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https://github.com/raysan5/raylib.git
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| 8a685877eb |
18
.github/workflows/build_android.yml
vendored
18
.github/workflows/build_android.yml
vendored
@ -28,20 +28,20 @@ jobs:
|
||||
max-parallel: 1
|
||||
matrix:
|
||||
ARCH: ["arm64", "x86_64"]
|
||||
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_android_api29_${{ matrix.ARCH }}
|
||||
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_android_api29_${{ matrix.ARCH }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
|
||||
- name: Setup Android NDK
|
||||
id: setup-ndk
|
||||
uses: nttld/setup-ndk@v1
|
||||
@ -52,7 +52,7 @@ jobs:
|
||||
ANDROID_NDK_HOME: ${{ steps.setup-ndk.outputs.ndk-path }}
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
@ -60,7 +60,7 @@ jobs:
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
|
||||
# Generating static + shared library for 64bit arquitectures and API version 29
|
||||
- name: Build Library
|
||||
run: |
|
||||
@ -69,7 +69,7 @@ jobs:
|
||||
make PLATFORM=PLATFORM_ANDROID ANDROID_ARCH=${{ matrix.ARCH }} ANDROID_API_VERSION=29 ANDROID_NDK=${{ env.ANDROID_NDK_HOME }} RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
shell: cmd
|
||||
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
@ -80,7 +80,7 @@ jobs:
|
||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@ -88,7 +88,7 @@ jobs:
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
with:
|
||||
|
||||
8
.github/workflows/build_examples_linux.yml
vendored
8
.github/workflows/build_examples_linux.yml
vendored
@ -23,18 +23,18 @@ jobs:
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@v4
|
||||
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev libwayland-dev libxkbcommon-dev
|
||||
|
||||
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=STATIC
|
||||
cd ..
|
||||
|
||||
|
||||
- name: Build Examples
|
||||
run: |
|
||||
cd examples
|
||||
|
||||
2
.github/workflows/build_examples_windows.yml
vendored
2
.github/workflows/build_examples_windows.yml
vendored
@ -13,7 +13,7 @@ on:
|
||||
- 'src/**'
|
||||
- 'examples/**'
|
||||
- '.github/workflows/windows_examples.yml'
|
||||
|
||||
|
||||
permissions:
|
||||
contents: read
|
||||
|
||||
|
||||
20
.github/workflows/build_linux.yml
vendored
20
.github/workflows/build_linux.yml
vendored
@ -42,23 +42,23 @@ jobs:
|
||||
ARCH_NAME: "arm64"
|
||||
COMPILER_PATH: "/usr/bin"
|
||||
runner: "ubuntu-24.04-arm"
|
||||
|
||||
|
||||
runs-on: ${{ matrix.runner }}
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_linux_${{ matrix.ARCH_NAME }}
|
||||
|
||||
|
||||
steps:
|
||||
- name: Checkout code
|
||||
uses: actions/checkout@master
|
||||
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_linux_${{ matrix.ARCH_NAME }}" >> $GITHUB_ENV
|
||||
shell: bash
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
run: |
|
||||
sudo apt-get update -qq
|
||||
sudo apt-get install -y --no-install-recommends libglfw3 libglfw3-dev libx11-dev libxcursor-dev libxrandr-dev libxinerama-dev libxi-dev libxext-dev libxfixes-dev libwayland-dev libxkbcommon-dev
|
||||
mkdir build
|
||||
@ -74,7 +74,7 @@ jobs:
|
||||
run : |
|
||||
sudo apt-get install gcc-multilib
|
||||
if: matrix.bits == 32 && matrix.ARCH == 'i386'
|
||||
|
||||
|
||||
# TODO: Support 32bit (i386) static/shared library building
|
||||
- name: Build Library (32-bit)
|
||||
run: |
|
||||
@ -91,7 +91,7 @@ jobs:
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
if: matrix.bits == 64 && matrix.ARCH == 'x86_64'
|
||||
|
||||
|
||||
- name: Build Library (64-bit ARM)
|
||||
run: |
|
||||
cd src
|
||||
@ -99,7 +99,7 @@ jobs:
|
||||
make PLATFORM=PLATFORM_DESKTOP CC=gcc RAYLIB_LIBTYPE=SHARED RAYLIB_RELEASE_PATH="../build/${{ env.RELEASE_NAME }}/lib" -B
|
||||
cd ..
|
||||
if: matrix.bits == 64 && matrix.ARCH == 'aarch64'
|
||||
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
@ -110,7 +110,7 @@ jobs:
|
||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@ -118,7 +118,7 @@ jobs:
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
with:
|
||||
|
||||
30
.github/workflows/build_macos.yml
vendored
30
.github/workflows/build_macos.yml
vendored
@ -23,14 +23,14 @@ jobs:
|
||||
permissions:
|
||||
contents: write # for actions/upload-release-asset to upload release asset
|
||||
runs-on: macos-latest
|
||||
|
||||
|
||||
env:
|
||||
RELEASE_NAME: raylib-dev_macos
|
||||
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_macos" >> $GITHUB_ENV
|
||||
@ -38,7 +38,7 @@ jobs:
|
||||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
run: |
|
||||
mkdir build
|
||||
cd build
|
||||
mkdir ${{ env.RELEASE_NAME }}
|
||||
@ -46,47 +46,47 @@ jobs:
|
||||
mkdir include
|
||||
mkdir lib
|
||||
cd ../..
|
||||
|
||||
|
||||
# Generating static + shared library, note that i386 architecture is deprecated
|
||||
# Defining GL_SILENCE_DEPRECATION because OpenGL is deprecated on macOS
|
||||
- name: Build Library
|
||||
run: |
|
||||
cd src
|
||||
clang --version
|
||||
|
||||
|
||||
# Extract version numbers from Makefile
|
||||
brew install grep
|
||||
RAYLIB_API_VERSION=`ggrep -Po 'RAYLIB_API_VERSION\s*=\s\K(.*)' Makefile`
|
||||
RAYLIB_VERSION=`ggrep -Po 'RAYLIB_VERSION\s*=\s\K(.*)' Makefile`
|
||||
|
||||
|
||||
# Build raylib x86_64 static
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION"
|
||||
mv libraylib.a /tmp/libraylib_x86_64.a
|
||||
make clean
|
||||
|
||||
|
||||
# Build raylib arm64 static
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=STATIC CUSTOM_CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" -B
|
||||
mv libraylib.a /tmp/libraylib_arm64.a
|
||||
make clean
|
||||
|
||||
|
||||
# Join x86_64 and arm64 static
|
||||
lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.a /tmp/libraylib_x86_64.a /tmp/libraylib_arm64.a
|
||||
|
||||
|
||||
# Build raylib x86_64 dynamic
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED CUSTOM_CFLAGS="-target x86_64-apple-macos10.12 -DGL_SILENCE_DEPRECATION" CUSTOM_LDFLAGS="-target x86_64-apple-macos10.12" -B
|
||||
mv libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_x86_64.${RAYLIB_VERSION}.dylib
|
||||
make clean
|
||||
|
||||
|
||||
# Build raylib arm64 dynamic
|
||||
make PLATFORM=PLATFORM_DESKTOP RAYLIB_LIBTYPE=SHARED CUSTOM_CFLAGS="-target arm64-apple-macos11 -DGL_SILENCE_DEPRECATION" CUSTOM_LDFLAGS="-target arm64-apple-macos11" -B
|
||||
mv libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_arm64.${RAYLIB_VERSION}.dylib
|
||||
|
||||
|
||||
# Join x86_64 and arm64 dynamic
|
||||
lipo -create -output ../build/${{ env.RELEASE_NAME }}/lib/libraylib.${RAYLIB_VERSION}.dylib /tmp/libraylib_x86_64.${RAYLIB_VERSION}.dylib /tmp/libraylib_arm64.${RAYLIB_VERSION}.dylib
|
||||
ln -sv libraylib.${RAYLIB_VERSION}.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.dylib
|
||||
ln -sv libraylib.${RAYLIB_VERSION}.dylib ../build/${{ env.RELEASE_NAME }}/lib/libraylib.${RAYLIB_API_VERSION}.dylib
|
||||
cd ..
|
||||
|
||||
|
||||
- name: Generate Artifacts
|
||||
run: |
|
||||
cp -v ./src/raylib.h ./build/${{ env.RELEASE_NAME }}/include
|
||||
@ -97,7 +97,7 @@ jobs:
|
||||
cp -v ./LICENSE ./build/${{ env.RELEASE_NAME }}/LICENSE
|
||||
cd build
|
||||
tar -czvf ${{ env.RELEASE_NAME }}.tar.gz ${{ env.RELEASE_NAME }}
|
||||
|
||||
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
@ -105,7 +105,7 @@ jobs:
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
with:
|
||||
|
||||
4
.github/workflows/update_examples.yml
vendored
4
.github/workflows/update_examples.yml
vendored
@ -12,11 +12,11 @@ on:
|
||||
jobs:
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
|
||||
|
||||
- name: Setup emsdk
|
||||
uses: mymindstorm/setup-emsdk@v14
|
||||
with:
|
||||
|
||||
1
.gitignore
vendored
1
.gitignore
vendored
@ -118,6 +118,7 @@ GTAGS
|
||||
# Zig programming language
|
||||
.zig-cache/
|
||||
zig-cache/
|
||||
zig-pkg/
|
||||
zig-out/
|
||||
build/
|
||||
build-*/
|
||||
|
||||
60
CHANGELOG
60
CHANGELOG
@ -4,7 +4,7 @@ changelog
|
||||
Current Release: raylib 5.5 (18 November 2024)
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
Release: raylib 6.0 (?? March 2026)
|
||||
Release: raylib 6.0 (23 April 2026)
|
||||
-------------------------------------------------------------------------
|
||||
KEY CHANGES:
|
||||
- New Software Renderer backend [rlsw]
|
||||
@ -21,11 +21,17 @@ KEY CHANGES:
|
||||
|
||||
Detailed changes:
|
||||
|
||||
[rcore] ADDED: `FileRename()`, by @raysan5
|
||||
[rcore] ADDED: `FileRemove()`, by @raysan5
|
||||
[rcore] ADDED: `FileCopy()`, by @raysan5
|
||||
[rcore] ADDED: `FileMove()`, by @raysan5
|
||||
[rcore] ADDED: `FileTextReplace()`, by @raysan5
|
||||
[rcore] ADDED: `FileTextFindIndex()`, by @raysan5
|
||||
[rcore] ADDED: `ComputeSHA256()` (#5264) by @iamahuman1395
|
||||
[rcore] ADDED: `GetKeyName()` (#4544) by @lecongsebastien
|
||||
[rcore] ADDED: Logging and file-system functionality from `utils` (#4551) by @raysan5 -WARNING-
|
||||
[rcore] ADDED: Flags set/clear macros: FLAG_SET, FLAG_CLEAR, FLAG_IS_SET (#5169) by @raysan5
|
||||
[rcore] ADDED: Warnings in case of no platform backend defined by @raysan5
|
||||
[rcore] ADDED: `ComputeSHA256()` (#5264) by @iamahuman1395
|
||||
[rcore] ADDED: `GetKeyName()` (#4544) by @lecongsebastien
|
||||
[rcore] REMOVED: GIF recording option, added example by @raysan5 -WARNING-
|
||||
[rcore] REMOVED: `CORE.Window.fullscreen` variable, using available flag instead by @raysan5
|
||||
[rcore] REMOVED: `SetupFramebuffer()`, most platforms do not need it any more by @raysan5
|
||||
@ -111,7 +117,7 @@ Detailed changes:
|
||||
[rcore][RGFW] ADDED: New backend option: `PLATFORM_WEB_RGFW` and update RGFW (#4480) by @colleagueRiley
|
||||
[rcore][RGFW] REVIEWED: Added missing Right Control key by @M374LX
|
||||
[rcore][RGFW] REVIEWED: Changed `RGFW_window_eventWait` timeout to -1 by @doggymangc
|
||||
[rcore][RGFW] REVIEWED: Duplicate entries reemoved from `keyMappingRGFW` (#5242) by @iamahuman1395
|
||||
[rcore][RGFW] REVIEWED: Duplicate entries removed from `keyMappingRGFW` (#5242) by @iamahuman1395
|
||||
[rcore][RGFW] REVIEWED: Fix Escape always closing the window by @M374LX
|
||||
[rcore][RGFW] REVIEWED: Forward declare the windows stuff, prevents failures in GCC (#5269) by @Jeffm2501
|
||||
[rcore][RGFW] REVIEWED: Requires RGBA8 images as window icons (#5431) by @crisserpl2
|
||||
@ -198,7 +204,7 @@ Detailed changes:
|
||||
[rlgl] REVIEWED: `rlActiveDrawBuffers`, fix for OpenGL ES 3.0 (#4605) by @Bigfoot71
|
||||
[rlgl] REVIEWED: `rlGetPixelDataSize()`, correct compressed data size calculation per blocks #5416 by @raysan5
|
||||
[rlgl] REVIEWED: `instranceTransform` shader location index #4538 (#4579) by @meadiode
|
||||
[rlgl] REVIEWED: `SetShaderValueTexture()`, updatee comments (#4703) by @pejorativefox
|
||||
[rlgl] REVIEWED: `SetShaderValueTexture()`, update comments (#4703) by @pejorativefox
|
||||
[rlgl] REDESIGNED: Avoid program crash if GPU data is tried to be loaded before `InitWindow()` #4751 by @raysan5 -WARNING-
|
||||
[rlgl] REDESIGNED: Shader loading API function names for more consistency #5631 by @raysan5 -WARNING-
|
||||
[rlsw] ADDED: `swGetColorBuffer()` for convenience by @raysan5
|
||||
@ -215,6 +221,7 @@ Detailed changes:
|
||||
[rlsw] REVIEWED: C++ support (#5291) by @alexgb0
|
||||
[rshapes] ADDED: `DrawLineDashed()` (#5222) by @luis605
|
||||
[rshapes] ADDED: `DrawEllipseV()` and `DrawEllipseLinesV()` (#4963) by @meowstr
|
||||
[rshapes] REDESIGNED: `DrawCircleGradient()` to use Vector2 as center parameter by @raysan5 -WARNING-
|
||||
[rshapes] REVIEWED: `DrawLine()`, fix pixel offset issue on drawing (#4666) by @Bigfoot71
|
||||
[rshapes] REVIEWED: `DrawRectangleGradientEx()`, incorrect parameter names (#4980) by @vincent
|
||||
[rshapes] REVIEWED: `DrawRectangleLines`, fix pixel offset issue (#4669) by @Bigfoot71
|
||||
@ -239,6 +246,13 @@ Detailed changes:
|
||||
[rtextures] REVIEWED: `ImageDrawLineEx(), to be able to draw even numbered thicknesses (#5042) by @Sir-Irk
|
||||
[rtextures] REVIEWED: `ImageBlurGaussian()`, fix integer overflow in cast (#5037) by @garrisonhh
|
||||
[rtext] ADDED: `LoadTextLines()`/`UnloadTextLines()` by @raysan5
|
||||
[rtext] ADDED: `TextInsertAlloc()`, returns memory allocated string by @raysan5
|
||||
[rtext] ADDED: `TextReplace()`, using static buffer by @raysan5
|
||||
[rtext] ADDED: `TextReplaceAlloc()`, returns memory allocated string by @raysan5
|
||||
[rtext] ADDED: `TextReplaceBetween()`, using static buffer by @raysan5
|
||||
[rtext] ADDED: `TextReplaceBetweenAlloc()`, returns memory allocated string by @raysan5
|
||||
[rtext] ADDED: `GetTextBetween()`, using static buffer by @raysan5
|
||||
[rtext] ADDED: `TextRemoveSpaces()`, using static buffer by @raysan5
|
||||
[rtext] ADDED: `MeasureTextCodepoints()` for direct measurement of codepoints (#5623) by @creeperblin
|
||||
[rtext] RENAMED: Variable names for consistency, `textLength` (length in bytes) vs `textSize` (measure in pixels) by @raysan5
|
||||
[rtext] REVIEWED: Support default font loading with no GPU enabled, to be used with Image API
|
||||
@ -263,16 +277,16 @@ Detailed changes:
|
||||
[rtext] REVIEWED: `GetCodepointCount()`, misuse of cast (#4741) by @sleeptightAnsiC
|
||||
[rtext] REVIEWED: `GenImageFontAtlas()`, memory corruption and invalid size calculation (#5602) by @konakona418
|
||||
[rtext] REVIEWED: `TextInsert()`, fix bug on insertion (#5644) by @CrackedPixel
|
||||
[rtext] REVIEWED: `TextInsert()`, use static buffer, easier to use by @raysan5 -WARNING-
|
||||
[rtext] REVIEWED: `TextJoin()`, convert `const char **` to `char**` by @raysan5
|
||||
[rtext] REVIEWED: `TextReplace()` and `TextLength()`, avoid using `strcpy()` by @raysan5
|
||||
[rtext] REVIEWED: `TextReplace()` by @raysan5
|
||||
[rtext] REVIEWED: `TextReplace()`, improvements (#5511) by @belan2470
|
||||
[rtext] REVIEWED: `TextReplaceBetween()` by @raysan5
|
||||
[rtext] REVIEWED: `TextReplace()` and `TextLength()`, avoid using `strcpy()` by @raysan5
|
||||
[rtext] REVIEWED: `TextSubtext(), fixes (#4759) by @veins1
|
||||
[rtext] REVIEWED: `TextToPascal()`, fix issue by @raysan5
|
||||
[rtext] REVIEWED: `TextToFloat()`, remove removed inaccurate comment (#4596) by @hexmaster111
|
||||
[rtext] REDESIGNED: `LoadFontData()`, added input parameter by @raysan5 -WARNING-
|
||||
[rmodels] ADDED: Support CPU animation in OpenGL 1.1 (#4925) by @JeffM2501
|
||||
[rmodels] REMOVED: `DrawModelPoints()` and `DrawModelPointsEx()`, moved to an example (#5697) by @maiconpintoabreu -WARNING-
|
||||
[rmodels] RENAMED: Skinning shader variables (new default naming) by @raysan5
|
||||
[rmodels] REVIEWED: glTF animation framerate calculation (#4472, #5445) by @TheLazyIndianTechie
|
||||
[rmodels] REVIEWED: Assign meshes without bone weights to the bone they are attached to so they animate by @Jeffm2501
|
||||
@ -299,6 +313,7 @@ Detailed changes:
|
||||
[rmodels] REVIEWED: `LoadModelAnimationsGLTF()`, properly load 1 frame animations (#5561) by @arlez80
|
||||
[rmodels] REVIEWED: `LoadModelAnimationsGLTF()`, anim correctly inherits world transform (#5206) by @ArmanOmmid
|
||||
[rmodels] REVIEWED: `UploadMesh()`, improve default normal and tangent values (#4763) by @Bigfoot71
|
||||
[rmodels] REVIEWED: `UplaodMesh()`, fix for devices without VAO support (#5692) by @psxdev
|
||||
[rmodels] REVIEWED: `GenMeshTangents()`, improvements (#4937) by @Bigfoot71
|
||||
[rmodels] REVIEWED: `UpdateModelAnimation()` optimization (#5244) by @Arrangemonk
|
||||
[rmodels] REVIEWED: `UpdateModelAnimationBones()`, break on first mesh found and formating by @raysan5
|
||||
@ -310,6 +325,7 @@ Detailed changes:
|
||||
[rmodels] REVIEWED: `DrawMeshInstanced()`, breaking if instanceTransform was unused (#5469) by @al13n321
|
||||
[rmodels] REVIEWED: `DrawSphereEx()`, normals support (#4926) by @karl-zylinski
|
||||
[rmodels] REVIEWED: `ExportMesh()`, improve OBJ vertex data precision and lower memory usage (#4496) by @mikeemm
|
||||
[rmodels] REVIEWED: `CheckCollisionSpheres()`, simplified using `Vector3DistanceSqr()` (#5695) by @Bigfoot71
|
||||
[raudio] REVIEWED: Fix a glitch at the end of a sound (#5578) by @mackron
|
||||
[raudio] REVIEWED: Improvements to device configuration (#5577) by @mackron
|
||||
[raudio] REVIEWED: Initialize sound alias properties as if it was a new sound (#5123) by @JeffM2501
|
||||
@ -735,7 +751,7 @@ Detailed changes:
|
||||
[rexm] REVIEWED: `ScanExampleResources()` avoid resources to be saved by the program by @raysan5
|
||||
[rexm] REVIEWED: `UpdateSourceMetadata()` and `TextReplaceBetween()` by @raysan5
|
||||
[rexm] REVIEWED: `examples.js` example addition working by @raysan5
|
||||
[rexm] REVIEWED: `add` command logic for existing examplee addition by @raysan5
|
||||
[rexm] REVIEWED: `add` command logic for existing example addition by @raysan5
|
||||
[rexm] REVIEWED: Replace example name on project file by @raysan5
|
||||
[rexm] REVIEWED: Report issues if logs can not be loaded by @raysan5
|
||||
[rexm] REVIEWED: VS project adding to solution by @raysan5
|
||||
@ -747,6 +763,7 @@ Detailed changes:
|
||||
[rexm] REVIEWED: `Makefile.Web` before trying to rebuild new example for web by @raysan5
|
||||
[rexm] REVIEWED: Using `Makefile.Web` for specific web versions generation by @raysan5
|
||||
|
||||
[external] ADDED: `cgltf_write` 1.15, to support glTF models export in the future, by @raysan5
|
||||
[external] RENAMED: `rl_gputex.h` to `rltexgpu.h`, compressed textures loading
|
||||
[external] REVIEWED: `rltexgpu.h`, make it usable standalone by @raysan5
|
||||
[external] REVIEWED: `rltexgpu.h, fix the swizzling in `rl_load_dds_from_memory()` (#5422) by @msmith-codes
|
||||
@ -755,16 +772,23 @@ Detailed changes:
|
||||
[external] REVIEWED: `sdefl` and `sinfl` issues (#5367) by @raysan5
|
||||
[external] REVIEWED: `sinfl_bsr()`, improvements by @RicoP
|
||||
[external] REVIEWED: `stb_truetype`, fix composite glyph scaling logic (#4811) by @ashishbhattarai
|
||||
[external] UPDATED: `raygui` to 5.0-dev for examples by @raysan5
|
||||
[external] UPDATED: dr_libs (#5020) by @Emil2010
|
||||
[external] UPDATED: miniaudio to v0.11.22 (#4983) by @M374LX
|
||||
[external] UPDATED: miniaudio to v0.11.23 (#5234) by @pyrokn8
|
||||
[external] UPDATED: miniaudio to v0.11.24 (#5506) by @vdemcak
|
||||
[external] UPDATED: raygui to 5.0-dev for examples by @raysan5
|
||||
[external] UPDATED: RGFW to 1.5 (#4688) by @ColleagueRiley
|
||||
[external] UPDATED: RGFW to 1.6 (#4795) by @colleagueRiley
|
||||
[external] UPDATED: RGFW to 1.7 (#4965) by @M374LX
|
||||
[external] UPDATED: RGFW to 1.7.5-dev (#4976) by @M374LX
|
||||
[external] UPDATED: RGFW to 2.0.0 (#5582) by @CrackedPixel
|
||||
[external] UPDATED: `miniaudio` to v0.11.22 (#4983) by @M374LX
|
||||
[external] UPDATED: `miniaudio` to v0.11.23 (#5234) by @pyrokn8
|
||||
[external] UPDATED: `miniaudio` to v0.11.24 (#5506) by @vdemcak
|
||||
[external] UPDATED: `RGFW` to 1.5 (#4688) by @ColleagueRiley
|
||||
[external] UPDATED: `RGFW` to 1.6 (#4795) by @colleagueRiley
|
||||
[external] UPDATED: `RGFW` to 1.7 (#4965) by @M374LX
|
||||
[external] UPDATED: `RGFW` to 1.7.5-dev (#4976) by @M374LX
|
||||
[external] UPDATED: `RGFW` to 2.0.0 (#5582) by @CrackedPixel
|
||||
[external] UPDATED: `cgltf` 1.14 to 1.15 by @raysan5
|
||||
[external] UPDATED: `dr_flac` v0.13.0 to v0.13.3 by @raysan5
|
||||
[external] UPDATED: `dr_mp3` v0.7.0 to v0.7.4 by @raysan5
|
||||
[external] UPDATED: `m3d` to latest master by @raysan5
|
||||
[external] UPDATED: `qoi` to latest master by @raysan5
|
||||
[external] UPDATED: `qoa` to latest master by @raysan5
|
||||
[external] UPDATED: `stb_image_resize2` v2.12 to v2.18 by @raysan5
|
||||
|
||||
[misc] ADDED: SECURITY.md for security reporting policies by @raysan5
|
||||
[misc] ADDED: `examples/examples_list`, to be used by `rexm` or other tools by @raysan5
|
||||
|
||||
85
HISTORY.md
85
HISTORY.md
@ -526,26 +526,79 @@ Last but not least, I want to thank **raylib sponsors and all the raylib communi
|
||||
notes on raylib 6.0
|
||||
-------------------
|
||||
|
||||
A new raylib release is finally ready, after almost 1.5 years since last release. This is the biggest release ever with many improvements to the library, thanks to the support of many amazing contributors and also thanks to the financial support of NLnet/NGI0 funds.
