image, RAYWHITE);
|
||||
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
|
||||
line = 1;
|
||||
}
|
||||
|
||||
// Compute next lines
|
||||
//----------------------------------------------------------------------------------
|
||||
if (line < imageHeight)
|
||||
{
|
||||
for (int i = 0; (i < linesUpdatedPerFrame) && (line + i < imageHeight); i++)
|
||||
ComputeLine(&image, line + i, rule);
|
||||
line += linesUpdatedPerFrame;
|
||||
|
||||
UpdateTexture(texture, image.data);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw cellular automaton texture
|
||||
DrawTexture(texture, 0, screenHeight - imageHeight, WHITE);
|
||||
|
||||
// Draw preset values
|
||||
for (int i = 0; i < presetsCount; i++)
|
||||
{
|
||||
DrawText(TextFormat("%i", presetValues[i]), 8 + (presetsSizeX + 2)*(i/2), 4 + (presetsSizeY + 2)*(i%2), 20, GRAY);
|
||||
DrawRectangleLines(4 + (presetsSizeX + 2)*(i/2), 2 + (presetsSizeY + 2)*(i%2), presetsSizeX, presetsSizeY, BLUE);
|
||||
|
||||
// If the mouse is on this preset, highlight it
|
||||
if (mouseInCell == i + 8)
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
|
||||
(presetsSizeY + 2.0f)*(i%2),
|
||||
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
// Draw rule bits
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
// The three input bits
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY, drawRuleSize, drawRuleSize, GRAY);
|
||||
if (i & (4 >> j))
|
||||
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY + 2, drawRuleInnerSize, drawRuleInnerSize, BLACK);
|
||||
}
|
||||
|
||||
// The output bit
|
||||
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + drawRuleSpacing, drawRuleSize, drawRuleSize, BLUE);
|
||||
if (rule & (1 << i))
|
||||
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + 2 + drawRuleSpacing, drawRuleInnerSize, drawRuleInnerSize, BLACK);
|
||||
|
||||
// If the mouse is on this rule bit, highlight it
|
||||
if (mouseInCell == i)
|
||||
DrawRectangleLinesEx((Rectangle){ drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing - 2.0f,
|
||||
drawRuleStartY + drawRuleSpacing - 2.0f,
|
||||
drawRuleSize + 4.0f, drawRuleSize + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
DrawText(TextFormat("RULE: %i", rule), drawRuleStartX + drawRuleSpacing*4, drawRuleStartY + 1, 30, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadImage(image);
|
||||
UnloadTexture(texture);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
BIN
examples/textures/textures_cellular_automata.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
569
projects/VS2022/examples/shaders_game_of_life.vcxproj
Normal file
@ -0,0 +1,569 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug.DLL|ARM64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|ARM64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|Win32">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|x64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{071E64F3-1396-4A97-97CA-98CAC059B168}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>shaders_game_of_life</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>shaders_game_of_life</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="PropertySheets">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
|
||||
</ImportGroup>
|
||||
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="PropertySheets">
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|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x64.Build.0 = Debug|x64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Debug|x86.Build.0 = Debug|Win32
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x64.ActiveCfg = Release|x64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x64.Build.0 = Release|x64
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x86.ActiveCfg = Release|Win32
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57}.Release|x86.Build.0 = Release|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x64.Build.0 = Debug|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Debug|x86.Build.0 = Debug|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x64.ActiveCfg = Release|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x64.Build.0 = Release|x64
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x86.ActiveCfg = Release|Win32
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@ -5428,7 +5532,7 @@ Global
|
||||
{C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
@ -5437,9 +5541,9 @@ Global
|
||||
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{19CA0070-B4B2-4394-90B7-D0C259AA35BA} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{8E132D5A-2C00-48D0-8747-97E41356F26F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{A4662163-83E7-4309-8CAA-B0BF13655FE6} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{5F4B766F-DD52-4B53-B6C3-BC7611E17F20} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
@ -5473,7 +5577,11 @@ Global
|
||||
{32FE2658-1D70-442E-8672-0AC5C6F0BD7B} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{842B6472-4AA6-4C2B-A5E5-A62F80DE2C4F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{0653AFAF-5578-4C02-AF29-0C873E7634AE} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{071E64F3-1396-4A97-97CA-98CAC059B168} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
||||
13
src/rcore.c
@ -1765,7 +1765,7 @@ int *LoadRandomSequence(unsigned int count, int min, int max)
|
||||
|
||||
for (int i = 0; i < (int)count;)
|
||||
{
|
||||
value = (rand()%(abs(max - min) + 1) + min);
|
||||
value = GetRandomValue(min, max);
|
||||
dupValue = false;
|
||||
|
||||
for (int j = 0; j < i; j++)
|
||||
@ -2926,8 +2926,15 @@ unsigned int *ComputeSHA1(unsigned char *data, int dataSize)
|
||||
memcpy(msg, data, dataSize);
|
||||
msg[dataSize] = 128; // Write the '1' bit
|
||||
|
||||
unsigned int bitsLen = 8*dataSize;
|
||||
msg[newDataSize-1] = bitsLen;
|
||||
unsigned long long bitsLen = 8ULL * dataSize;
|
||||
msg[newDataSize-1] = (unsigned char)(bitsLen);
|
||||
msg[newDataSize-2] = (unsigned char)(bitsLen >> 8);
|
||||
msg[newDataSize-3] = (unsigned char)(bitsLen >> 16);
|
||||
msg[newDataSize-4] = (unsigned char)(bitsLen >> 24);
|
||||
msg[newDataSize-5] = (unsigned char)(bitsLen >> 32);
|
||||
msg[newDataSize-6] = (unsigned char)(bitsLen >> 40);
|
||||
msg[newDataSize-7] = (unsigned char)(bitsLen >> 48);
|
||||
msg[newDataSize-8] = (unsigned char)(bitsLen >> 56);
|
||||
|
||||
// Process the message in successive 512-bit chunks
|
||||
for (int offset = 0; offset < newDataSize; offset += (512/8))
|
||||
|
||||
@ -27,3 +27,4 @@ Example elements validated:
|
||||
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
|
||||
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_game_of_life | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
||||
@ -221,3 +221,7 @@ Example elements validated:
|
||||
| raylib_opengl_interop | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
|
||||
| embedded_files_loading | ✔ | ❌ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| web_basic_window | ✔ | ❌ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_game_of_life | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_penrose_tile | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| text_strings_management | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_cellular_automata | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
||||