|
||||
A new `raylib` release is finally ready and, again, this is the **biggest `raylib` release ever**! Thanks to the support of many amazing contributors this release comes packed with many new features and improvements, also thanks to the financial support of [NLnet](https://nlnet.nl/) and the [NGI Zero Commond Fund](https://nlnet.nl/NGI0/) that allow me to work on this project mostly fulltime for the past few months.
|
||||
|
||||
Some astonishing numbers for this release:
|
||||
|
||||
- **+320** closed issues (for a TOTAL of **+2130**!)
|
||||
- **+1800** commits since previous RELEASE (for a TOTAL of **+9600**!)
|
||||
- **18** functions ADDED to raylib API (for a TOTAL of **599**!)
|
||||
- **+50** new examples to learn from (for a TOTAL of **212**!)
|
||||
- **+200** new contributors (for a TOTAL of **+840**!)
|
||||
- **+320** closed issues (for a TOTAL of **+2140**!)
|
||||
- **+1950** commits since previous RELEASE (for a TOTAL of **+9700**!)
|
||||
- **+20** new functions ADDED to raylib API (for a TOTAL of **600**!)
|
||||
- **+50** new examples to learn from (for a TOTAL of **+210**!)
|
||||
- **+210** new contributors (for a TOTAL of **+850**!)
|
||||
|
||||
Highlights for `raylib 6.0`:
|
||||
|
||||
- New Software Renderer backend [rlsw]
|
||||
- New rcore platform backend: Memory (memory buffer)
|
||||
- New rcore platform backend: Win32 (experimental)
|
||||
- New rcore platform backend: Emscripten (experimental)
|
||||
- Redesigned Skeletal Animation System
|
||||
- Redesigned fullscreen modes and high-dpi content scaling
|
||||
- Redesigned Build Config System [config.h]
|
||||
- New File System API
|
||||
- New Text Management API
|
||||
- New tool: [rexm] raylib examples manager
|
||||
- **`NEW` Software Renderer - [`rlsw`](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h)**: The biggest addition of this new release. A new software renderer backend, that allows raylib to run purely on CPU, with no neeed for a GPU. It finally closes the circle of my search for a portable self-contained, with **no-external-dependencies**, graphics library, able to run on any device providing some CPU-power and some RAM memory. It has been possible thanks to the amazing work of **Le Juez Victor** ([@Bigfoot71](https://github.com/Bigfoot71)), who created [`rlsw`](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h), a single-file header-only library implementing OpenGL 1.1+ specification, tailored to fit into raylib [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) OpenGL wrapper, and allowing to run raylib seamlessly over CPU with **no code changes required on user side**. As expected, software rendering is slower than hardware-accelerated rendering but it is still fast enough to run basic application at 30-60 fps. Actually, it already proved it usefulness on a new [raylib port for ESP32](https://components.espressif.com/components/georgik/raylib/versions/6.0.0/readme) microcontroller by Espressif, useful for industrial applications, and opens the door to the upcoming RISC-V powered devices that start arriving to the marked, and many times come with no GPU. Along the new software renderer, some of the existing platform backends have been adapted to support it (SDL, RGFW, DRM) and also **new platforms backends have been created** to accomodate it (Win32, Emscripten), incluing a new `PLATFORM_MEMORY`, that allows direct rendering to a memory framebuffer.
|
||||
|
||||
- **`NEW` Platform backend: Memory - [`rcore_memory`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_memory.c)**: This new platform has been added along the **software renderer** backend, allowing 2d and 3d rendering over a **platform-agnostic memory framebuffer**, it can run headless and output frames can be directly exported to images. This new backend could also be useful for graphics rendering on servers or process images directly using the memory buffer.
|
||||
|
||||
- **`NEW` Platform backend: Win32 - [`rcore_desktop_win32`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_win32.c)**: A new **Windows platform backend** and the first step towards a potential replacement/alternative to the platform libraries currently used by raylib (GLFW/SDL/RGFW). This backend follows same API template structure than the other raylib backends, but directly implementing Win32 API calls. It allows initializing OpenGL GPU-accelerated windows and also GDI based windows, useful for the software renderer backend. This new backend approach, following a common template-structure and separating the platform logic by specific OS/Windowing system, will simplify code, improve maintenance, readability and portability for raylib, setting some bases for the future. *NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.*
|
||||
|
||||
- **`NEW` Platform backend: Emscripten - [`rcore_web_emscripten`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_web_emscripten.c)**: In the same line as Win32 backend, this new web backend moves away from `libglfw.js` and **directly implements Emscripten/JS functionality**, with **no other dependencies**, adding support for the new software renderer to draw directly on a **non-accelerated 2d canvas** but also supporting a WebGL-hardware-accelerated canvas when required. *NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.*
|
||||
|
||||
- **`REDESIGNED` Fullscreen modes and High-DPI content scaling**: After many years and many related issues, the full-screen and high-dpi content scaling support has been **completely redesigned** from scratch. New design prioritizes **borderless fullscreen modes** and automatically detects current monitor content scaling configuration to scale window and framebuffer accordingly when required. Still, High-DPI support must be requested by user if desired enabling `FLAG_WINDOW_HIGHDPI` on window creation. This new system has been carefully tested on Windows, Linux (X11, Wayland), macOS with multiple monitors and multiple resolutions, including 4K monitors.
|
||||
|
||||
- **`REDESIGNED` Skeletal Animation System**: A new animation system for 3d models has been created to support animation blending, between single frames but also between differents frames on different animations, to allow easy **timed transitions** between animations. This redesign implied reviewing several raylib structures to better accomodate animation data: `Model`, `ModelSkeleton`, `ModelAnimation`, but the API was simplified and support for GPU-skinning was improved with multiple optimizations.
|
||||
|
||||
- **`REDESIGNED` Build Config System - [`config.h`](https://github.com/raysan5/raylib/blob/master/src/config.h)**: raylib allows lot of customization for specific needs (i.e. disabling modules not needed for specific applications like rmodels or raudio) but previous implementation did not allow easely disabling some features from **custom build systems**. New design not only allows disabling features with simple `-DSUPPORT_FILEFORMAT_OBJ=0` on building command-line but also the full system has been reviewed, removing useless flags and exposing new ones.
|
||||
|
||||
- **`NEW` File System API**: Along the years, multiple filesystem functions have been added to raylib API as required but it felt somewhat inconsistent with some pieces missing. In this new release, the full filesystem API has beeen reviewed and reorganized, compiling all the functionality single module: [rcore](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L1126), consequently `utils` module has been removed and build system has been simplified even more; **only 6-7 modules (.c) need to be compiled containing the full raylib library**. This new filesystem API will allow raylib to be used on the creation of custom build systems, as already demostrated with the new `rexm` tool for examples management. At the moment raylib includes **+40 file system management functions**, here a list with the new functions added:
|
||||
```c
|
||||
int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists)
|
||||
int FileRemove(const char *fileName); // Remove file (if exists)
|
||||
int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist
|
||||
int FileMove(const char *srcPath, const char *dstPath); // Move file from one directory to another, dstPath created if it doesn't exist
|
||||
int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file
|
||||
int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file
|
||||
```
|
||||
|
||||
- **`NEW` Text Management API**: Along with the new file system functionality, a new set of text management functions has been added, also very useful for text procesing and also used in custom build systems creation using raylib. At the moment raylib includes **+30 text management functions**, here a list with the new functions added:
|
||||
```c
|
||||
char **LoadTextLines(const char *text, int *count); // Load text as separate lines ('\n')
|
||||
void UnloadTextLines(char **text, int lineCount); // Unload text lines
|
||||
const char *TextRemoveSpaces(const char *text); // Remove text spaces, concat words
|
||||
char *GetTextBetween(const char *text, const char *begin, const char *end); // Get text between two strings
|
||||
char *TextReplace(const char *text, const char *search, const char *replacement); // Replace text string with new string
|
||||
char *TextReplaceAlloc(const char *text, const char *search, const char *replacement); // Replace text string with new string, memory must be MemFree()
|
||||
char *TextReplaceBetween(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings
|
||||
char *TextReplaceBetweenAlloc(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings, memory must be MemFree()
|
||||
char *TextInsertAlloc(const char *text, const char *insert, int position); // Insert text in a defined byte position, memory must be MemFree()
|
||||
```
|
||||
|
||||
- **`NEW` tool: raylib examples manager - [rexm](https://github.com/raysan5/raylib/tree/master/tools/rexm)**: raylib examples collection is huge, with **more than 200 examples** it was quite difficult to manage: adding, removing, renaming examples was a very costly process involving many files to be modified (including build systems), also the examples did not follow a common header convention neither a structure conventions. For that reason, a new support tool has been created: **rexm**, a raylib examples manager that allows to easely add/remove/rename examples, automatically fix inconsistencies and even **building and automated testing** on multiple platforms.
|
||||
```
|
||||
USAGE:
|
||||
> rexm <command> <example_name> [<example_rename>]
|
||||
|
||||
COMMANDS:
|
||||
create <new_example_name> : Creates an empty example, from internal template
|
||||
add <example_name> : Add existing example to collection
|
||||
rename <old_examples_name> <new_example_name> : Rename an existing example
|
||||
remove <example_name> : Remove an existing example from collection
|
||||
build <example_name> : Build example for Desktop and Web platforms
|
||||
test <example_name> : Build and Test example for Desktop and Web platforms
|
||||
validate : Validate examples collection, generates report
|
||||
update : Validate and update examples collection, generates report
|
||||
```
|
||||
|
||||
- **`NEW` +50 new examples**: Thanks to `rexm` and the simplification on examples management, this new raylib release includes +50 new examples to leearn from, most of them contributed by community.
|
||||
|
||||
Make sure to check raylib [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) for a detailed list of changes!
|
||||
|
||||
I want to **thank all the contributors (+850!**) that along the years have **greatly improved raylib** and pushed it further and better day after day. And **many thanks to raylib community and all raylib users** for supporting the library along those many years.
|
||||
|
||||
Finally, I want to thank [puffer.ai](https://puffer.ai/) and [comma.ai](https://comma.ai/) for **supporting and sponsoring the project** as platinum sponsors, along many others individuals that have been sponsoring raylib along the years. Thanks to all of you for allowing me to keep working on this library!
|
||||
|
||||
**After +12 years of development, `raylib 6.0` is today one of the bests libraries to enjoy games/tools/graphic programming!**
|
||||
|
||||
**Enjoy graphics programming with raylib!** :)
|
||||
|
||||
@ -40,6 +40,7 @@ features
|
||||
- Written in plain C code (C99) using PascalCase/camelCase notation
|
||||
- Hardware accelerated with OpenGL: **1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0**
|
||||
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
|
||||
- **Software Renderer** backend (no OpenGL required!): [rlsw](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h)
|
||||
- Multiple **Fonts** formats supported (TTF, OTF, FNT, BDF, sprite fonts)
|
||||
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
|
||||
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
|
||||
@ -61,7 +62,7 @@ This is a basic raylib example, it creates a window and draws the text `"Congrat
|
||||
|
||||
int main(void)
|
||||
{
|
||||
InitWindow(800, 450, "raylib [core] example - basic window");
|
||||
InitWindow(800, 450, "raylib example - basic window");
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
|
||||
@ -6,6 +6,7 @@ Here is a wishlist with features and ideas to improve the library. Note that fea
|
||||
- [GitHub PRs](https://github.com/raysan5/raylib/pulls) open with improvements to be reviewed.
|
||||
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
||||
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
|
||||
- [raylib 7.0 wishlist](https://github.com/raysan5/raylib/discussions/5710)
|
||||
- [raylib 6.0 wishlist](https://github.com/raysan5/raylib/discussions/4660)
|
||||
- [raylib 5.0 wishlist](https://github.com/raysan5/raylib/discussions/2952)
|
||||
- [raylib wishlist 2022](https://github.com/raysan5/raylib/discussions/2272)
|
||||
@ -21,8 +22,9 @@ _Current version of raylib is complete and functional but there is always room f
|
||||
- [ ] `rcore_desktop_wayland`: Create additional platform backend: Linux/Wayland
|
||||
- [ ] `rcore`: Investigate alternative embedded platforms and realtime OSs
|
||||
- [ ] `rlsw`: Software renderer optimizations: mipmaps, platform-specific SIMD
|
||||
- [ ] `rtextures`: Consider moving N-patch system to separate example
|
||||
- [ ] `rtextures`: Consider removing N-patch system, provide as separate example
|
||||
- [ ] `rtextures`: Review blending modes system, provide more options or better samples
|
||||
- [ ] `rtext`: Investigate the recently opened [`Slug`](https://sluglibrary.com/) font rendering algorithm
|
||||
- [ ] `raudio`: Support microphone input, basic API to read microphone
|
||||
- [ ] `rltexgpu`: Improve compressed textures support, loading and saving, improve KTX 2.0
|
||||
- [ ] `rlobj`: Create OBJ loader, supporting material file separately (low priority)
|
||||
|
||||
16
build.zig
16
build.zig
@ -2,7 +2,7 @@ const std = @import("std");
|
||||
const builtin = @import("builtin");
|
||||
|
||||
/// Minimum supported version of Zig
|
||||
const min_ver = "0.16.0-dev.2349+204fa8959";
|
||||
const min_ver = "0.16.0-dev.3013+abd131e33";
|
||||
|
||||
const emccOutputDir = "zig-out" ++ std.fs.path.sep_str ++ "htmlout" ++ std.fs.path.sep_str;
|
||||
const emccOutputFile = "index.html";
|
||||
@ -202,8 +202,10 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
raylib.root_module.addCMacro("GRAPHICS_API_OPENGL_ES2", "");
|
||||
}
|
||||
|
||||
raylib.root_module.linkSystemLibrary("EGL", .{});
|
||||
raylib.root_module.linkSystemLibrary("gbm", .{});
|
||||
if (options.opengl_version != .gl_soft) {
|
||||
raylib.root_module.linkSystemLibrary("EGL", .{});
|
||||
raylib.root_module.linkSystemLibrary("gbm", .{});
|
||||
}
|
||||
raylib.root_module.linkSystemLibrary("libdrm", .{ .use_pkg_config = .force });
|
||||
|
||||
raylib.root_module.addCMacro("PLATFORM_DRM", "");
|
||||
@ -264,7 +266,10 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
|
||||
setDesktopPlatform(raylib, .android);
|
||||
} else {
|
||||
try c_source_files.append(b.allocator, "src/rglfw.c");
|
||||
switch (options.platform) {
|
||||
.glfw => try c_source_files.append(b.allocator, "src/rglfw.c"),
|
||||
.rgfw, .sdl, .drm, .android => {},
|
||||
}
|
||||
|
||||
if (options.linux_display_backend == .X11 or options.linux_display_backend == .Both) {
|
||||
raylib.root_module.addCMacro("_GLFW_X11", "");
|
||||
@ -413,6 +418,7 @@ pub const Options = struct {
|
||||
|
||||
pub const OpenglVersion = enum {
|
||||
auto,
|
||||
gl_soft,
|
||||
gl_1_1,
|
||||
gl_2_1,
|
||||
gl_3_3,
|
||||
@ -423,6 +429,7 @@ pub const OpenglVersion = enum {
|
||||
pub fn toCMacroStr(self: @This()) []const u8 {
|
||||
switch (self) {
|
||||
.auto => @panic("OpenglVersion.auto cannot be turned into a C macro string"),
|
||||
.gl_soft => return "GRAPHICS_API_OPENGL_SOFTWARE",
|
||||
.gl_1_1 => return "GRAPHICS_API_OPENGL_11",
|
||||
.gl_2_1 => return "GRAPHICS_API_OPENGL_21",
|
||||
.gl_3_3 => return "GRAPHICS_API_OPENGL_33",
|
||||
@ -434,6 +441,7 @@ pub const OpenglVersion = enum {
|
||||
};
|
||||
|
||||
pub const LinuxDisplayBackend = enum {
|
||||
None,
|
||||
X11,
|
||||
Wayland,
|
||||
Both,
|
||||
|
||||
@ -7,8 +7,8 @@
|
||||
|
||||
.dependencies = .{
|
||||
.xcode_frameworks = .{
|
||||
.url = "git+https://github.com/hexops/xcode-frameworks#9a45f3ac977fd25dff77e58c6de1870b6808c4a7",
|
||||
.hash = "N-V-__8AABHMqAWYuRdIlflwi8gksPnlUMQBiSxAqQAAZFms",
|
||||
.url = "https://pkg.machengine.org/xcode-frameworks/8a1cfb373587ea4c9bb1468b7c986462d8d4e10e.tar.gz",
|
||||
.hash = "N-V-__8AALShqgXkvqYU6f__FrA22SMWmi2TXCJjNTO1m8XJ",
|
||||
.lazy = true,
|
||||
},
|
||||
.emsdk = .{
|
||||
|
||||
@ -96,21 +96,30 @@ elseif (${PLATFORM} STREQUAL "Android")
|
||||
|
||||
elseif ("${PLATFORM}" STREQUAL "DRM")
|
||||
set(PLATFORM_CPP "PLATFORM_DRM")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
|
||||
add_definitions(-D_DEFAULT_SOURCE)
|
||||
add_definitions(-DEGL_NO_X11)
|
||||
add_definitions(-DPLATFORM_DRM)
|
||||
|
||||
find_library(GLESV2 GLESv2)
|
||||
find_library(EGL EGL)
|
||||
find_library(DRM drm)
|
||||
find_library(GBM gbm)
|
||||
|
||||
if (NOT CMAKE_CROSSCOMPILING OR NOT CMAKE_SYSROOT)
|
||||
include_directories(/usr/include/libdrm)
|
||||
endif ()
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread dl)
|
||||
|
||||
if ("${OPENGL_VERSION}" STREQUAL "Software")
|
||||
# software rendering does not require EGL/GBM.
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_SOFTWARE")
|
||||
set(LIBS_PRIVATE ${DRM} atomic pthread dl)
|
||||
else ()
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
add_definitions(-DEGL_NO_X11)
|
||||
|
||||
find_library(GLESV2 GLESv2)
|
||||
find_library(EGL EGL)
|
||||
find_library(GBM gbm)
|
||||
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread dl)
|
||||
endif ()
|
||||
set(LIBS_PUBLIC m)
|
||||
|
||||
elseif ("${PLATFORM}" STREQUAL "SDL")
|
||||
|
||||
@ -1153,7 +1153,10 @@ text/text_font_filters: text/text_font_filters.c
|
||||
--preload-file text/resources/KAISG.ttf@resources/KAISG.ttf
|
||||
|
||||
text/text_font_loading: text/text_font_loading.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file text/resources/pixantiqua.fnt@resources/pixantiqua.fnt \
|
||||
--preload-file text/resources/pixantiqua.png@resources/pixantiqua.png \
|
||||
--preload-file text/resources/pixantiqua.ttf@resources/pixantiqua.ttf
|
||||
|
||||
text/text_font_sdf: text/text_font_sdf.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
|
||||
@ -223,7 +223,7 @@ Examples using raylib models functionality, including models loading/generation
|
||||
|
||||
### category: shaders [35]
|
||||
|
||||
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.
|
||||
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.h) module.
|
||||
|
||||
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||
|
||||
238
examples/audio/audio_amp_envelope.c
Normal file
238
examples/audio/audio_amp_envelope.c
Normal file
@ -0,0 +1,238 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - amp envelope
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Arbinda Rizki Muhammad (@arbipink) 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) 2026 Arbinda Rizki Muhammad (@arbipink)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h"
|
||||
|
||||
#include <math.h> // Required for: sinf()
|
||||
|
||||
#define BUFFER_SIZE 4096
|
||||
#define SAMPLE_RATE 44100
|
||||
|
||||
// Wave state
|
||||
typedef enum {
|
||||
IDLE,
|
||||
ATTACK,
|
||||
DECAY,
|
||||
SUSTAIN,
|
||||
RELEASE
|
||||
} ADSRState;
|
||||
|
||||
// Grouping all ADSR parameters and state into a struct
|
||||
typedef struct {
|
||||
float attackTime;
|
||||
float decayTime;
|
||||
float sustainLevel;
|
||||
float releaseTime;
|
||||
float currentValue;
|
||||
ADSRState state;
|
||||
} Envelope;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime);
|
||||
static void UpdateEnvelope(Envelope *env);
|
||||
static void DrawADSRGraph(Envelope *env, Rectangle bounds);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - amp envelope");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
|
||||
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
|
||||
float buffer[BUFFER_SIZE] = { 0 };
|
||||
|
||||
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
|
||||
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
|
||||
|
||||
// Init Phase
|
||||
float audioTime = 0.0f;
|
||||
|
||||
// Initialize the struct
|
||||
Envelope env = {
|
||||
.attackTime = 1.0f,
|
||||
.decayTime = 1.0f,
|
||||
.sustainLevel = 0.5f,
|
||||
.releaseTime = 1.0f,
|
||||
.currentValue = 0.0f,
|
||||
.state = IDLE
|
||||
};
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) env.state = ATTACK;
|
||||
|
||||
if (IsKeyReleased(KEY_SPACE) && (env.state != IDLE)) env.state = RELEASE;
|
||||
|
||||
if (IsAudioStreamProcessed(stream))
|
||||
{
|
||||
if ((env.state != IDLE) || (env.currentValue > 0.0f))
|
||||
{
|
||||
for (int i = 0; i < BUFFER_SIZE; i++)
|
||||
{
|
||||
UpdateEnvelope(&env);
|
||||
FillAudioBuffer(i, buffer, env.currentValue, &audioTime);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Clear buffer if silent to avoid looping noise
|
||||
for (int i = 0; i < BUFFER_SIZE; i++) buffer[i] = 0;
|
||||
audioTime = 0.0f;
|
||||
}
|
||||
|
||||
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
|
||||
}
|
||||
|
||||
if (!IsAudioStreamPlaying(stream)) PlayAudioStream(stream);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
GuiSliderBar((Rectangle){ 100, 60, 400, 30 }, "Attack (s)", TextFormat("%2.2fs", env.attackTime), &env.attackTime, 0.1f, 3.0f);
|
||||
GuiSliderBar((Rectangle){ 100, 100, 400, 30 }, "Decay (s)", TextFormat("%2.2fs", env.decayTime), &env.decayTime, 0.1f, 3.0f);
|
||||
GuiSliderBar((Rectangle){ 100, 140, 400, 30 }, "Sustain", TextFormat("%2.2f", env.sustainLevel), &env.sustainLevel, 0.0f, 1.0f);
|
||||
GuiSliderBar((Rectangle){ 100, 180, 400, 30 }, "Release (s)", TextFormat("%2.2fs", env.releaseTime), &env.releaseTime, 0.1f, 3.0f);
|
||||
|
||||
DrawADSRGraph(&env, (Rectangle){ 100, 250, 400, 100 });
|
||||
|
||||
DrawCircleV((Vector2){ 520, 350 - (env.currentValue * 100) }, 5, MAROON);
|
||||
DrawText(TextFormat("Current Gain: %2.2f", env.currentValue), 535, 345 - (env.currentValue * 100), 10, MAROON);
|
||||
|
||||
DrawText("Press SPACE to PLAY the sound!", 200, 400, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadAudioStream(stream);
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime)
|
||||
{
|
||||
int frequency = 440;
|
||||
buffer[i] = envelopeValue*sinf(2.0f*PI*frequency*(*audioTime));
|
||||
*audioTime += (1.0f/SAMPLE_RATE);
|
||||
}
|
||||
|
||||
static void UpdateEnvelope(Envelope *env)
|
||||
{
|
||||
// Calculate the time delta for ONE sample (1/44100)
|
||||
float sampleTime = 1.0f/SAMPLE_RATE;
|
||||
|
||||
switch(env->state)
|
||||
{
|
||||
case ATTACK:
|
||||
{
|
||||
env->currentValue += (1.0f/env->attackTime)*sampleTime;
|
||||
if (env->currentValue >= 1.0f)
|
||||
{
|
||||
env->currentValue = 1.0f;
|
||||
env->state = DECAY;
|
||||
}
|
||||
|
||||
} break;
|
||||
case DECAY:
|
||||
{
|
||||
env->currentValue -= ((1.0f - env->sustainLevel)/env->decayTime)*sampleTime;
|
||||
if (env->currentValue <= env->sustainLevel)
|
||||
{
|
||||
env->currentValue = env->sustainLevel;
|
||||
env->state = SUSTAIN;
|
||||
}
|
||||
|
||||
} break;
|
||||
case SUSTAIN:
|
||||
{
|
||||
env->currentValue = env->sustainLevel;
|
||||
|
||||
} break;
|
||||
case RELEASE:
|
||||
{
|
||||
env->currentValue -= (env->sustainLevel/env->releaseTime)*sampleTime;
|
||||
if (env->currentValue <= 0.001f) // Use a small threshold to avoid infinite tail
|
||||
{
|
||||
env->currentValue = 0.0f;
|
||||
env->state = IDLE;
|
||||
}
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
static void DrawADSRGraph(Envelope *env, Rectangle bounds)
|
||||
{
|
||||
DrawRectangleRec(bounds, Fade(LIGHTGRAY, 0.3f));
|
||||
DrawRectangleLinesEx(bounds, 1, GRAY);
|
||||
|
||||
// Fixed visual width for sustain stage since it's an amplitude not a time value
|
||||
float sustainWidth = 1.0f;
|
||||
|
||||
// Total time to visualize (sum of A, D, R + a padding for Sustain)
|
||||
float totalTime = env->attackTime + env->decayTime + sustainWidth + env->releaseTime;
|
||||
|
||||
float scaleX = bounds.width/totalTime;
|
||||
float scaleY = bounds.height;
|
||||
|
||||
Vector2 start = { bounds.x, bounds.y + bounds.height };
|
||||
Vector2 peak = { start.x + (env->attackTime*scaleX), bounds.y };
|
||||
Vector2 sustain = { peak.x + (env->decayTime*scaleX), bounds.y + (1.0f - env->sustainLevel)*scaleY };
|
||||
Vector2 rel = { sustain.x + (sustainWidth*scaleX), sustain.y };
|
||||
Vector2 end = { rel.x + (env->releaseTime*scaleX), bounds.y + bounds.height };
|
||||
|
||||
DrawLineV(start, peak, SKYBLUE);
|
||||
DrawLineV(peak, sustain, BLUE);
|
||||
DrawLineV(sustain, rel, DARKBLUE);
|
||||
DrawLineV(rel, end, ORANGE);
|
||||
|
||||
DrawText("ADSR Visualizer", bounds.x, bounds.y - 20, 10, DARKGRAY);
|
||||
}
|
||||
BIN
examples/audio/audio_amp_envelope.png
Normal file
BIN
examples/audio/audio_amp_envelope.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 11 KiB |
@ -110,16 +110,16 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
DrawText(TextFormat("sine frequency: %i", sineFrequency), screenWidth - 220, 10, 20, RED);
|
||||
DrawText(TextFormat("pan: %.2f", pan), screenWidth - 220, 30, 20, RED);
|
||||
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
|
||||
DrawText("Left/right to pan", 10, 30, 20, DARKGRAY);
|
||||
|
||||
|
||||
int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE;
|
||||
int windowSize = 0.1f*SAMPLE_RATE;
|
||||
int wavelength = SAMPLE_RATE/sineFrequency;
|
||||
|
||||
|
||||
// Draw a sine wave with the same frequency as the one being sent to the audio stream
|
||||
for (int i = 0; i < screenWidth; i++)
|
||||
{
|
||||
|
||||
6051
examples/audio/raygui.h
Normal file
6051
examples/audio/raygui.h
Normal file
File diff suppressed because it is too large
Load Diff
@ -23,15 +23,15 @@ void main()
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@ -21,15 +21,15 @@ void main()
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
|
||||
@ -21,15 +21,15 @@ void main()
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
|
||||
finalColor = color;
|
||||
}
|
||||
|
||||
@ -73,7 +73,7 @@ int main(void)
|
||||
}
|
||||
|
||||
// Draw UI info
|
||||
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
|
||||
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
|
||||
GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY);
|
||||
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* NOTE: raylib defined keys refer to ENG-US Keyboard layout,
|
||||
* NOTE: raylib defined keys refer to ENG-US Keyboard layout,
|
||||
* mapping to other layouts is up to the user
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
@ -43,20 +43,20 @@ int main(void)
|
||||
int line01KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line01KeyWidths[i] = 45;
|
||||
line01KeyWidths[13] = 62; // PRINTSCREEN
|
||||
int line01Keys[15] = {
|
||||
KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5,
|
||||
KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11,
|
||||
KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE
|
||||
int line01Keys[15] = {
|
||||
KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5,
|
||||
KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11,
|
||||
KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE
|
||||
};
|
||||
|
||||
|
||||
// Keyboard line 02
|
||||
int line02KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line02KeyWidths[i] = 45;
|
||||
line02KeyWidths[0] = 25; // GRAVE
|
||||
line02KeyWidths[13] = 82; // BACKSPACE
|
||||
int line02Keys[15] = {
|
||||
KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR,
|
||||
KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE,
|
||||
int line02Keys[15] = {
|
||||
KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR,
|
||||
KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE,
|
||||
KEY_ZERO, KEY_MINUS, KEY_EQUAL, KEY_BACKSPACE, KEY_DELETE };
|
||||
|
||||
// Keyboard line 03
|
||||
@ -103,7 +103,7 @@ int main(void)
|
||||
KEY_SPACE, KEY_RIGHT_ALT, 162, KEY_NULL,
|
||||
KEY_RIGHT_CONTROL, KEY_LEFT, KEY_DOWN, KEY_RIGHT
|
||||
};
|
||||
|
||||
|
||||
Vector2 keyboardOffset = { 26, 80 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
@ -128,23 +128,23 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("KEYBOARD LAYOUT: ENG-US", 26, 38, 20, LIGHTGRAY);
|
||||
|
||||
|
||||
// Keyboard line 01 - 15 keys
|
||||
// ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, IMP, CLOSE
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y, (float)line01KeyWidths[i], 30.0f }, line01Keys[i]);
|
||||
recOffsetX += line01KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
|
||||
// Keyboard line 02 - 15 keys
|
||||
// `, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, BACKSPACE, DEL
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + KEY_REC_SPACING, (float)line02KeyWidths[i], 38.0f }, line02Keys[i]);
|
||||
recOffsetX += line02KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
|
||||
// Keyboard line 03 - 15 keys
|
||||
// TAB, Q, W, E, R, T, Y, U, I, O, P, [, ], \, INS
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
@ -324,8 +324,8 @@ static void GuiKeyboardKey(Rectangle bounds, int key)
|
||||
DrawText(GetKeyText(key), (int)(bounds.x + 4), (int)(bounds.y + 4), 10, DARKGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), bounds))
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), bounds))
|
||||
{
|
||||
DrawRectangleRec(bounds, Fade(RED, 0.2f));
|
||||
DrawRectangleLinesEx(bounds, 3.0f, RED);
|
||||
|
||||
@ -111,7 +111,7 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
free(rectangles);
|
||||
RL_FREE(rectangles);
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -43,7 +43,7 @@
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static bool IsUpperBodyBone(const char *boneName);
|
||||
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1,
|
||||
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1,
|
||||
ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -86,7 +86,7 @@ int main(void)
|
||||
int animIndex1 = 3; // Attack animation (index 3)
|
||||
int animCurrentFrame0 = 0;
|
||||
int animCurrentFrame1 = 0;
|
||||
|
||||
|
||||
// Validate indices
|
||||
if (animIndex0 >= animCount) animIndex0 = 0;
|
||||
if (animIndex1 >= animCount) animIndex1 = (animCount > 1) ? 1 : 0;
|
||||
@ -109,7 +109,7 @@ int main(void)
|
||||
// Update animation frames
|
||||
ModelAnimation anim0 = anims[animIndex0];
|
||||
ModelAnimation anim1 = anims[animIndex1];
|
||||
|
||||
|
||||
animCurrentFrame0 = (animCurrentFrame0 + 1)%anim0.keyframeCount;
|
||||
animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.keyframeCount;
|
||||
|
||||
@ -117,11 +117,11 @@ int main(void)
|
||||
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
|
||||
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
|
||||
float blendFactor = (upperBodyBlend? 1.0f : 0.5f);
|
||||
UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0,
|
||||
UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0,
|
||||
&anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
|
||||
|
||||
// raylib provided animation blending function
|
||||
//UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0,
|
||||
//UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0,
|
||||
// anim1, (float)animCurrentFrame1, blendFactor);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -142,8 +142,8 @@ int main(void)
|
||||
// Draw UI
|
||||
DrawText(TextFormat("ANIM 0: %s", anim0.name), 10, 10, 20, GRAY);
|
||||
DrawText(TextFormat("ANIM 1: %s", anim1.name), 10, 40, 20, GRAY);
|
||||
DrawText(TextFormat("[SPACE] Toggle blending mode: %s",
|
||||
upperBodyBlend? "Upper/Lower Body Blending" : "Uniform Blending"),
|
||||
DrawText(TextFormat("[SPACE] Toggle blending mode: %s",
|
||||
upperBodyBlend? "Upper/Lower Body Blending" : "Uniform Blending"),
|
||||
10, GetScreenHeight() - 30, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
@ -180,7 +180,7 @@ static bool IsUpperBodyBone(const char *boneName)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
// Check if bone name contains upper body keywords
|
||||
if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
|
||||
strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
|
||||
@ -189,12 +189,12 @@ static bool IsUpperBodyBone(const char *boneName)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Blend two animations per-bone with selective upper/lower body blending
|
||||
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0,
|
||||
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0,
|
||||
ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend)
|
||||
{
|
||||
// Validate inputs
|
||||
@ -204,59 +204,59 @@ static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int f
|
||||
{
|
||||
// Clamp blend factor to [0, 1]
|
||||
blend = fminf(1.0f, fmaxf(0.0f, blend));
|
||||
|
||||
|
||||
// Ensure frame indices are valid
|
||||
if (frame0 >= anim0->keyframeCount) frame0 = anim0->keyframeCount - 1;
|
||||
if (frame1 >= anim1->keyframeCount) frame1 = anim1->keyframeCount - 1;
|
||||
if (frame0 < 0) frame0 = 0;
|
||||
if (frame1 < 0) frame1 = 0;
|
||||
|
||||
|
||||
// Get bone count (use minimum of all to be safe)
|
||||
int boneCount = model->skeleton.boneCount;
|
||||
if (anim0->boneCount < boneCount) boneCount = anim0->boneCount;
|
||||
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
|
||||
|
||||
|
||||
// Blend each bone
|
||||
for (int boneIndex = 0; boneIndex < boneCount; boneIndex++)
|
||||
{
|
||||
// Determine blend factor for this bone
|
||||
float boneBlendFactor = blend;
|
||||
|
||||
|
||||
// If upper body blending is enabled, use different blend factors for upper vs lower body
|
||||
if (upperBodyBlend)
|
||||
{
|
||||
const char *boneName = model->skeleton.bones[boneIndex].name;
|
||||
bool isUpperBody = IsUpperBodyBone(boneName);
|
||||
|
||||
|
||||
// Upper body: use anim1 (attack), Lower body: use anim0 (walk)
|
||||
// blend = 0.0 means full anim0 (walk), 1.0 means full anim1 (attack)
|
||||
if (isUpperBody) boneBlendFactor = blend; // Upper body: blend towards anim1 (attack)
|
||||
else boneBlendFactor = 1.0f - blend; // Lower body: blend towards anim0 (walk) - invert the blend
|
||||
}
|
||||
|
||||
|
||||
// Get transforms from both animations
|
||||
Transform *bindTransform = &model->skeleton.bindPose[boneIndex];
|
||||
Transform *animTransform0 = &anim0->keyframePoses[frame0][boneIndex];
|
||||
Transform *animTransform1 = &anim1->keyframePoses[frame1][boneIndex];
|
||||
|
||||
|
||||
// Blend the transforms
|
||||
Transform blended = { 0 };
|
||||
blended.translation = Vector3Lerp(animTransform0->translation, animTransform1->translation, boneBlendFactor);
|
||||
blended.rotation = QuaternionSlerp(animTransform0->rotation, animTransform1->rotation, boneBlendFactor);
|
||||
blended.scale = Vector3Lerp(animTransform0->scale, animTransform1->scale, boneBlendFactor);
|
||||
|
||||
|
||||
// Convert bind pose to matrix
|
||||
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
|
||||
QuaternionToMatrix(bindTransform->rotation)),
|
||||
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
|
||||
|
||||
|
||||
// Convert blended transform to matrix
|
||||
Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
|
||||
MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
|
||||
QuaternionToMatrix(blended.rotation)),
|
||||
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
|
||||
|
||||
|
||||
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
|
||||
model->boneMatrices[boneIndex] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
|
||||
}
|
||||
@ -276,7 +276,7 @@ static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int f
|
||||
bool bufferUpdateRequired = false; // Flag to check when anim vertex information is updated
|
||||
|
||||
// Skip if missing bone data or missing anim buffers initialization
|
||||
if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) ||
|
||||
if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) ||
|
||||
(mesh.animVertices == NULL) || (mesh.animNormals == NULL)) continue;
|
||||
|
||||
for (int vCounter = 0; vCounter < vertexValuesCount; vCounter += 3)
|
||||
|
||||
@ -3,7 +3,7 @@
|
||||
* raylib [models] example - animation blending
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 6.0
|
||||
*
|
||||
* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) and reviewed by Ramon Santamaria (@raysan5)
|
||||
@ -57,7 +57,7 @@ int main(void)
|
||||
// WARNING: It requires SUPPORT_GPU_SKINNING enabled on raylib (disabled by default)
|
||||
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
|
||||
|
||||
|
||||
// Assign skinning shader to all materials shaders
|
||||
//for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
|
||||
|
||||
@ -105,7 +105,7 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
|
||||
if (IsKeyPressed(KEY_P)) animPause = !animPause;
|
||||
|
||||
if (!animPause)
|
||||
@ -127,7 +127,7 @@ int main(void)
|
||||
}
|
||||
|
||||
// Set animation transition
|
||||
animTransition = true;
|
||||
animTransition = true;
|
||||
animBlendTimeCounter = 0.0f;
|
||||
animBlendFactor = 0.0f;
|
||||
}
|
||||
@ -182,7 +182,7 @@ int main(void)
|
||||
animCurrentFrame0 += animFrameSpeed0;
|
||||
if (animCurrentFrame0 >= anims[animIndex0].keyframeCount) animCurrentFrame0 = 0.0f;
|
||||
UpdateModelAnimation(model, anims[animIndex0], animCurrentFrame0);
|
||||
//UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||
//UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||
// anims[animIndex1], animCurrentFrame1, 0.0f); // Same as above, first animation frame blend
|
||||
}
|
||||
else if (currentAnimPlaying == 1)
|
||||
@ -191,7 +191,7 @@ int main(void)
|
||||
animCurrentFrame1 += animFrameSpeed1;
|
||||
if (animCurrentFrame1 >= anims[animIndex1].keyframeCount) animCurrentFrame1 = 0.0f;
|
||||
UpdateModelAnimation(model, anims[animIndex1], animCurrentFrame1);
|
||||
//UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||
//UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||
// anims[animIndex1], animCurrentFrame1, 1.0f); // Same as above, second animation frame blend
|
||||
}
|
||||
}
|
||||
@ -213,7 +213,7 @@ int main(void)
|
||||
DrawModel(model, position, 1.0f, WHITE); // Draw animated model
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
|
||||
EndMode3D();
|
||||
|
||||
if (animTransition) DrawText("ANIM TRANSITION BLENDING!", 170, 50, 30, BLUE);
|
||||
@ -221,18 +221,18 @@ int main(void)
|
||||
// Draw UI elements
|
||||
//---------------------------------------------------------------------------------------------
|
||||
if (dropdownEditMode0) GuiDisable();
|
||||
GuiSlider((Rectangle){ 10, 38, 160, 12 },
|
||||
GuiSlider((Rectangle){ 10, 38, 160, 12 },
|
||||
NULL, TextFormat("x%.1f", animFrameSpeed0), &animFrameSpeed0, 0.1f, 2.0f);
|
||||
GuiEnable();
|
||||
if (dropdownEditMode1) GuiDisable();
|
||||
GuiSlider((Rectangle){ GetScreenWidth() - 170.0f, 38, 160, 12 },
|
||||
GuiSlider((Rectangle){ GetScreenWidth() - 170.0f, 38, 160, 12 },
|
||||
TextFormat("%.1fx", animFrameSpeed1), NULL, &animFrameSpeed1, 0.1f, 2.0f);
|
||||
GuiEnable();
|
||||
|
||||
// Draw animation selectors for blending transition
|
||||
// NOTE: Transition does not start until requested
|
||||
// NOTE: Transition does not start until requested
|
||||
GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1);
|
||||
if (GuiDropdownBox((Rectangle){ 10, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
|
||||
if (GuiDropdownBox((Rectangle){ 10, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
|
||||
&animIndex0, dropdownEditMode0)) dropdownEditMode0 = !dropdownEditMode0;
|
||||
|
||||
// Blending process progress bar
|
||||
@ -249,7 +249,7 @@ int main(void)
|
||||
TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
|
||||
&animFrameProgress0, 0.0f, (float)anims[animIndex0].keyframeCount);
|
||||
for (int i = 0; i < anims[animIndex0].keyframeCount; i++)
|
||||
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i),
|
||||
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i),
|
||||
GetScreenHeight() - 60, 1, 20, BLUE);
|
||||
|
||||
// Draw playing timeline with keyframes for anim1[]
|
||||
@ -257,7 +257,7 @@ int main(void)
|
||||
TextFormat("FRAME: %.2f / %i", animFrameProgress1, anims[animIndex1].keyframeCount),
|
||||
&animFrameProgress1, 0.0f, (float)anims[animIndex1].keyframeCount);
|
||||
for (int i = 0; i < anims[animIndex1].keyframeCount; i++)
|
||||
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i),
|
||||
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i),
|
||||
GetScreenHeight() - 30, 1, 20, BLUE);
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
||||
@ -270,7 +270,7 @@ int main(void)
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||
UnloadModel(model); // Unload model and meshes/material
|
||||
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -94,26 +94,26 @@ int main(void)
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, WHITE);
|
||||
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// Draw UI, select anim and playing speed
|
||||
GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1);
|
||||
if (GuiDropdownBox((Rectangle){ 10, 10, 140, 24 }, TextJoin(animNames, animCount, ";"),
|
||||
if (GuiDropdownBox((Rectangle){ 10, 10, 140, 24 }, TextJoin(animNames, animCount, ";"),
|
||||
&animIndex, dropdownEditMode)) dropdownEditMode = !dropdownEditMode;
|
||||
|
||||
GuiSlider((Rectangle){ 260, 10, 500, 24 }, "FRAME SPEED: ", TextFormat("x%.1f", animFrameSpeed),
|
||||
&animFrameSpeed, 0.1f, 2.0f);
|
||||
|
||||
// Draw playing timeline with keyframes
|
||||
GuiLabel((Rectangle){ 10, GetScreenHeight() - 64.0f, GetScreenWidth() - 20.0f, 24 },
|
||||
GuiLabel((Rectangle){ 10, GetScreenHeight() - 64.0f, GetScreenWidth() - 20.0f, 24 },
|
||||
TextFormat("CURRENT FRAME: %.2f / %i", animFrameProgress, anims[animIndex].keyframeCount));
|
||||
GuiProgressBar((Rectangle){ 10, GetScreenHeight() - 40.0f, GetScreenWidth() - 20.0f, 24 }, NULL, NULL,
|
||||
&animFrameProgress, 0.0f, (float)anims[animIndex].keyframeCount);
|
||||
for (int i = 0; i < anims[animIndex].keyframeCount; i++)
|
||||
DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i),
|
||||
DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i),
|
||||
GetScreenHeight() - 40, 1, 24, BLUE);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
@ -60,7 +60,7 @@ int main(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -109,7 +109,7 @@ int main(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Remove the closest voxel if one was hit
|
||||
if (voxelFound)
|
||||
{
|
||||
@ -145,9 +145,9 @@ int main(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
EndMode3D();
|
||||
|
||||
|
||||
// Draw reference point for raycasting to delete blocks
|
||||
DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 4, RED);
|
||||
|
||||
@ -161,7 +161,7 @@ int main(void)
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(cubeModel);
|
||||
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -108,7 +108,7 @@ int main(void)
|
||||
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
|
||||
|
||||
bool showModel = true;
|
||||
Model decalModels[MAX_DECALS] = { 0 };
|
||||
static Model decalModels[MAX_DECALS] = { 0 };
|
||||
int decalCount = 0;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
@ -16,6 +16,7 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "rlgl.h"
|
||||
|
||||
#include <stdlib.h> // Required for: rand()
|
||||
#include <math.h> // Required for: cosf(), sinf()
|
||||
@ -26,8 +27,9 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
// Generate mesh using points
|
||||
static Mesh GenMeshPoints(int numPoints);
|
||||
static Mesh GenMeshPoints(int numPoints); // Generate mesh using points
|
||||
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
|
||||
void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
@ -184,3 +186,30 @@ static Mesh GenMeshPoints(int numPoints)
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
|
||||
// Draw a model points
|
||||
// WARNING: OpenGL ES 2.0 does not support point mode drawing
|
||||
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint)
|
||||
{
|
||||
rlEnablePointMode();
|
||||
rlDisableBackfaceCulling();
|
||||
|
||||
DrawModel(model, position, scale, tint);
|
||||
|
||||
rlEnableBackfaceCulling();
|
||||
rlDisablePointMode();
|
||||
}
|
||||
|
||||
// Draw a model points
|
||||
// WARNING: OpenGL ES 2.0 does not support point mode drawing
|
||||
void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
||||
{
|
||||
rlEnablePointMode();
|
||||
rlDisableBackfaceCulling();
|
||||
|
||||
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
|
||||
|
||||
rlEnableBackfaceCulling();
|
||||
rlDisablePointMode();
|
||||
}
|
||||
|
||||
@ -92,7 +92,7 @@ int main(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
// TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image
|
||||
// TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image
|
||||
// and generate the required cubemap image to be passed to rlLoadTextureCubemap()
|
||||
Image image = LoadImage("resources/skybox.png");
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(image, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
|
||||
@ -41,6 +41,9 @@ int main(void)
|
||||
|
||||
Model model = LoadModel("resources/models/obj/plane.obj"); // Load model
|
||||
Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
|
||||
|
||||
SetTextureWrap(texture, TEXTURE_WRAP_REPEAT); // Force Repeat to avoid issue on Web version
|
||||
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
|
||||
float pitch = 0.0f;
|
||||
|
||||
@ -13,9 +13,9 @@
|
||||
| models/vox/chr_knight.vox | ❔ | ❔ | - |
|
||||
| models/vox/chr_sword.vox | ❔ | ❔ | - |
|
||||
| models/vox/monu9.vox | ❔ | ❔ | - |
|
||||
| billboard.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| billboard.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| cubicmap_atlas.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| cubicmap_atlas.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| heightmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| dresden_square_1k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
||||
| dresden_square_2k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
||||
|
||||
@ -14,7 +14,7 @@ void main()
|
||||
{
|
||||
// Fetch color from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
}
|
||||
|
||||
@ -23,7 +23,7 @@ void main()
|
||||
int boneIndex1 = int(vertexBoneIndices.y);
|
||||
int boneIndex2 = int(vertexBoneIndices.z);
|
||||
int boneIndex3 = int(vertexBoneIndices.w);
|
||||
|
||||
|
||||
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
|
||||
mat4 boneMatrixTransposed0 = mat4(
|
||||
vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
|
||||
@ -45,13 +45,13 @@ void main()
|
||||
vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
|
||||
vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
|
||||
vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
|
||||
|
||||
|
||||
vec4 skinnedPosition =
|
||||
vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
|
||||
|
||||
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
|
||||
@ -12,7 +12,7 @@ void main()
|
||||
{
|
||||
// Fetch color from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
}
|
||||
|
||||
@ -23,7 +23,7 @@ void main()
|
||||
int boneIndex1 = int(vertexBoneIndices.y);
|
||||
int boneIndex2 = int(vertexBoneIndices.z);
|
||||
int boneIndex3 = int(vertexBoneIndices.w);
|
||||
|
||||
|
||||
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
|
||||
mat4 boneMatrixTransposed0 = mat4(
|
||||
vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
|
||||
@ -45,13 +45,13 @@ void main()
|
||||
vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
|
||||
vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
|
||||
vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
|
||||
|
||||
|
||||
vec4 skinnedPosition =
|
||||
vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
|
||||
|
||||
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
|
||||
@ -26,17 +26,17 @@ void main()
|
||||
int boneIndex1 = int(vertexBoneIndices.y);
|
||||
int boneIndex2 = int(vertexBoneIndices.z);
|
||||
int boneIndex3 = int(vertexBoneIndices.w);
|
||||
|
||||
|
||||
vec4 skinnedPosition =
|
||||
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
|
||||
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
|
||||
|
||||
vec4 skinnedNormal =
|
||||
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexNormal, 0.0)) +
|
||||
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
|
||||
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
|
||||
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexNormal, 0.0)) +
|
||||
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexNormal, 0.0)) +
|
||||
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexNormal, 0.0));
|
||||
skinnedNormal.w = 0.0;
|
||||
|
||||
|
||||
@ -58,12 +58,12 @@ void main()
|
||||
float gray = GreyScale(cellColor);
|
||||
|
||||
float n = 4096.0;
|
||||
|
||||
|
||||
// Character set from https://www.shadertoy.com/view/lssGDj
|
||||
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
|
||||
if (gray > 0.2) n = 65600.0; // :
|
||||
if (gray > 0.3) n = 18725316.0; // v
|
||||
if (gray > 0.4) n = 15255086.0; // o
|
||||
if (gray > 0.4) n = 15255086.0; // o
|
||||
if (gray > 0.5) n = 13121101.0; // &
|
||||
if (gray > 0.6) n = 15252014.0; // 8
|
||||
if (gray > 0.7) n = 13195790.0; // @
|
||||
|
||||
@ -12,5 +12,5 @@ void main()
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
#version 100
|
||||
#extension GL_EXT_frag_depth : enable
|
||||
#extension GL_EXT_frag_depth : enable
|
||||
|
||||
precision mediump float;
|
||||
|
||||
@ -14,7 +14,7 @@ uniform vec4 colDiffuse;
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
|
||||
}
|
||||
|
||||
@ -24,13 +24,13 @@ void main()
|
||||
{
|
||||
// Store the fragment position vector in the first gbuffer texture
|
||||
//gPosition = fragPosition;
|
||||
|
||||
|
||||
// Store the per-fragment normals into the gbuffer
|
||||
//gNormal = normalize(fragNormal);
|
||||
|
||||
|
||||
// Store the diffuse per-fragment color
|
||||
gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
|
||||
|
||||
|
||||
// Store specular intensity in gAlbedoSpec's alpha component
|
||||
gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
|
||||
}
|
||||
|
||||
@ -48,7 +48,7 @@ void main()
|
||||
{
|
||||
// Calculate vertex attributes for fragment shader
|
||||
vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
|
||||
fragPosition = worldPos.xyz;
|
||||
fragPosition = worldPos.xyz;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
|
||||
@ -1,7 +1,7 @@
|
||||
#version 100
|
||||
|
||||
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
|
||||
|
||||
|
||||
precision mediump float; // Precision required for OpenGL ES2 (WebGL)
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
|
||||
@ -32,12 +32,12 @@ float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
|
||||
{
|
||||
p.x = abs(p.x);
|
||||
float l = length(p.xy);
|
||||
p.xy = mat2(-c.x, c.y,
|
||||
p.xy = mat2(-c.x, c.y,
|
||||
c.y, c.x)*p.xy;
|
||||
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
|
||||
(p.x>0.0)?p.y:l);
|
||||
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
|
||||
|
||||
|
||||
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
|
||||
vec2 d = abs(q) - w;
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
@ -56,9 +56,9 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
|
||||
}
|
||||
|
||||
vec2 q = vec2(length(ap.yz), ap.x);
|
||||
|
||||
|
||||
float w = sqrt(r*r-h*h);
|
||||
|
||||
|
||||
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : abs(length(q)-r)) - t;
|
||||
}
|
||||
|
||||
@ -110,8 +110,8 @@ vec2 raycast(in vec3 ro, in vec3 rd)
|
||||
if (t>tmax) break;
|
||||
vec2 h = map(ro+rd*t);
|
||||
if (abs(h.x) < (0.0001*t))
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
break;
|
||||
}
|
||||
t += h.x;
|
||||
@ -146,9 +146,9 @@ float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
|
||||
vec3 calcNormal(in vec3 pos)
|
||||
{
|
||||
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
|
||||
return normalize(e.xyy*map(pos + e.xyy).x +
|
||||
e.yyx*map(pos + e.yyx).x +
|
||||
e.yxy*map(pos + e.yxy).x +
|
||||
return normalize(e.xyy*map(pos + e.xyy).x +
|
||||
e.yyx*map(pos + e.yyx).x +
|
||||
e.yxy*map(pos + e.yxy).x +
|
||||
e.xxx*map(pos + e.xxx).x);
|
||||
}
|
||||
|
||||
@ -176,15 +176,15 @@ float checkersGradBox(in vec2 p)
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
|
||||
// xor pattern
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/tdS3DG
|
||||
vec4 render(in vec3 ro, in vec3 rd)
|
||||
{
|
||||
{
|
||||
// background
|
||||
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
|
||||
|
||||
|
||||
// raycast scene
|
||||
vec2 res = raycast(ro,rd);
|
||||
float t = res.x;
|
||||
@ -194,11 +194,11 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
|
||||
vec3 ref = reflect(rd, nor);
|
||||
|
||||
// material
|
||||
|
||||
// material
|
||||
col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
|
||||
float ks = 1.0;
|
||||
|
||||
|
||||
if (m<1.5)
|
||||
{
|
||||
float f = checkersGradBox(3.0*pos.xz);
|
||||
@ -208,7 +208,7 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
|
||||
// lighting
|
||||
float occ = calcAO(pos, nor);
|
||||
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
|
||||
// sun
|
||||
@ -249,7 +249,7 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
dif *= occ;
|
||||
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
|
||||
}
|
||||
|
||||
|
||||
col = lin;
|
||||
|
||||
col = mix(col, vec3(0.7,0.7,0.9), 1.0-exp(-0.0001*t*t*t));
|
||||
@ -289,7 +289,7 @@ void main()
|
||||
color = res.xyz;
|
||||
depth = CalcDepth(rd,res.w);
|
||||
}
|
||||
|
||||
|
||||
gl_FragColor = vec4(color , 1.0);
|
||||
gl_FragDepthEXT = depth;
|
||||
}
|
||||
@ -48,7 +48,7 @@ void main()
|
||||
float normR = float(iter - (iter/55)*55)/55.0;
|
||||
float normG = float(iter - (iter/69)*69)/69.0;
|
||||
float normB = float(iter - (iter/40)*40)/40.0;
|
||||
|
||||
|
||||
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
@ -52,7 +52,7 @@ void main()
|
||||
|
||||
float specCo = 0.0;
|
||||
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent);
|
||||
|
||||
specular += specCo;
|
||||
|
||||
|
||||
@ -21,7 +21,7 @@ void main()
|
||||
// Convert the (normalized) texel color RED component (GB would work, too)
|
||||
// to the palette index by scaling up from [0..1] to [0..255]
|
||||
int index = int(texelColor.r*255.0);
|
||||
|
||||
|
||||
ivec3 color = ivec3(0);
|
||||
|
||||
// NOTE: On GLSL 100 we are not allowed to index a uniform array by a variable value,
|
||||
@ -34,7 +34,7 @@ void main()
|
||||
else if (index == 5) color = palette[5];
|
||||
else if (index == 6) color = palette[6];
|
||||
else if (index == 7) color = palette[7];
|
||||
|
||||
|
||||
//gl_FragColor = texture2D(palette, texelColor.xy); // Alternative to ivec3
|
||||
|
||||
// Calculate final fragment color. Note that the palette color components
|
||||
|
||||
@ -83,11 +83,11 @@ vec3 ComputePBR()
|
||||
{
|
||||
vec3 albedo = texture2D(albedoMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
|
||||
albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
|
||||
|
||||
|
||||
float metallic = clamp(metallicValue, 0.0, 1.0);
|
||||
float roughness = clamp(roughnessValue, 0.0, 1.0);
|
||||
float ao = clamp(aoValue, 0.0, 1.0);
|
||||
|
||||
|
||||
if (useTexMRA == 1)
|
||||
{
|
||||
vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
|
||||
@ -132,18 +132,18 @@ vec3 ComputePBR()
|
||||
vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
|
||||
|
||||
vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
|
||||
|
||||
|
||||
// Difuse and spec light can't be above 1.0
|
||||
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
|
||||
vec3 kD = vec3(1.0) - F;
|
||||
|
||||
|
||||
// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
|
||||
kD *= 1.0 - metallic;
|
||||
lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*float(lights[i].enabled); // Angle of light has impact on result
|
||||
}
|
||||
|
||||
|
||||
vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
|
||||
|
||||
|
||||
return (ambientFinal + lightAccum*ao + emissive);
|
||||
}
|
||||
|
||||
@ -153,7 +153,7 @@ void main()
|
||||
|
||||
// HDR tonemapping
|
||||
color = pow(color, color + vec3(1.0));
|
||||
|
||||
|
||||
// Gamma correction
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
|
||||
@ -60,7 +60,7 @@ void main()
|
||||
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
|
||||
int shadowCounter = 0;
|
||||
const int numSamples = 9;
|
||||
|
||||
|
||||
// PCF (percentage-closer filtering) algorithm:
|
||||
// Instead of testing if just one point is closer to the current point,
|
||||
// we test the surrounding points as well
|
||||
@ -74,7 +74,7 @@ void main()
|
||||
if (curDepth - bias > sampleDepth) shadowCounter++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
|
||||
|
||||
// Add ambient lighting whether in shadow or not
|
||||
|
||||
@ -56,12 +56,12 @@ void main()
|
||||
float gray = GreyScale(cellColor);
|
||||
|
||||
float n = 4096.0;
|
||||
|
||||
|
||||
// Character set from https://www.shadertoy.com/view/lssGDj
|
||||
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
|
||||
if (gray > 0.2) n = 65600.0; // :
|
||||
if (gray > 0.3) n = 18725316.0; // v
|
||||
if (gray > 0.4) n = 15255086.0; // o
|
||||
if (gray > 0.4) n = 15255086.0; // o
|
||||
if (gray > 0.5) n = 13121101.0; // &
|
||||
if (gray > 0.6) n = 15252014.0; // 8
|
||||
if (gray > 0.7) n = 13195790.0; // @
|
||||
|
||||
@ -12,5 +12,5 @@ void main()
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
#version 120
|
||||
|
||||
#extension GL_EXT_frag_depth : enable
|
||||
#extension GL_EXT_frag_depth : enable
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
@ -11,7 +11,7 @@ uniform vec4 colDiffuse;
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
|
||||
gl_FragColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepthEXT = 1.0 - gl_FragCoord.z;
|
||||
}
|
||||
@ -22,13 +22,13 @@ void main()
|
||||
{
|
||||
// Store the fragment position vector in the first gbuffer texture
|
||||
//gPosition = fragPosition;
|
||||
|
||||
|
||||
// Store the per-fragment normals into the gbuffer
|
||||
//gNormal = normalize(fragNormal);
|
||||
|
||||
|
||||
// Store the diffuse per-fragment color
|
||||
gl_FragColor.rgb = texture2D(texture0, fragTexCoord).rgb;
|
||||
|
||||
|
||||
// Store specular intensity in gAlbedoSpec's alpha component
|
||||
gl_FragColor.a = texture2D(specularTexture, fragTexCoord).r;
|
||||
}
|
||||
|
||||
@ -48,7 +48,7 @@ void main()
|
||||
{
|
||||
// Calculate vertex attributes for fragment shader
|
||||
vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
|
||||
fragPosition = worldPos.xyz;
|
||||
fragPosition = worldPos.xyz;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
#version 120
|
||||
|
||||
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
|
||||
#extension GL_EXT_frag_depth : enable // Extension required for writing depth
|
||||
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
@ -30,12 +30,12 @@ float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
|
||||
{
|
||||
p.x = abs(p.x);
|
||||
float l = length(p.xy);
|
||||
p.xy = mat2(-c.x, c.y,
|
||||
p.xy = mat2(-c.x, c.y,
|
||||
c.y, c.x)*p.xy;
|
||||
p.xy = vec2((p.y>0.0 || p.x>0.0)?p.x:l*sign(-c.x),
|
||||
(p.x>0.0)?p.y:l);
|
||||
p.xy = vec2(p.x,abs(p.y-r))-vec2(le,0.0);
|
||||
|
||||
|
||||
vec2 q = vec2(length(max(p.xy,0.0)) + min(0.0,max(p.x,p.y)),p.z);
|
||||
vec2 d = abs(q) - w;
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
@ -54,9 +54,9 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
|
||||
}
|
||||
|
||||
vec2 q = vec2(length(ap.yz), ap.x);
|
||||
|
||||
|
||||
float w = sqrt(r*r-h*h);
|
||||
|
||||
|
||||
return ((h*q.x<w*q.y) ? length(q-vec2(w,h)) : abs(length(q)-r)) - t;
|
||||
}
|
||||
|
||||
@ -108,8 +108,8 @@ vec2 raycast(in vec3 ro, in vec3 rd)
|
||||
if (t>tmax) break;
|
||||
vec2 h = map(ro+rd*t);
|
||||
if (abs(h.x) < (0.0001*t))
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
{
|
||||
res = vec2(t,h.y);
|
||||
break;
|
||||
}
|
||||
t += h.x;
|
||||
@ -144,9 +144,9 @@ float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
|
||||
vec3 calcNormal(in vec3 pos)
|
||||
{
|
||||
vec2 e = vec2(1.0, -1.0)*0.5773*0.0005;
|
||||
return normalize(e.xyy*map(pos + e.xyy).x +
|
||||
e.yyx*map(pos + e.yyx).x +
|
||||
e.yxy*map(pos + e.yxy).x +
|
||||
return normalize(e.xyy*map(pos + e.xyy).x +
|
||||
e.yyx*map(pos + e.yyx).x +
|
||||
e.yxy*map(pos + e.yxy).x +
|
||||
e.xxx*map(pos + e.xxx).x);
|
||||
}
|
||||
|
||||
@ -174,15 +174,15 @@ float checkersGradBox(in vec2 p)
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
|
||||
// xor pattern
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/tdS3DG
|
||||
vec4 render(in vec3 ro, in vec3 rd)
|
||||
{
|
||||
{
|
||||
// background
|
||||
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
|
||||
|
||||
|
||||
// raycast scene
|
||||
vec2 res = raycast(ro,rd);
|
||||
float t = res.x;
|
||||
@ -192,11 +192,11 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
|
||||
vec3 ref = reflect(rd, nor);
|
||||
|
||||
// material
|
||||
|
||||
// material
|
||||
col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
|
||||
float ks = 1.0;
|
||||
|
||||
|
||||
if (m<1.5)
|
||||
{
|
||||
float f = checkersGradBox(3.0*pos.xz);
|
||||
@ -206,7 +206,7 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
|
||||
// lighting
|
||||
float occ = calcAO(pos, nor);
|
||||
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
|
||||
// sun
|
||||
@ -247,7 +247,7 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
dif *= occ;
|
||||
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
|
||||
}
|
||||
|
||||
|
||||
col = lin;
|
||||
|
||||
col = mix(col, vec3(0.7,0.7,0.9), 1.0-exp(-0.0001*t*t*t));
|
||||
|
||||
@ -50,7 +50,7 @@ void main()
|
||||
|
||||
float specCo = 0.0;
|
||||
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent);
|
||||
|
||||
specular += specCo;
|
||||
|
||||
|
||||
@ -81,11 +81,11 @@ vec3 ComputePBR()
|
||||
{
|
||||
vec3 albedo = texture2D(albedoMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
|
||||
albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
|
||||
|
||||
|
||||
float metallic = clamp(metallicValue, 0.0, 1.0);
|
||||
float roughness = clamp(roughnessValue, 0.0, 1.0);
|
||||
float ao = clamp(aoValue, 0.0, 1.0);
|
||||
|
||||
|
||||
if (useTexMRA == 1)
|
||||
{
|
||||
vec4 mra = texture2D(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
|
||||
@ -130,18 +130,18 @@ vec3 ComputePBR()
|
||||
vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
|
||||
|
||||
vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
|
||||
|
||||
|
||||
// Difuse and spec light can't be above 1.0
|
||||
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
|
||||
vec3 kD = vec3(1.0) - F;
|
||||
|
||||
|
||||
// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
|
||||
kD *= 1.0 - metallic;
|
||||
lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*float(lights[i].enabled); // Angle of light has impact on result
|
||||
}
|
||||
|
||||
|
||||
vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
|
||||
|
||||
|
||||
return (ambientFinal + lightAccum*ao + emissive);
|
||||
}
|
||||
|
||||
@ -151,7 +151,7 @@ void main()
|
||||
|
||||
// HDR tonemapping
|
||||
color = pow(color, color + vec3(1.0));
|
||||
|
||||
|
||||
// Gamma correction
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
|
||||
@ -58,7 +58,7 @@ void main()
|
||||
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
|
||||
int shadowCounter = 0;
|
||||
const int numSamples = 9;
|
||||
|
||||
|
||||
// PCF (percentage-closer filtering) algorithm:
|
||||
// Instead of testing if just one point is closer to the current point,
|
||||
// we test the surrounding points as well
|
||||
@ -72,7 +72,7 @@ void main()
|
||||
if (curDepth - bias > sampleDepth) shadowCounter++;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
|
||||
|
||||
// Add ambient lighting whether in shadow or not
|
||||
|
||||
@ -52,12 +52,12 @@ void main()
|
||||
float gray = GreyScale(cellColor);
|
||||
|
||||
int n = 4096;
|
||||
|
||||
|
||||
// Character set from https://www.shadertoy.com/view/lssGDj
|
||||
// Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/
|
||||
if (gray > 0.2) n = 65600; // :
|
||||
if (gray > 0.3) n = 18725316; // v
|
||||
if (gray > 0.4) n = 15255086; // o
|
||||
if (gray > 0.4) n = 15255086; // o
|
||||
if (gray > 0.5) n = 13121101; // &
|
||||
if (gray > 0.6) n = 15252014; // 8
|
||||
if (gray > 0.7) n = 13195790; // @
|
||||
|
||||
@ -20,7 +20,7 @@ void main()
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
// final color is the color from the texture
|
||||
// final color is the color from the texture
|
||||
// times the tint color (colDiffuse)
|
||||
// times the fragment color (interpolated vertex color)
|
||||
finalColor = texelColor*colDiffuse*fragColor;
|
||||
|
||||
@ -14,7 +14,7 @@ out vec4 finalColor;
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
|
||||
finalColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepth = 1.0 - finalColor.z;
|
||||
}
|
||||
|
||||
@ -14,7 +14,7 @@ uniform mat4 matProjection;
|
||||
void main()
|
||||
{
|
||||
vec4 worldPos = matModel*vec4(vertexPosition, 1.0);
|
||||
fragPosition = worldPos.xyz;
|
||||
fragPosition = worldPos.xyz;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
|
||||
|
||||
@ -16,7 +16,7 @@ out vec4 finalColor;
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
|
||||
finalColor = texelColor*colDiffuse*fragColor;
|
||||
gl_FragDepth = finalColor.z;
|
||||
}
|
||||
@ -33,7 +33,7 @@ float sdHorseshoe(in vec3 p, in vec2 c, in float r, in float le, vec2 w)
|
||||
p.xy = mat2(-c.x, c.y, c.y, c.x)*p.xy;
|
||||
p.xy = vec2(((p.y > 0.0) || (p.x > 0.0))? p.x : l*sign(-c.x), (p.x>0.0)? p.y : l);
|
||||
p.xy = vec2(p.x, abs(p.y - r)) - vec2(le, 0.0);
|
||||
|
||||
|
||||
vec2 q = vec2(length(max(p.xy, 0.0)) + min(0.0, max(p.x, p.y)), p.z);
|
||||
vec2 d = abs(q) - w;
|
||||
return min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
|
||||
@ -54,7 +54,7 @@ float sdSixWayCutHollowSphere(vec3 p, float r, float h, float t)
|
||||
|
||||
vec2 q = vec2(length(ap.yz), ap.x);
|
||||
float w = sqrt(r*r-h*h);
|
||||
|
||||
|
||||
return ((h*q.x < w*q.y)? length(q - vec2(w, h)) : abs(length(q) - r)) - t;
|
||||
}
|
||||
|
||||
@ -79,7 +79,7 @@ vec2 map(in vec3 pos)
|
||||
{
|
||||
vec2 res = vec2(sdHorseshoe(pos - vec3(-1.0, 0.08, 1.0), vec2(cos(1.3), sin(1.3)), 0.2, 0.3, vec2(0.03,0.5)), 11.5);
|
||||
res = opU(res, vec2(sdSixWayCutHollowSphere(pos-vec3(0.0, 1.0, 0.0), 4.0, 3.5, 0.5), 4.5));
|
||||
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
@ -105,8 +105,8 @@ vec2 raycast(in vec3 ro, in vec3 rd)
|
||||
if (t > tmax) break;
|
||||
vec2 h = map(ro + rd*t);
|
||||
if (abs(h.x )< (0.0001*t))
|
||||
{
|
||||
res = vec2(t, h.y);
|
||||
{
|
||||
res = vec2(t, h.y);
|
||||
break;
|
||||
}
|
||||
t += h.x;
|
||||
@ -131,9 +131,9 @@ float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
|
||||
t += clamp(h, 0.01, 0.2);
|
||||
if ((res < 0.004) || (t > tmax)) break;
|
||||
}
|
||||
|
||||
|
||||
res = clamp(res, 0.0, 1.0);
|
||||
|
||||
|
||||
return res*res*(3.0-2.0*res);
|
||||
}
|
||||
|
||||
@ -141,9 +141,9 @@ float calcSoftshadow(in vec3 ro, in vec3 rd, in float mint, in float tmax)
|
||||
vec3 calcNormal(in vec3 pos)
|
||||
{
|
||||
vec2 e = vec2(1.0, -1.0)*0.5773*0.0005;
|
||||
return normalize(e.xyy*map(pos + e.xyy).x +
|
||||
e.yyx*map(pos + e.yyx).x +
|
||||
e.yxy*map(pos + e.yxy).x +
|
||||
return normalize(e.xyy*map(pos + e.xyy).x +
|
||||
e.yyx*map(pos + e.yyx).x +
|
||||
e.yxy*map(pos + e.yxy).x +
|
||||
e.xxx*map(pos + e.xxx).x);
|
||||
}
|
||||
|
||||
@ -160,7 +160,7 @@ float calcAO(in vec3 pos, in vec3 nor)
|
||||
sca *= 0.95;
|
||||
if (occ>0.35) break;
|
||||
}
|
||||
|
||||
|
||||
return clamp(1.0 - 3.0*occ, 0.0, 1.0)*(0.5+0.5*nor.y);
|
||||
}
|
||||
|
||||
@ -172,15 +172,15 @@ float checkersGradBox(in vec2 p)
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p - 0.5*w)*0.5)-0.5) - abs(fract((p + 0.5*w)*0.5) - 0.5))/w;
|
||||
// xor pattern
|
||||
return (0.5 - 0.5*i.x*i.y);
|
||||
return (0.5 - 0.5*i.x*i.y);
|
||||
}
|
||||
|
||||
// https://www.shadertoy.com/view/tdS3DG
|
||||
vec4 render(in vec3 ro, in vec3 rd)
|
||||
{
|
||||
{
|
||||
// background
|
||||
vec3 col = vec3(0.7, 0.7, 0.9) - max(rd.y,0.0)*0.3;
|
||||
|
||||
|
||||
// raycast scene
|
||||
vec2 res = raycast(ro,rd);
|
||||
float t = res.x;
|
||||
@ -190,11 +190,11 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = (m<1.5) ? vec3(0.0,1.0,0.0) : calcNormal(pos);
|
||||
vec3 ref = reflect(rd, nor);
|
||||
|
||||
// material
|
||||
|
||||
// material
|
||||
col = 0.2 + 0.2*sin(m*2.0 + vec3(0.0,1.0,2.0));
|
||||
float ks = 1.0;
|
||||
|
||||
|
||||
if (m < 1.5)
|
||||
{
|
||||
float f = checkersGradBox(3.0*pos.xz);
|
||||
@ -204,7 +204,7 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
|
||||
// lighting
|
||||
float occ = calcAO(pos, nor);
|
||||
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
|
||||
// sun
|
||||
@ -245,7 +245,7 @@ vec4 render(in vec3 ro, in vec3 rd)
|
||||
dif *= occ;
|
||||
lin += col*0.25*dif*vec3(1.00,1.00,1.00);
|
||||
}
|
||||
|
||||
|
||||
col = lin;
|
||||
|
||||
col = mix(col, vec3(0.7,0.7,0.9), 1.0-exp(-0.0001*t*t*t));
|
||||
@ -285,7 +285,7 @@ void main()
|
||||
color = res.xyz;
|
||||
depth = CalcDepth(rd,res.w);
|
||||
}
|
||||
|
||||
|
||||
finalColor = vec4(color , 1.0);
|
||||
gl_FragDepth = depth;
|
||||
}
|
||||
@ -54,7 +54,7 @@ void main()
|
||||
|
||||
float specCo = 0.0;
|
||||
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent);
|
||||
|
||||
specular += specCo;
|
||||
|
||||
|
||||
@ -24,7 +24,7 @@ void main()
|
||||
// to the palette index by scaling up from [0..1] to [0..255]
|
||||
int index = int(texelColor.r*255.0);
|
||||
ivec3 color = palette[index];
|
||||
|
||||
|
||||
//finalColor = texture(palette, texelColor.xy); // Alternative to ivec3
|
||||
|
||||
// Calculate final fragment color. Note that the palette color components
|
||||
|
||||
@ -84,11 +84,11 @@ vec3 ComputePBR()
|
||||
{
|
||||
vec3 albedo = texture(albedoMap,vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y)).rgb;
|
||||
albedo = vec3(albedoColor.x*albedo.x, albedoColor.y*albedo.y, albedoColor.z*albedo.z);
|
||||
|
||||
|
||||
float metallic = clamp(metallicValue, 0.0, 1.0);
|
||||
float roughness = clamp(roughnessValue, 0.0, 1.0);
|
||||
float ao = clamp(aoValue, 0.0, 1.0);
|
||||
|
||||
|
||||
if (useTexMRA == 1)
|
||||
{
|
||||
vec4 mra = texture(mraMap, vec2(fragTexCoord.x*tiling.x + offset.x, fragTexCoord.y*tiling.y + offset.y));
|
||||
@ -133,18 +133,18 @@ vec3 ComputePBR()
|
||||
vec3 F = SchlickFresnel(hDotV, baseRefl); // Fresnel proportion of specular reflectance
|
||||
|
||||
vec3 spec = (D*G*F)/(4.0*nDotV*nDotL);
|
||||
|
||||
|
||||
// Difuse and spec light can't be above 1.0
|
||||
// kD = 1.0 - kS diffuse component is equal 1.0 - spec comonent
|
||||
vec3 kD = vec3(1.0) - F;
|
||||
|
||||
|
||||
// Mult kD by the inverse of metallnes, only non-metals should have diffuse light
|
||||
kD *= 1.0 - metallic;
|
||||
lightAccum += ((kD*albedo.rgb/PI + spec)*radiance*nDotL)*lights[i].enabled; // Angle of light has impact on result
|
||||
}
|
||||
|
||||
|
||||
vec3 ambientFinal = (ambientColor + albedo)*ambient*0.5;
|
||||
|
||||
|
||||
return (ambientFinal + lightAccum*ao + emissive);
|
||||
}
|
||||
|
||||
@ -154,7 +154,7 @@ void main()
|
||||
|
||||
// HDR tonemapping
|
||||
color = pow(color, color + vec3(1.0));
|
||||
|
||||
|
||||
// Gamma correction
|
||||
color = pow(color, vec3(1.0/2.2));
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@ uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
|
||||
uniform float time;
|
||||
uniform float time;
|
||||
|
||||
uniform sampler2D perlinNoiseMap;
|
||||
|
||||
|
||||
@ -52,7 +52,7 @@ int main(void)
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
|
||||
// Load model
|
||||
Model model = LoadModel("resources/models/old_car_new.glb");
|
||||
|
||||
@ -61,7 +61,7 @@ int main(void)
|
||||
TextFormat("resources/shaders/glsl%i/cel.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/cel.fs", GLSL_VERSION));
|
||||
celShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(celShader, "viewPos");
|
||||
|
||||
|
||||
// Apply cel shader to model, keep copy of default shader
|
||||
Shader defaultShader = model.materials[0].shader;
|
||||
model.materials[0].shader = celShader;
|
||||
@ -134,16 +134,16 @@ int main(void)
|
||||
// Outline pass: cull front faces, draw extruded back faces as silhouette
|
||||
float thickness = 0.005f;
|
||||
SetShaderValue(outlineShader, outlineThicknessLoc, &thickness, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
|
||||
rlSetCullFace(RL_CULL_FACE_FRONT);
|
||||
|
||||
|
||||
model.materials[0].shader = outlineShader;
|
||||
|
||||
|
||||
DrawModel(model, Vector3Zero(), 0.75f, WHITE);
|
||||
|
||||
|
||||
if (celEnabled) model.materials[0].shader = celShader; // Apply cel shader to model
|
||||
else model.materials[0].shader = defaultShader; // Apply default shader to model
|
||||
|
||||
|
||||
rlSetCullFace(RL_CULL_FACE_BACK);
|
||||
}
|
||||
|
||||
@ -167,7 +167,7 @@ int main(void)
|
||||
UnloadModel(model);
|
||||
UnloadShader(celShader);
|
||||
UnloadShader(outlineShader);
|
||||
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -210,7 +210,7 @@ int main(void)
|
||||
rlClearColor(0, 0, 0, 0);
|
||||
rlClearScreenBuffers(); // Clear color and depth buffer
|
||||
rlDisableColorBlend();
|
||||
|
||||
|
||||
BeginMode3D(camera);
|
||||
// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
|
||||
// will not work, as they won't immediately load the shader program
|
||||
@ -226,7 +226,7 @@ int main(void)
|
||||
}
|
||||
rlDisableShader();
|
||||
EndMode3D();
|
||||
|
||||
|
||||
rlEnableColorBlend();
|
||||
|
||||
// Go back to the default framebufferId (0) and draw our deferred shading
|
||||
|
||||
@ -59,7 +59,7 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
|
||||
|
||||
const int menuWidth = 100;
|
||||
@ -81,7 +81,7 @@ int main(void)
|
||||
{ "Puffer train", { 0.1f, 0.5f } }, { "Glider Gun", { 0.2f, 0.2f } }, { "Breeder", { 0.1f, 0.5f } },
|
||||
{ "Random", { 0.5f, 0.5f } }
|
||||
};
|
||||
|
||||
|
||||
const int numberOfPresets = sizeof(presetPatterns)/sizeof(presetPatterns[0]);
|
||||
|
||||
int zoom = 1;
|
||||
@ -90,7 +90,7 @@ int main(void)
|
||||
int framesPerStep = 1;
|
||||
int frame = 0;
|
||||
|
||||
int preset = -1; // No button pressed for preset
|
||||
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;
|
||||
@ -185,7 +185,7 @@ int main(void)
|
||||
EndTextureMode();
|
||||
imageToDraw = (Image*)RL_MALLOC(sizeof(Image));
|
||||
*imageToDraw = LoadImageFromTexture(worldOnScreen.texture);
|
||||
|
||||
|
||||
UnloadRenderTexture(worldOnScreen);
|
||||
}
|
||||
|
||||
@ -199,9 +199,9 @@ int main(void)
|
||||
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;
|
||||
@ -228,7 +228,7 @@ int main(void)
|
||||
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);
|
||||
@ -256,7 +256,7 @@ int main(void)
|
||||
}
|
||||
|
||||
UnloadImage(pattern);
|
||||
|
||||
|
||||
mode = MODE_PAUSE;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
|
||||
@ -293,7 +293,7 @@ int main(void)
|
||||
// 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 });
|
||||
|
||||
@ -69,7 +69,7 @@ int main(void)
|
||||
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
|
||||
|
||||
DrawCircle(80, 120, 35, DARKBLUE);
|
||||
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
|
||||
DrawCircleGradient((Vector2){ 80.0f, 220.0f }, 60, GREEN, SKYBLUE);
|
||||
DrawCircleLines(80, 340, 80, DARKBLUE);
|
||||
|
||||
|
||||
|
||||
@ -56,6 +56,7 @@ int main(void)
|
||||
// Set the texture tiling using a shader
|
||||
float tiling[2] = { 3.0f, 3.0f };
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION));
|
||||
SetTextureWrap(texture, TEXTURE_WRAP_REPEAT);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
|
||||
model.materials[0].shader = shader;
|
||||
|
||||
|
||||
@ -17,17 +17,21 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <math.h> // Required for: hypot()
|
||||
|
||||
#define MAX_BALLS 5000 // Maximum quantity of balls
|
||||
#define MAX_BALLS 5000 // Maximum quantity of balls
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Ball data type
|
||||
typedef struct Ball {
|
||||
Vector2 pos; // Position
|
||||
Vector2 vel; // Velocity
|
||||
Vector2 ppos; // Previous position
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
Vector2 prevPosition;
|
||||
float radius;
|
||||
float friction;
|
||||
float friction;
|
||||
float elasticity;
|
||||
Color color;
|
||||
bool grabbed;
|
||||
@ -45,24 +49,27 @@ int main(void)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
|
||||
|
||||
Ball balls[MAX_BALLS] = {{
|
||||
.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
|
||||
.vel = { 200, 200 },
|
||||
.ppos = { 0 },
|
||||
Ball *balls = (Ball*)RL_MALLOC(sizeof(Ball)*MAX_BALLS);
|
||||
|
||||
// Init first ball in the array
|
||||
balls[0] = (Ball){
|
||||
.position = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
|
||||
.speed = { 200, 200 },
|
||||
.prevPosition = { 0 },
|
||||
.radius = 40,
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
.color = BLUE,
|
||||
.grabbed = false
|
||||
}};
|
||||
|
||||
};
|
||||
|
||||
int ballCount = 1;
|
||||
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
|
||||
Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
|
||||
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
|
||||
Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
|
||||
|
||||
float gravity = 100; // World gravity
|
||||
float gravity = 100; // World gravity
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
@ -79,8 +86,8 @@ int main(void)
|
||||
for (int i = ballCount - 1; i >= 0; i--)
|
||||
{
|
||||
Ball *ball = &balls[i];
|
||||
pressOffset.x = mousePos.x - ball->pos.x;
|
||||
pressOffset.y = mousePos.y - ball->pos.y;
|
||||
pressOffset.x = mousePos.x - ball->position.x;
|
||||
pressOffset.y = mousePos.y - ball->position.y;
|
||||
|
||||
// If the distance between the ball position and the mouse press position
|
||||
// is less than or equal to the ball radius, the event occurred inside the ball
|
||||
@ -109,9 +116,9 @@ int main(void)
|
||||
if (ballCount < MAX_BALLS)
|
||||
{
|
||||
balls[ballCount++] = (Ball){
|
||||
.pos = mousePos,
|
||||
.vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
|
||||
.ppos = { 0 },
|
||||
.position = mousePos,
|
||||
.speed = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
|
||||
.prevPosition = { 0 },
|
||||
.radius = 20.0f + (float)GetRandomValue(0, 30),
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
@ -126,7 +133,7 @@ int main(void)
|
||||
{
|
||||
for (int i = 0; i < ballCount; i++)
|
||||
{
|
||||
if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
||||
if (!balls[i].grabbed) balls[i].speed = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
||||
}
|
||||
}
|
||||
|
||||
@ -142,49 +149,49 @@ int main(void)
|
||||
if (!ball->grabbed)
|
||||
{
|
||||
// Ball repositioning using the velocity
|
||||
ball->pos.x += ball->vel.x * delta;
|
||||
ball->pos.y += ball->vel.y * delta;
|
||||
ball->position.x += ball->speed.x * delta;
|
||||
ball->position.y += ball->speed.y * delta;
|
||||
|
||||
// Does the ball hit the screen right boundary?
|
||||
if ((ball->pos.x + ball->radius) >= screenWidth)
|
||||
if ((ball->position.x + ball->radius) >= screenWidth)
|
||||
{
|
||||
ball->pos.x = screenWidth - ball->radius; // Ball repositioning
|
||||
ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
|
||||
}
|
||||
ball->position.x = screenWidth - ball->radius; // Ball repositioning
|
||||
ball->speed.x = -ball->speed.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
|
||||
}
|
||||
// Does the ball hit the screen left boundary?
|
||||
else if ((ball->pos.x - ball->radius) <= 0)
|
||||
{
|
||||
ball->pos.x = ball->radius;
|
||||
ball->vel.x = -ball->vel.x*ball->elasticity;
|
||||
else if ((ball->position.x - ball->radius) <= 0)
|
||||
{
|
||||
ball->position.x = ball->radius;
|
||||
ball->speed.x = -ball->speed.x*ball->elasticity;
|
||||
}
|
||||
|
||||
// The same for y axis
|
||||
if ((ball->pos.y + ball->radius) >= screenHeight)
|
||||
if ((ball->position.y + ball->radius) >= screenHeight)
|
||||
{
|
||||
ball->pos.y = screenHeight - ball->radius;
|
||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
||||
}
|
||||
else if ((ball->pos.y - ball->radius) <= 0)
|
||||
{
|
||||
ball->pos.y = ball->radius;
|
||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
||||
ball->position.y = screenHeight - ball->radius;
|
||||
ball->speed.y = -ball->speed.y*ball->elasticity;
|
||||
}
|
||||
else if ((ball->position.y - ball->radius) <= 0)
|
||||
{
|
||||
ball->position.y = ball->radius;
|
||||
ball->speed.y = -ball->speed.y*ball->elasticity;
|
||||
}
|
||||
|
||||
// Friction makes the ball lose 1% of its velocity each frame
|
||||
ball->vel.x = ball->vel.x*ball->friction;
|
||||
ball->speed.x = ball->speed.x*ball->friction;
|
||||
// Gravity affects only the y axis
|
||||
ball->vel.y = ball->vel.y*ball->friction + gravity;
|
||||
ball->speed.y = ball->speed.y*ball->friction + gravity;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ball repositioning using the mouse position
|
||||
ball->pos.x = mousePos.x - pressOffset.x;
|
||||
ball->pos.y = mousePos.y - pressOffset.y;
|
||||
ball->position.x = mousePos.x - pressOffset.x;
|
||||
ball->position.y = mousePos.y - pressOffset.y;
|
||||
|
||||
// While the ball is grabbed, recalculates its velocity
|
||||
ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
|
||||
ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
|
||||
ball->ppos = ball->pos;
|
||||
ball->speed.x = (ball->position.x - ball->prevPosition.x)/delta;
|
||||
ball->speed.y = (ball->position.y - ball->prevPosition.y)/delta;
|
||||
ball->prevPosition = ball->position;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -197,8 +204,8 @@ int main(void)
|
||||
|
||||
for (int i = 0; i < ballCount; i++)
|
||||
{
|
||||
DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
|
||||
DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
|
||||
DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
|
||||
DrawCircleLinesV(balls[i].position, balls[i].radius, BLACK);
|
||||
}
|
||||
|
||||
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
|
||||
@ -214,6 +221,7 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
RL_FREE(balls);
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -50,7 +50,7 @@ int main(void)
|
||||
|
||||
// Circle shapes and lines
|
||||
DrawCircle(screenWidth/5, 120, 35, DARKBLUE);
|
||||
DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE);
|
||||
DrawCircleGradient((Vector2){ screenWidth/5.0f, 220.0f }, 60, GREEN, SKYBLUE);
|
||||
DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
|
||||
DrawEllipse(screenWidth/5, 120, 25, 20, YELLOW);
|
||||
DrawEllipseLines(screenWidth/5, 120, 30, 25, YELLOW);
|
||||
|
||||
Binary file not shown.
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 9.3 KiB |
@ -72,7 +72,7 @@ typedef struct EasingFuncs {
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
// Function used when "no easing" is selected for any axis
|
||||
static float NoEase(float t, float b, float c, float d);
|
||||
static float NoEase(float t, float b, float c, float d);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
|
||||
@ -46,13 +46,13 @@ int main(void)
|
||||
float size = (float)GetScreenHeight();
|
||||
int strokeCount = 0;
|
||||
Vector2 *hilbertPath = LoadHilbertPath(order, size, &strokeCount);
|
||||
|
||||
|
||||
int prevOrder = order;
|
||||
int prevSize = (int)size; // NOTE: Size from slider is float but for comparison we use int
|
||||
int counter = 0;
|
||||
float thick = 2.0f;
|
||||
bool animate = true;
|
||||
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -68,19 +68,19 @@ int main(void)
|
||||
{
|
||||
UnloadHilbertPath(hilbertPath);
|
||||
hilbertPath = LoadHilbertPath(order, size, &strokeCount);
|
||||
|
||||
|
||||
if (animate) counter = 0;
|
||||
else counter = strokeCount;
|
||||
|
||||
|
||||
prevOrder = order;
|
||||
prevSize = (int)size;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//--------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (counter < strokeCount)
|
||||
@ -90,7 +90,7 @@ int main(void)
|
||||
{
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
|
||||
counter += 1;
|
||||
}
|
||||
else
|
||||
@ -101,13 +101,13 @@ int main(void)
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Draw UI using raygui
|
||||
GuiCheckBox((Rectangle){ 450, 50, 20, 20 }, "ANIMATE GENERATION ON CHANGE", &animate);
|
||||
GuiSpinner((Rectangle){ 585, 100, 180, 30 }, "HILBERT CURVE ORDER: ", &order, 2, 8, false);
|
||||
GuiSlider((Rectangle){ 524, 150, 240, 24 }, "THICKNESS: ", NULL, &thick, 1.0f, 10.0f);
|
||||
GuiSlider((Rectangle){ 524, 190, 240, 24 }, "TOTAL SIZE: ", NULL, &size, 10.0f, GetScreenHeight()*1.5f);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------
|
||||
}
|
||||
@ -116,7 +116,7 @@ int main(void)
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadHilbertPath(hilbertPath);
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
return 0;
|
||||
@ -133,14 +133,14 @@ static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount)
|
||||
*strokeCount = N*N;
|
||||
|
||||
Vector2 *hilbertPath = (Vector2 *)RL_CALLOC(*strokeCount, sizeof(Vector2));
|
||||
|
||||
|
||||
for (int i = 0; i < *strokeCount; i++)
|
||||
{
|
||||
hilbertPath[i] = ComputeHilbertStep(order, i);
|
||||
hilbertPath[i].x = hilbertPath[i].x*len + len/2.0f;
|
||||
hilbertPath[i].y = hilbertPath[i].y*len + len/2.0f;
|
||||
}
|
||||
|
||||
|
||||
return hilbertPath;
|
||||
}
|
||||
|
||||
@ -160,7 +160,7 @@ static Vector2 ComputeHilbertStep(int order, int index)
|
||||
[2] = { .x = 1, .y = 1 },
|
||||
[3] = { .x = 1, .y = 0 },
|
||||
};
|
||||
|
||||
|
||||
int hilbertIndex = index&3;
|
||||
Vector2 vect = hilbertPoints[hilbertIndex];
|
||||
float temp = 0.0f;
|
||||
@ -171,7 +171,7 @@ static Vector2 ComputeHilbertStep(int order, int index)
|
||||
index = index >> 2;
|
||||
hilbertIndex = index&3;
|
||||
len = 1 << j;
|
||||
|
||||
|
||||
switch (hilbertIndex)
|
||||
{
|
||||
case 0:
|
||||
@ -191,6 +191,6 @@ static Vector2 ComputeHilbertStep(int order, int index)
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return vect;
|
||||
}
|
||||
|
||||
@ -106,7 +106,7 @@ int main(void)
|
||||
if (generations > 0) rebuild = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (rebuild)
|
||||
{
|
||||
RL_FREE(ls.production); // Free previous production for re-creation
|
||||
@ -118,15 +118,15 @@ int main(void)
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground( RAYWHITE );
|
||||
|
||||
|
||||
if (generations > 0) DrawPenroseLSystem(&ls);
|
||||
|
||||
|
||||
DrawText("penrose l-system", 10, 10, 20, DARKGRAY);
|
||||
DrawText("press up or down to change generations", 10, 30, 20, DARKGRAY);
|
||||
DrawText(TextFormat("generations: %d", generations), 10, 50, 20, DARKGRAY);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
@ -171,11 +171,11 @@ static PenroseLSystem CreatePenroseLSystem(float drawLength)
|
||||
.drawLength = drawLength,
|
||||
.theta = 36.0f // Degrees
|
||||
};
|
||||
|
||||
|
||||
ls.production = (char *)RL_MALLOC(sizeof(char)*STR_MAX_SIZE);
|
||||
ls.production[0] = '\0';
|
||||
strncpy(ls.production, "[X]++[X]++[X]++[X]++[X]", STR_MAX_SIZE);
|
||||
|
||||
|
||||
return ls;
|
||||
}
|
||||
|
||||
@ -211,7 +211,7 @@ static void BuildProductionStep(PenroseLSystem *ls)
|
||||
|
||||
ls->drawLength *= 0.5f;
|
||||
strncpy(ls->production, newProduction, STR_MAX_SIZE);
|
||||
|
||||
|
||||
RL_FREE(newProduction);
|
||||
}
|
||||
|
||||
@ -228,9 +228,9 @@ static void DrawPenroseLSystem(PenroseLSystem *ls)
|
||||
int repeats = 1;
|
||||
int productionLength = (int)strnlen(ls->production, STR_MAX_SIZE);
|
||||
ls->steps += 12;
|
||||
|
||||
|
||||
if (ls->steps > productionLength) ls->steps = productionLength;
|
||||
|
||||
|
||||
for (int i = 0; i < ls->steps; i++)
|
||||
{
|
||||
char step = ls->production[i];
|
||||
@ -244,24 +244,24 @@ static void DrawPenroseLSystem(PenroseLSystem *ls)
|
||||
turtle.origin.y += ls->drawLength*sinf(radAngle);
|
||||
Vector2 startPosScreen = { startPosWorld.x + screenCenter.x, startPosWorld.y + screenCenter.y };
|
||||
Vector2 endPosScreen = { turtle.origin.x + screenCenter.x, turtle.origin.y + screenCenter.y };
|
||||
|
||||
|
||||
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2f));
|
||||
}
|
||||
|
||||
|
||||
repeats = 1;
|
||||
}
|
||||
}
|
||||
else if (step == '+')
|
||||
{
|
||||
for (int j = 0; j < repeats; j++) turtle.angle += ls->theta;
|
||||
|
||||
repeats = 1;
|
||||
}
|
||||
}
|
||||
else if (step == '-')
|
||||
{
|
||||
for (int j = 0; j < repeats; j++) turtle.angle += -ls->theta;
|
||||
|
||||
repeats = 1;
|
||||
}
|
||||
}
|
||||
else if (step == '[') PushTurtleState(turtle);
|
||||
else if (step == ']') turtle = PopTurtleState();
|
||||
else if ((step >= 48) && (step <= 57)) repeats = (int) step - 48;
|
||||
|
||||
@ -341,7 +341,7 @@ static void DrawLightMask(int slot)
|
||||
rlSetBlendMode(BLEND_CUSTOM);
|
||||
|
||||
// If we are valid, then draw the light radius to the alpha mask
|
||||
if (lights[slot].valid) DrawCircleGradient((int)lights[slot].position.x, (int)lights[slot].position.y, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
|
||||
if (lights[slot].valid) DrawCircleGradient(lights[slot].position, lights[slot].outerRadius, ColorAlpha(WHITE, 0), WHITE);
|
||||
|
||||
rlDrawRenderBatchActive();
|
||||
|
||||
|
||||
@ -61,7 +61,7 @@ int main(void)
|
||||
SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
|
||||
|
||||
// Free codepoints, atlas has already been generated
|
||||
free(codepointsNoDups);
|
||||
RL_FREE(codepointsNoDups);
|
||||
|
||||
bool showFontAtlas = false;
|
||||
|
||||
@ -139,7 +139,7 @@ int main(void)
|
||||
static int *CodepointRemoveDuplicates(int *codepoints, int codepointCount, int *codepointsResultCount)
|
||||
{
|
||||
int codepointsNoDupsCount = codepointCount;
|
||||
int *codepointsNoDups = (int *)calloc(codepointCount, sizeof(int));
|
||||
int *codepointsNoDups = (int *)RL_CALLOC(codepointCount, sizeof(int));
|
||||
memcpy(codepointsNoDups, codepoints, codepointCount*sizeof(int));
|
||||
|
||||
// Remove duplicates
|
||||
|
||||
@ -38,12 +38,12 @@ int main(void)
|
||||
|
||||
// Define characters to draw
|
||||
// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
|
||||
const char msg[256] = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
|
||||
const char msg[256] = "!#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// BMFont (AngelCode) : Font data and image atlas have been generated using external program
|
||||
Font fontBm = LoadFont("resources/pixantiqua.fnt");
|
||||
Font fontBm = LoadFont("resources/pixantiqua.fnt"); // Requires "resources/pixantiqua.png"
|
||||
|
||||
// TTF font : Font data and atlas are generated directly from TTF
|
||||
// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
|
||||
|
||||
@ -33,7 +33,7 @@ typedef struct TextParticle {
|
||||
Vector2 ppos; // Previous position
|
||||
float padding;
|
||||
float borderWidth;
|
||||
float friction;
|
||||
float friction;
|
||||
float elasticity;
|
||||
Color color;
|
||||
bool grabbed;
|
||||
@ -118,7 +118,7 @@ int main(void)
|
||||
if (IsKeyDown(KEY_LEFT_SHIFT))
|
||||
{
|
||||
ShatterTextParticle(tp, i, textParticles, &particleCount);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SliceTextParticle(tp, i, TextLength(tp->text)/2, textParticles, &particleCount);
|
||||
@ -158,33 +158,33 @@ int main(void)
|
||||
TextParticle *tp = &textParticles[i];
|
||||
|
||||
// The text particle is not grabbed
|
||||
if (!tp->grabbed)
|
||||
if (!tp->grabbed)
|
||||
{
|
||||
// text particle repositioning using the velocity
|
||||
tp->rect.x += tp->vel.x * delta;
|
||||
tp->rect.y += tp->vel.y * delta;
|
||||
|
||||
// Does the text particle hit the screen right boundary?
|
||||
if ((tp->rect.x + tp->rect.width) >= screenWidth)
|
||||
if ((tp->rect.x + tp->rect.width) >= screenWidth)
|
||||
{
|
||||
tp->rect.x = screenWidth - tp->rect.width; // Text particle repositioning
|
||||
tp->vel.x = -tp->vel.x*tp->elasticity; // Elasticity makes the text particle lose 10% of its velocity on hit
|
||||
}
|
||||
}
|
||||
// Does the text particle hit the screen left boundary?
|
||||
else if (tp->rect.x <= 0)
|
||||
{
|
||||
{
|
||||
tp->rect.x = 0.0f;
|
||||
tp->vel.x = -tp->vel.x*tp->elasticity;
|
||||
}
|
||||
|
||||
// The same for y axis
|
||||
if ((tp->rect.y + tp->rect.height) >= screenHeight)
|
||||
if ((tp->rect.y + tp->rect.height) >= screenHeight)
|
||||
{
|
||||
tp->rect.y = screenHeight - tp->rect.height;
|
||||
tp->vel.y = -tp->vel.y*tp->elasticity;
|
||||
}
|
||||
else if (tp->rect.y <= 0)
|
||||
{
|
||||
}
|
||||
else if (tp->rect.y <= 0)
|
||||
{
|
||||
tp->rect.y = 0.0f;
|
||||
tp->vel.y = -tp->vel.y*tp->elasticity;
|
||||
}
|
||||
@ -264,9 +264,9 @@ int main(void)
|
||||
void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particleCount)
|
||||
{
|
||||
tps[0] = CreateTextParticle(
|
||||
text,
|
||||
GetScreenWidth()/2.0f,
|
||||
GetScreenHeight()/2.0f,
|
||||
text,
|
||||
GetScreenWidth()/2.0f,
|
||||
GetScreenHeight()/2.0f,
|
||||
RAYWHITE
|
||||
);
|
||||
*particleCount = 1;
|
||||
@ -317,7 +317,7 @@ void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *t
|
||||
{
|
||||
int tokenCount = 0;
|
||||
char **tokens = TextSplit(tp->text, charToSlice, &tokenCount);
|
||||
|
||||
|
||||
if (tokenCount > 1)
|
||||
{
|
||||
int textLength = TextLength(tp->text);
|
||||
|
||||
@ -47,7 +47,7 @@ int main(void)
|
||||
// Load bunny texture
|
||||
Texture2D texBunny = LoadTexture("resources/raybunny.png");
|
||||
|
||||
Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
|
||||
Bunny *bunnies = (Bunny *)RL_MALLOC(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
|
||||
|
||||
int bunniesCount = 0; // Bunnies counter
|
||||
|
||||
@ -126,7 +126,7 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
free(bunnies); // Unload bunnies data array
|
||||
RL_FREE(bunnies); // Unload bunnies data array
|
||||
|
||||
UnloadTexture(texBunny); // Unload bunny texture
|
||||
|
||||
|
||||
@ -165,7 +165,7 @@ int main(void)
|
||||
|
||||
// If the mouse is on this preset, highlight it
|
||||
if (mouseInCell == i + 8)
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
|
||||
(presetsSizeY + 2.0f)*(i%2),
|
||||
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
@ -51,7 +51,7 @@ int main(void)
|
||||
{
|
||||
// Unload textures to avoid memory leaks
|
||||
for (int i = 0; i < MAX_TEXTURE_COLLECTION; i++) UnloadTexture(collection[i].texture);
|
||||
|
||||
|
||||
currentCollectionIndex = 0;
|
||||
}
|
||||
|
||||
@ -59,7 +59,7 @@ int main(void)
|
||||
(currentCollectionIndex < MAX_TEXTURE_COLLECTION))
|
||||
{
|
||||
Image image = GetClipboardImage();
|
||||
|
||||
|
||||
if (IsImageValid(image))
|
||||
{
|
||||
collection[currentCollectionIndex].texture = LoadTextureFromImage(image);
|
||||
@ -76,15 +76,15 @@ int main(void)
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
for (int i = 0; i < currentCollectionIndex; i++)
|
||||
{
|
||||
if (IsTextureValid(collection[i].texture))
|
||||
{
|
||||
DrawTexturePro(collection[i].texture,
|
||||
(Rectangle){0,0,collection[i].texture.width, collection[i].texture.height},
|
||||
DrawTexturePro(collection[i].texture,
|
||||
(Rectangle){0,0,collection[i].texture.width, collection[i].texture.height},
|
||||
(Rectangle){collection[i].position.x,collection[i].position.y,collection[i].texture.width, collection[i].texture.height},
|
||||
(Vector2){collection[i].texture.width*0.5f, collection[i].texture.height*0.5f},
|
||||
(Vector2){collection[i].texture.width*0.5f, collection[i].texture.height*0.5f},
|
||||
0.0f, WHITE);
|
||||
}
|
||||
}
|
||||
|
||||
@ -51,8 +51,8 @@ int main(void)
|
||||
// NOTE: We can have up to 256 values for tile ids and for tile fog state,
|
||||
// probably we don't need that many values for fog state, it can be optimized
|
||||
// to use only 2 bits per fog state (reducing size by 4) but logic will be a bit more complex
|
||||
map.tileIds = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
|
||||
map.tileFog = (unsigned char *)calloc(map.tilesX*map.tilesY, sizeof(unsigned char));
|
||||
map.tileIds = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
|
||||
map.tileFog = (unsigned char *)RL_CALLOC(map.tilesX*map.tilesY, sizeof(unsigned char));
|
||||
|
||||
// Load map tiles (generating 2 random tile ids for testing)
|
||||
// NOTE: Map tile ids should be probably loaded from an external map file
|
||||
@ -149,8 +149,8 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
free(map.tileIds); // Free allocated map tile ids
|
||||
free(map.tileFog); // Free allocated map tile fog state
|
||||
RL_FREE(map.tileIds); // Free allocated map tile ids
|
||||
RL_FREE(map.tileFog); // Free allocated map tile fog state
|
||||
|
||||
UnloadRenderTexture(fogOfWar); // Unload render texture
|
||||
|
||||
|
||||
@ -3,7 +3,7 @@
|
||||
* raylib textures example - magnifying glass
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Luke Vaughan (@badram) and reviewed by Ramon Santamaria (@raysan5)
|
||||
@ -29,18 +29,18 @@ int main(void)
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - magnifying glass");
|
||||
|
||||
|
||||
Texture2D bunny = LoadTexture("resources/raybunny.png");
|
||||
Texture2D parrots = LoadTexture("resources/parrots.png");
|
||||
|
||||
|
||||
// Use image draw to generate a mask texture instead of loading it from a file.
|
||||
Image circle = GenImageColor(256, 256, BLANK);
|
||||
ImageDrawCircle(&circle, 128, 128, 128, WHITE);
|
||||
Texture2D mask = LoadTextureFromImage(circle); // Copy the mask image from RAM to VRAM
|
||||
UnloadImage(circle); // Unload the image from RAM
|
||||
|
||||
|
||||
RenderTexture2D magnifiedWorld = LoadRenderTexture(256, 256);
|
||||
|
||||
|
||||
Camera2D camera = { 0 };
|
||||
// Set magnifying glass zoom
|
||||
camera.zoom = 2;
|
||||
@ -71,7 +71,7 @@ int main(void)
|
||||
DrawTexture(parrots, 144, 33, WHITE);
|
||||
DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, BLACK);
|
||||
|
||||
// Render to a the magnifying glass
|
||||
// Render to a the magnifying glass
|
||||
BeginTextureMode(magnifiedWorld);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
|
||||
@ -17,8 +17,6 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h> // Required for: malloc() and free()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -39,26 +37,31 @@ int main(void)
|
||||
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
|
||||
|
||||
// Generate a checked texture by code
|
||||
int width = 960;
|
||||
int height = 480;
|
||||
int imWidth = 960;
|
||||
int imHeight = 480;
|
||||
|
||||
// Dynamic memory allocation to store pixels data (Color type)
|
||||
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
|
||||
// WARNING: Using raylib provided MemAlloc() that uses default raylib
|
||||
// internal memory allocator, so this data can be freed using UnloadImage()
|
||||
// that also uses raylib internal memory de-allocator
|
||||
Color *pixels = (Color *)MemAlloc(imWidth*imHeight*sizeof(Color));
|
||||
|
||||
for (int y = 0; y < height; y++)
|
||||
for (int y = 0; y < imHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < width; x++)
|
||||
for (int x = 0; x < imWidth; x++)
|
||||
{
|
||||
if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE;
|
||||
else pixels[y*width + x] = GOLD;
|
||||
if (((x/32+y/32)/1)%2 == 0) pixels[y*imWidth + x] = ORANGE;
|
||||
else pixels[y*imWidth + x] = GOLD;
|
||||
}
|
||||
}
|
||||
|
||||
// Load pixels data into an image structure and create texture
|
||||
// NOTE: We can assign pixels directly to data because Color is R8G8B8A8
|
||||
// data structure defining that pixelformat, format must be set properly
|
||||
Image checkedIm = {
|
||||
.data = pixels, // We can assign pixels directly to data
|
||||
.width = width,
|
||||
.height = height,
|
||||
.data = pixels,
|
||||
.width = imWidth,
|
||||
.height = imHeight,
|
||||
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
.mipmaps = 1
|
||||
};
|
||||
|
||||
@ -52,7 +52,7 @@ int main(void)
|
||||
float hue = t*t;
|
||||
float saturation = t;
|
||||
float value = t;
|
||||
|
||||
|
||||
palette[i] = ColorFromHSV(250.0f + 150.0f*hue, saturation, value);
|
||||
}
|
||||
|
||||
@ -92,14 +92,14 @@ int main(void)
|
||||
{
|
||||
unsigned int i = x + y*imageWidth;
|
||||
unsigned char colorIndex = indexBuffer[i];
|
||||
|
||||
|
||||
if (colorIndex != 0)
|
||||
{
|
||||
// Move pixel a row above
|
||||
indexBuffer[i] = 0;
|
||||
int moveX = GetRandomValue(0, 2) - 1;
|
||||
int newX = x + moveX;
|
||||
|
||||
|
||||
if ((newX > 0) && (newX < imageWidth))
|
||||
{
|
||||
unsigned int iabove = i - imageWidth + moveX;
|
||||
@ -130,7 +130,7 @@ int main(void)
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextureEx(screenTexture, (Vector2){ 0, 0 }, 0.0f, 2.0f, WHITE);
|
||||
|
||||
@ -34,7 +34,7 @@ int main()
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
|
||||
CloseWindow();
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -19,7 +19,7 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -44,7 +44,7 @@ int main()
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -2960,24 +2960,6 @@
|
||||
<Param name="Color tint" />
|
||||
</Overload>
|
||||
</KeyWord>
|
||||
<KeyWord name="DrawModelPoints" func="yes">
|
||||
<Overload retVal="void" descr="Draw a model as points">
|
||||
<Param name="Model model" />
|
||||
<Param name="Vector3 position" />
|
||||
<Param name="float scale" />
|
||||
<Param name="Color tint" />
|
||||
</Overload>
|
||||
</KeyWord>
|
||||
<KeyWord name="DrawModelPointsEx" func="yes">
|
||||
<Overload retVal="void" descr="Draw a model as points with extended parameters">
|
||||
<Param name="Model model" />
|
||||
<Param name="Vector3 position" />
|
||||
<Param name="Vector3 rotationAxis" />
|
||||
<Param name="float rotationAngle" />
|
||||
<Param name="Vector3 scale" />
|
||||
<Param name="Color tint" />
|
||||
</Overload>
|
||||
</KeyWord>
|
||||
<KeyWord name="DrawBoundingBox" func="yes">
|
||||
<Overload retVal="void" descr="Draw bounding box (wires)">
|
||||
<Param name="BoundingBox box" />
|
||||
@ -3013,7 +2995,7 @@
|
||||
<Param name="Vector2 size" />
|
||||
<Param name="Vector2 origin" />
|
||||
<Param name="float rotation" />
|
||||
<Param name="<22><>_)% " />
|
||||
<Param name="<22><>_)% " />
|
||||
</Overload>
|
||||
</KeyWord>
|
||||
|
||||
|
||||
@ -15,9 +15,9 @@
|
||||
<Param name="float alpha" />
|
||||
</Overload>
|
||||
</KeyWord>
|
||||
|
||||
|
||||
NOTE: Generated XML text should be copied inside raylib\Notepad++\plugins\APIs\c.xml
|
||||
|
||||
|
||||
WARNING: Be careful with functions that split parameters into several lines, it breaks the process!
|
||||
|
||||
LICENSE: zlib/libpng
|
||||
@ -42,13 +42,13 @@ int main(int argc, char *argv[])
|
||||
{
|
||||
FILE *rFile = fopen(argv[1], "rt");
|
||||
FILE *rxmlFile = fopen("raylib_npp.xml", "wt");
|
||||
|
||||
|
||||
if ((rFile == NULL) || (rxmlFile == NULL))
|
||||
{
|
||||
printf("File could not be opened.\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
char *buffer = (char *)calloc(MAX_BUFFER_SIZE, 1);
|
||||
int count = 0;
|
||||
|
||||
@ -56,7 +56,7 @@ int main(int argc, char *argv[])
|
||||
{
|
||||
// Read one full line
|
||||
fgets(buffer, MAX_BUFFER_SIZE, rFile);
|
||||
|
||||
|
||||
if (buffer[0] == '/') fprintf(rxmlFile, " <!--%.*s -->\n", strlen(buffer) - 3, buffer + 2);
|
||||
else if (buffer[0] == '\n') fprintf(rxmlFile, "%s", buffer); // Direct copy of code comments
|
||||
else if (strncmp(buffer, "RLAPI", 5) == 0) // raylib function declaration
|
||||
@ -65,33 +65,33 @@ int main(int argc, char *argv[])
|
||||
char funcTypeAux[64];
|
||||
char funcName[64];
|
||||
char funcDesc[256];
|
||||
|
||||
|
||||
char params[128];
|
||||
char paramType[16][16];
|
||||
char paramName[16][32];
|
||||
|
||||
|
||||
int index = 0;
|
||||
char *ptr = NULL;
|
||||
|
||||
|
||||
sscanf(buffer, "RLAPI %s %[^(]s", funcType, funcName);
|
||||
|
||||
|
||||
if (strcmp(funcType, "const") == 0)
|
||||
{
|
||||
{
|
||||
sscanf(buffer, "RLAPI %s %s %[^(]s", funcType, funcTypeAux, funcName);
|
||||
strcat(funcType, " ");
|
||||
strcat(funcType, funcTypeAux);
|
||||
}
|
||||
|
||||
|
||||
ptr = strchr(buffer, '/');
|
||||
index = (int)(ptr - buffer);
|
||||
|
||||
|
||||
sscanf(buffer + index, "%[^\n]s", funcDesc); // Read function comment after declaration
|
||||
|
||||
|
||||
ptr = strchr(buffer, '(');
|
||||
|
||||
|
||||
if (ptr != NULL) index = (int)(ptr - buffer);
|
||||
else printf("Character not found!\n");
|
||||
|
||||
|
||||
sscanf(buffer + (index + 1), "%[^)]s", params); // Read what's inside '(' and ')'
|
||||
|
||||
// Scan params string for number of func params, type and name
|
||||
@ -102,23 +102,23 @@ int main(int argc, char *argv[])
|
||||
if ((funcName[0] == '*') && (funcName[1] == '*')) fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 2);
|
||||
else if (funcName[0] == '*') fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName + 1);
|
||||
else fprintf(rxmlFile, " <KeyWord name=\"%s\" func=\"yes\">\n", funcName);
|
||||
|
||||
|
||||
fprintf(rxmlFile, " <Overload retVal=\"%s\" descr=\"%s\">", funcType, funcDesc + 3);
|
||||
|
||||
|
||||
bool paramsVoid = false;
|
||||
|
||||
|
||||
char paramConst[8][16];
|
||||
|
||||
while (paramPtr[paramsCount] != NULL)
|
||||
{
|
||||
sscanf(paramPtr[paramsCount], "%s %s\n", paramType[paramsCount], paramName[paramsCount]);
|
||||
|
||||
|
||||
if (strcmp(paramType[paramsCount], "void") == 0)
|
||||
{
|
||||
paramsVoid = true;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
if ((strcmp(paramType[paramsCount], "const") == 0) || (strcmp(paramType[paramsCount], "unsigned") == 0))
|
||||
{
|
||||
sscanf(paramPtr[paramsCount], "%s %s %s\n", paramConst[paramsCount], paramType[paramsCount], paramName[paramsCount]);
|
||||
@ -130,17 +130,17 @@ int main(int argc, char *argv[])
|
||||
paramsCount++;
|
||||
paramPtr[paramsCount] = strtok(NULL, ",");
|
||||
}
|
||||
|
||||
|
||||
fprintf(rxmlFile, "%s</Overload>\n", paramsVoid ? "" : "\n ");
|
||||
fprintf(rxmlFile, " </KeyWord>\n");
|
||||
|
||||
count++;
|
||||
printf("Function processed %02i: %s\n", count, funcName);
|
||||
|
||||
|
||||
memset(buffer, 0, MAX_BUFFER_SIZE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
free(buffer);
|
||||
fclose(rFile);
|
||||
fclose(rxmlFile);
|
||||
|
||||
@ -600,8 +600,6 @@ RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);
|
||||
RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
|
||||
RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
|
||||
RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
|
||||
RLAPI void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
|
||||
RLAPI void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
|
||||
RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
|
||||
RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint); // Draw a billboard texture
|
||||
RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
|
||||
|
||||
211
src/external/cgltf.h
vendored
211
src/external/cgltf.h
vendored
@ -1,7 +1,7 @@
|
||||
/**
|
||||
* cgltf - a single-file glTF 2.0 parser written in C99.
|
||||
*
|
||||
* Version: 1.14
|
||||
* Version: 1.15
|
||||
*
|
||||
* Website: https://github.com/jkuhlmann/cgltf
|
||||
*
|
||||
@ -141,7 +141,7 @@ typedef struct cgltf_memory_options
|
||||
typedef struct cgltf_file_options
|
||||
{
|
||||
cgltf_result(*read)(const struct cgltf_memory_options* memory_options, const struct cgltf_file_options* file_options, const char* path, cgltf_size* size, void** data);
|
||||
void (*release)(const struct cgltf_memory_options* memory_options, const struct cgltf_file_options* file_options, void* data);
|
||||
void (*release)(const struct cgltf_memory_options* memory_options, const struct cgltf_file_options* file_options, void* data, cgltf_size size);
|
||||
void* user_data;
|
||||
} cgltf_file_options;
|
||||
|
||||
@ -296,6 +296,7 @@ typedef enum cgltf_meshopt_compression_filter {
|
||||
cgltf_meshopt_compression_filter_octahedral,
|
||||
cgltf_meshopt_compression_filter_quaternion,
|
||||
cgltf_meshopt_compression_filter_exponential,
|
||||
cgltf_meshopt_compression_filter_color,
|
||||
cgltf_meshopt_compression_filter_max_enum
|
||||
} cgltf_meshopt_compression_filter;
|
||||
|
||||
@ -308,6 +309,7 @@ typedef struct cgltf_meshopt_compression
|
||||
cgltf_size count;
|
||||
cgltf_meshopt_compression_mode mode;
|
||||
cgltf_meshopt_compression_filter filter;
|
||||
cgltf_bool is_khr;
|
||||
} cgltf_meshopt_compression;
|
||||
|
||||
typedef struct cgltf_buffer_view
|
||||
@ -376,13 +378,29 @@ typedef struct cgltf_image
|
||||
cgltf_extension* extensions;
|
||||
} cgltf_image;
|
||||
|
||||
typedef enum cgltf_filter_type {
|
||||
cgltf_filter_type_undefined = 0,
|
||||
cgltf_filter_type_nearest = 9728,
|
||||
cgltf_filter_type_linear = 9729,
|
||||
cgltf_filter_type_nearest_mipmap_nearest = 9984,
|
||||
cgltf_filter_type_linear_mipmap_nearest = 9985,
|
||||
cgltf_filter_type_nearest_mipmap_linear = 9986,
|
||||
cgltf_filter_type_linear_mipmap_linear = 9987
|
||||
} cgltf_filter_type;
|
||||
|
||||
typedef enum cgltf_wrap_mode {
|
||||
cgltf_wrap_mode_clamp_to_edge = 33071,
|
||||
cgltf_wrap_mode_mirrored_repeat = 33648,
|
||||
cgltf_wrap_mode_repeat = 10497
|
||||
} cgltf_wrap_mode;
|
||||
|
||||
typedef struct cgltf_sampler
|
||||
{
|
||||
char* name;
|
||||
cgltf_int mag_filter;
|
||||
cgltf_int min_filter;
|
||||
cgltf_int wrap_s;
|
||||
cgltf_int wrap_t;
|
||||
cgltf_filter_type mag_filter;
|
||||
cgltf_filter_type min_filter;
|
||||
cgltf_wrap_mode wrap_s;
|
||||
cgltf_wrap_mode wrap_t;
|
||||
cgltf_extras extras;
|
||||
cgltf_size extensions_count;
|
||||
cgltf_extension* extensions;
|
||||
@ -500,6 +518,14 @@ typedef struct cgltf_iridescence
|
||||
cgltf_texture_view iridescence_thickness_texture;
|
||||
} cgltf_iridescence;
|
||||
|
||||
typedef struct cgltf_diffuse_transmission
|
||||
{
|
||||
cgltf_texture_view diffuse_transmission_texture;
|
||||
cgltf_float diffuse_transmission_factor;
|
||||
cgltf_float diffuse_transmission_color_factor[3];
|
||||
cgltf_texture_view diffuse_transmission_color_texture;
|
||||
} cgltf_diffuse_transmission;
|
||||
|
||||
typedef struct cgltf_anisotropy
|
||||
{
|
||||
cgltf_float anisotropy_strength;
|
||||
@ -525,6 +551,7 @@ typedef struct cgltf_material
|
||||
cgltf_bool has_sheen;
|
||||
cgltf_bool has_emissive_strength;
|
||||
cgltf_bool has_iridescence;
|
||||
cgltf_bool has_diffuse_transmission;
|
||||
cgltf_bool has_anisotropy;
|
||||
cgltf_bool has_dispersion;
|
||||
cgltf_pbr_metallic_roughness pbr_metallic_roughness;
|
||||
@ -537,6 +564,7 @@ typedef struct cgltf_material
|
||||
cgltf_volume volume;
|
||||
cgltf_emissive_strength emissive_strength;
|
||||
cgltf_iridescence iridescence;
|
||||
cgltf_diffuse_transmission diffuse_transmission;
|
||||
cgltf_anisotropy anisotropy;
|
||||
cgltf_dispersion dispersion;
|
||||
cgltf_texture_view normal_texture;
|
||||
@ -743,6 +771,7 @@ typedef struct cgltf_data
|
||||
{
|
||||
cgltf_file_type file_type;
|
||||
void* file_data;
|
||||
cgltf_size file_size;
|
||||
|
||||
cgltf_asset asset;
|
||||
|
||||
@ -844,6 +873,8 @@ void cgltf_node_transform_world(const cgltf_node* node, cgltf_float* out_matrix)
|
||||
|
||||
const uint8_t* cgltf_buffer_view_data(const cgltf_buffer_view* view);
|
||||
|
||||
const cgltf_accessor* cgltf_find_accessor(const cgltf_primitive* prim, cgltf_attribute_type type, cgltf_int index);
|
||||
|
||||
cgltf_bool cgltf_accessor_read_float(const cgltf_accessor* accessor, cgltf_size index, cgltf_float* out, cgltf_size element_size);
|
||||
cgltf_bool cgltf_accessor_read_uint(const cgltf_accessor* accessor, cgltf_size index, cgltf_uint* out, cgltf_size element_size);
|
||||
cgltf_size cgltf_accessor_read_index(const cgltf_accessor* accessor, cgltf_size index);
|
||||
@ -1071,9 +1102,10 @@ static cgltf_result cgltf_default_file_read(const struct cgltf_memory_options* m
|
||||
return cgltf_result_success;
|
||||
}
|
||||
|
||||
static void cgltf_default_file_release(const struct cgltf_memory_options* memory_options, const struct cgltf_file_options* file_options, void* data)
|
||||
static void cgltf_default_file_release(const struct cgltf_memory_options* memory_options, const struct cgltf_file_options* file_options, void* data, cgltf_size size)
|
||||
{
|
||||
(void)file_options;
|
||||
(void)size;
|
||||
void (*memfree)(void*, void*) = memory_options->free_func ? memory_options->free_func : &cgltf_default_free;
|
||||
memfree(memory_options->user_data, data);
|
||||
}
|
||||
@ -1220,7 +1252,7 @@ cgltf_result cgltf_parse_file(const cgltf_options* options, const char* path, cg
|
||||
}
|
||||
|
||||
cgltf_result (*file_read)(const struct cgltf_memory_options*, const struct cgltf_file_options*, const char*, cgltf_size*, void**) = options->file.read ? options->file.read : &cgltf_default_file_read;
|
||||
void (*file_release)(const struct cgltf_memory_options*, const struct cgltf_file_options*, void* data) = options->file.release ? options->file.release : cgltf_default_file_release;
|
||||
void (*file_release)(const struct cgltf_memory_options*, const struct cgltf_file_options*, void* data, cgltf_size size) = options->file.release ? options->file.release : cgltf_default_file_release;
|
||||
|
||||
void* file_data = NULL;
|
||||
cgltf_size file_size = 0;
|
||||
@ -1234,11 +1266,12 @@ cgltf_result cgltf_parse_file(const cgltf_options* options, const char* path, cg
|
||||
|
||||
if (result != cgltf_result_success)
|
||||
{
|
||||
file_release(&options->memory, &options->file, file_data);
|
||||
file_release(&options->memory, &options->file, file_data, file_size);
|
||||
return result;
|
||||
}
|
||||
|
||||
(*out_data)->file_data = file_data;
|
||||
(*out_data)->file_size = file_size;
|
||||
|
||||
return cgltf_result_success;
|
||||
}
|
||||
@ -1630,8 +1663,8 @@ cgltf_result cgltf_validate(cgltf_data* data)
|
||||
CGLTF_ASSERT_IF((mc->mode == cgltf_meshopt_compression_mode_triangles || mc->mode == cgltf_meshopt_compression_mode_indices) && mc->filter != cgltf_meshopt_compression_filter_none, cgltf_result_invalid_gltf);
|
||||
|
||||
CGLTF_ASSERT_IF(mc->filter == cgltf_meshopt_compression_filter_octahedral && mc->stride != 4 && mc->stride != 8, cgltf_result_invalid_gltf);
|
||||
|
||||
CGLTF_ASSERT_IF(mc->filter == cgltf_meshopt_compression_filter_quaternion && mc->stride != 8, cgltf_result_invalid_gltf);
|
||||
CGLTF_ASSERT_IF(mc->filter == cgltf_meshopt_compression_filter_color && mc->stride != 4 && mc->stride != 8, cgltf_result_invalid_gltf);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1822,7 +1855,7 @@ void cgltf_free(cgltf_data* data)
|
||||
return;
|
||||
}
|
||||
|
||||
void (*file_release)(const struct cgltf_memory_options*, const struct cgltf_file_options*, void* data) = data->file.release ? data->file.release : cgltf_default_file_release;
|
||||
void (*file_release)(const struct cgltf_memory_options*, const struct cgltf_file_options*, void* data, cgltf_size size) = data->file.release ? data->file.release : cgltf_default_file_release;
|
||||
|
||||
data->memory.free_func(data->memory.user_data, data->asset.copyright);
|
||||
data->memory.free_func(data->memory.user_data, data->asset.generator);
|
||||
@ -1857,7 +1890,7 @@ void cgltf_free(cgltf_data* data)
|
||||
|
||||
if (data->buffers[i].data_free_method == cgltf_data_free_method_file_release)
|
||||
{
|
||||
file_release(&data->memory, &data->file, data->buffers[i].data);
|
||||
file_release(&data->memory, &data->file, data->buffers[i].data, data->buffers[i].size);
|
||||
}
|
||||
else if (data->buffers[i].data_free_method == cgltf_data_free_method_memory_free)
|
||||
{
|
||||
@ -2096,7 +2129,7 @@ void cgltf_free(cgltf_data* data)
|
||||
|
||||
data->memory.free_func(data->memory.user_data, data->extensions_required);
|
||||
|
||||
file_release(&data->memory, &data->file, data->file_data);
|
||||
file_release(&data->memory, &data->file, data->file_data, data->file_size);
|
||||
|
||||
data->memory.free_func(data->memory.user_data, data);
|
||||
}
|
||||
@ -2312,11 +2345,58 @@ const uint8_t* cgltf_buffer_view_data(const cgltf_buffer_view* view)
|
||||
return result;
|
||||
}
|
||||
|
||||
const cgltf_accessor* cgltf_find_accessor(const cgltf_primitive* prim, cgltf_attribute_type type, cgltf_int index)
|
||||
{
|
||||
for (cgltf_size i = 0; i < prim->attributes_count; ++i)
|
||||
{
|
||||
const cgltf_attribute* attr = &prim->attributes[i];
|
||||
if (attr->type == type && attr->index == index)
|
||||
return attr->data;
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
static const uint8_t* cgltf_find_sparse_index(const cgltf_accessor* accessor, cgltf_size needle)
|
||||
{
|
||||
const cgltf_accessor_sparse* sparse = &accessor->sparse;
|
||||
const uint8_t* index_data = cgltf_buffer_view_data(sparse->indices_buffer_view);
|
||||
const uint8_t* value_data = cgltf_buffer_view_data(sparse->values_buffer_view);
|
||||
|
||||
if (index_data == NULL || value_data == NULL)
|
||||
return NULL;
|
||||
|
||||
index_data += sparse->indices_byte_offset;
|
||||
value_data += sparse->values_byte_offset;
|
||||
|
||||
cgltf_size index_stride = cgltf_component_size(sparse->indices_component_type);
|
||||
|
||||
cgltf_size offset = 0;
|
||||
cgltf_size length = sparse->count;
|
||||
|
||||
while (length)
|
||||
{
|
||||
cgltf_size rem = length % 2;
|
||||
length /= 2;
|
||||
|
||||
cgltf_size index = cgltf_component_read_index(index_data + (offset + length) * index_stride, sparse->indices_component_type);
|
||||
offset += index < needle ? length + rem : 0;
|
||||
}
|
||||
|
||||
if (offset == sparse->count)
|
||||
return NULL;
|
||||
|
||||
cgltf_size index = cgltf_component_read_index(index_data + offset * index_stride, sparse->indices_component_type);
|
||||
return index == needle ? value_data + offset * accessor->stride : NULL;
|
||||
}
|
||||
|
||||
cgltf_bool cgltf_accessor_read_float(const cgltf_accessor* accessor, cgltf_size index, cgltf_float* out, cgltf_size element_size)
|
||||
{
|
||||
if (accessor->is_sparse)
|
||||
{
|
||||
return 0;
|
||||
const uint8_t* element = cgltf_find_sparse_index(accessor, index);
|
||||
if (element)
|
||||
return cgltf_element_read_float(element, accessor->type, accessor->component_type, accessor->normalized, out, element_size);
|
||||
}
|
||||
if (accessor->buffer_view == NULL)
|
||||
{
|
||||
@ -2460,11 +2540,13 @@ cgltf_bool cgltf_accessor_read_uint(const cgltf_accessor* accessor, cgltf_size i
|
||||
{
|
||||
if (accessor->is_sparse)
|
||||
{
|
||||
return 0;
|
||||
const uint8_t* element = cgltf_find_sparse_index(accessor, index);
|
||||
if (element)
|
||||
return cgltf_element_read_uint(element, accessor->type, accessor->component_type, out, element_size);
|
||||
}
|
||||
if (accessor->buffer_view == NULL)
|
||||
{
|
||||
memset(out, 0, element_size * sizeof( cgltf_uint ));
|
||||
memset(out, 0, element_size * sizeof(cgltf_uint));
|
||||
return 1;
|
||||
}
|
||||
const uint8_t* element = cgltf_buffer_view_data(accessor->buffer_view);
|
||||
@ -2480,7 +2562,9 @@ cgltf_size cgltf_accessor_read_index(const cgltf_accessor* accessor, cgltf_size
|
||||
{
|
||||
if (accessor->is_sparse)
|
||||
{
|
||||
return 0; // This is an error case, but we can't communicate the error with existing interface.
|
||||
const uint8_t* element = cgltf_find_sparse_index(accessor, index);
|
||||
if (element)
|
||||
return cgltf_component_read_index(element, accessor->component_type);
|
||||
}
|
||||
if (accessor->buffer_view == NULL)
|
||||
{
|
||||
@ -2598,7 +2682,10 @@ cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, void* o
|
||||
return accessor->count;
|
||||
}
|
||||
|
||||
index_count = accessor->count < index_count ? accessor->count : index_count;
|
||||
cgltf_size numbers_per_element = cgltf_num_components(accessor->type);
|
||||
cgltf_size available_numbers = accessor->count * numbers_per_element;
|
||||
|
||||
index_count = available_numbers < index_count ? available_numbers : index_count;
|
||||
cgltf_size index_component_size = cgltf_component_size(accessor->component_type);
|
||||
|
||||
if (accessor->is_sparse)
|
||||
@ -2620,15 +2707,23 @@ cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, void* o
|
||||
}
|
||||
element += accessor->offset;
|
||||
|
||||
if (index_component_size == out_component_size && accessor->stride == out_component_size)
|
||||
if (index_component_size == out_component_size && accessor->stride == out_component_size * numbers_per_element)
|
||||
{
|
||||
memcpy(out, element, index_count * index_component_size);
|
||||
return index_count;
|
||||
}
|
||||
|
||||
// Data couldn't be copied with memcpy due to stride being larger than the component size.
|
||||
// OR
|
||||
// The component size of the output array is larger than the component size of the index data, so index data will be padded.
|
||||
switch (out_component_size)
|
||||
{
|
||||
case 1:
|
||||
for (cgltf_size index = 0; index < index_count; index++, element += accessor->stride)
|
||||
{
|
||||
((uint8_t*)out)[index] = (uint8_t)cgltf_component_read_index(element, accessor->component_type);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
for (cgltf_size index = 0; index < index_count; index++, element += accessor->stride)
|
||||
{
|
||||
@ -2642,7 +2737,7 @@ cgltf_size cgltf_accessor_unpack_indices(const cgltf_accessor* accessor, void* o
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
return 0;
|
||||
}
|
||||
|
||||
return index_count;
|
||||
@ -4278,6 +4373,52 @@ static int cgltf_parse_json_iridescence(cgltf_options* options, jsmntok_t const*
|
||||
return i;
|
||||
}
|
||||
|
||||
static int cgltf_parse_json_diffuse_transmission(cgltf_options* options, jsmntok_t const* tokens, int i, const uint8_t* json_chunk, cgltf_diffuse_transmission* out_diff_transmission)
|
||||
{
|
||||
CGLTF_CHECK_TOKTYPE(tokens[i], JSMN_OBJECT);
|
||||
int size = tokens[i].size;
|
||||
++i;
|
||||
|
||||
// Defaults
|
||||
cgltf_fill_float_array(out_diff_transmission->diffuse_transmission_color_factor, 3, 1.0f);
|
||||
out_diff_transmission->diffuse_transmission_factor = 0.f;
|
||||
|
||||
for (int j = 0; j < size; ++j)
|
||||
{
|
||||
CGLTF_CHECK_KEY(tokens[i]);
|
||||
|
||||
if (cgltf_json_strcmp(tokens + i, json_chunk, "diffuseTransmissionFactor") == 0)
|
||||
{
|
||||
++i;
|
||||
out_diff_transmission->diffuse_transmission_factor = cgltf_json_to_float(tokens + i, json_chunk);
|
||||
++i;
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "diffuseTransmissionTexture") == 0)
|
||||
{
|
||||
i = cgltf_parse_json_texture_view(options, tokens, i + 1, json_chunk, &out_diff_transmission->diffuse_transmission_texture);
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "diffuseTransmissionColorFactor") == 0)
|
||||
{
|
||||
i = cgltf_parse_json_float_array(tokens, i + 1, json_chunk, out_diff_transmission->diffuse_transmission_color_factor, 3);
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "diffuseTransmissionColorTexture") == 0)
|
||||
{
|
||||
i = cgltf_parse_json_texture_view(options, tokens, i + 1, json_chunk, &out_diff_transmission->diffuse_transmission_color_texture);
|
||||
}
|
||||
else
|
||||
{
|
||||
i = cgltf_skip_json(tokens, i + 1);
|
||||
}
|
||||
|
||||
if (i < 0)
|
||||
{
|
||||
return i;
|
||||
}
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
static int cgltf_parse_json_anisotropy(cgltf_options* options, jsmntok_t const* tokens, int i, const uint8_t* json_chunk, cgltf_anisotropy* out_anisotropy)
|
||||
{
|
||||
CGLTF_CHECK_TOKTYPE(tokens[i], JSMN_OBJECT);
|
||||
@ -4406,8 +4547,8 @@ static int cgltf_parse_json_sampler(cgltf_options* options, jsmntok_t const* tok
|
||||
(void)options;
|
||||
CGLTF_CHECK_TOKTYPE(tokens[i], JSMN_OBJECT);
|
||||
|
||||
out_sampler->wrap_s = 10497;
|
||||
out_sampler->wrap_t = 10497;
|
||||
out_sampler->wrap_s = cgltf_wrap_mode_repeat;
|
||||
out_sampler->wrap_t = cgltf_wrap_mode_repeat;
|
||||
|
||||
int size = tokens[i].size;
|
||||
++i;
|
||||
@ -4424,28 +4565,28 @@ static int cgltf_parse_json_sampler(cgltf_options* options, jsmntok_t const* tok
|
||||
{
|
||||
++i;
|
||||
out_sampler->mag_filter
|
||||
= cgltf_json_to_int(tokens + i, json_chunk);
|
||||
= (cgltf_filter_type)cgltf_json_to_int(tokens + i, json_chunk);
|
||||
++i;
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "minFilter") == 0)
|
||||
{
|
||||
++i;
|
||||
out_sampler->min_filter
|
||||
= cgltf_json_to_int(tokens + i, json_chunk);
|
||||
= (cgltf_filter_type)cgltf_json_to_int(tokens + i, json_chunk);
|
||||
++i;
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "wrapS") == 0)
|
||||
{
|
||||
++i;
|
||||
out_sampler->wrap_s
|
||||
= cgltf_json_to_int(tokens + i, json_chunk);
|
||||
= (cgltf_wrap_mode)cgltf_json_to_int(tokens + i, json_chunk);
|
||||
++i;
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "wrapT") == 0)
|
||||
{
|
||||
++i;
|
||||
out_sampler->wrap_t
|
||||
= cgltf_json_to_int(tokens + i, json_chunk);
|
||||
= (cgltf_wrap_mode)cgltf_json_to_int(tokens + i, json_chunk);
|
||||
++i;
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "extras") == 0)
|
||||
@ -4766,6 +4907,11 @@ static int cgltf_parse_json_material(cgltf_options* options, jsmntok_t const* to
|
||||
out_material->has_iridescence = 1;
|
||||
i = cgltf_parse_json_iridescence(options, tokens, i + 1, json_chunk, &out_material->iridescence);
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "KHR_materials_diffuse_transmission") == 0)
|
||||
{
|
||||
out_material->has_diffuse_transmission = 1;
|
||||
i = cgltf_parse_json_diffuse_transmission(options, tokens, i + 1, json_chunk, &out_material->diffuse_transmission);
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens + i, json_chunk, "KHR_materials_anisotropy") == 0)
|
||||
{
|
||||
out_material->has_anisotropy = 1;
|
||||
@ -4974,6 +5120,10 @@ static int cgltf_parse_json_meshopt_compression(cgltf_options* options, jsmntok_
|
||||
{
|
||||
out_meshopt_compression->filter = cgltf_meshopt_compression_filter_exponential;
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens+i, json_chunk, "COLOR") == 0)
|
||||
{
|
||||
out_meshopt_compression->filter = cgltf_meshopt_compression_filter_color;
|
||||
}
|
||||
++i;
|
||||
}
|
||||
else
|
||||
@ -5084,6 +5234,12 @@ static int cgltf_parse_json_buffer_view(cgltf_options* options, jsmntok_t const*
|
||||
out_buffer_view->has_meshopt_compression = 1;
|
||||
i = cgltf_parse_json_meshopt_compression(options, tokens, i + 1, json_chunk, &out_buffer_view->meshopt_compression);
|
||||
}
|
||||
else if (cgltf_json_strcmp(tokens+i, json_chunk, "KHR_meshopt_compression") == 0)
|
||||
{
|
||||
out_buffer_view->has_meshopt_compression = 1;
|
||||
out_buffer_view->meshopt_compression.is_khr = 1;
|
||||
i = cgltf_parse_json_meshopt_compression(options, tokens, i + 1, json_chunk, &out_buffer_view->meshopt_compression);
|
||||
}
|
||||
else
|
||||
{
|
||||
i = cgltf_parse_json_unprocessed_extension(options, tokens, i, json_chunk, &(out_buffer_view->extensions[out_buffer_view->extensions_count++]));
|
||||
@ -6629,6 +6785,9 @@ static int cgltf_fixup_pointers(cgltf_data* data)
|
||||
CGLTF_PTRFIXUP(data->materials[i].iridescence.iridescence_texture.texture, data->textures, data->textures_count);
|
||||
CGLTF_PTRFIXUP(data->materials[i].iridescence.iridescence_thickness_texture.texture, data->textures, data->textures_count);
|
||||
|
||||
CGLTF_PTRFIXUP(data->materials[i].diffuse_transmission.diffuse_transmission_texture.texture, data->textures, data->textures_count);
|
||||
CGLTF_PTRFIXUP(data->materials[i].diffuse_transmission.diffuse_transmission_color_texture.texture, data->textures, data->textures_count);
|
||||
|
||||
CGLTF_PTRFIXUP(data->materials[i].anisotropy.anisotropy_texture.texture, data->textures, data->textures_count);
|
||||
}
|
||||
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user