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6 Commits
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b8420d4821
| Author | SHA1 | Date | |
|---|---|---|---|
| b8420d4821 | |||
| 3148206758 | |||
| f711c98bd6 | |||
| adac5f7770 | |||
| bb0c78476c | |||
| 6cf38b6292 |
@ -7,6 +7,8 @@ if(POLICY CMP0072)
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cmake_policy(SET CMP0072 NEW)
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endif()
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set(RAYLIB_DEPENDENCIES "include(CMakeFindDependencyMacro)")
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if (${PLATFORM} MATCHES "Desktop")
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set(PLATFORM_CPP "PLATFORM_DESKTOP")
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@ -120,15 +122,17 @@ elseif ("${PLATFORM}" MATCHES "SDL")
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find_package(SDL3 QUIET)
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if(SDL3_FOUND)
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message(STATUS "Found SDL3 via find_package()")
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set(LIBS_PUBLIC SDL3::SDL3)
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set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)")
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set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
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set(LIBS_PRIVATE SDL3::SDL3)
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add_compile_definitions(USING_SDL3_PACKAGE)
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else()
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# Fallback to SDL2
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find_package(SDL2 REQUIRED)
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message(STATUS "Found SDL2 via find_package()")
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set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
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set(LIBS_PRIVATE SDL2::SDL2)
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set(LIBS_PUBLIC SDL2::SDL2)
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set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)")
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add_compile_definitions(USING_SDL2_PACKAGE)
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endif()
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endif()
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@ -1,2 +1,4 @@
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@PACKAGE_INIT@
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@RAYLIB_DEPENDENCIES@
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include("${CMAKE_CURRENT_LIST_DIR}/raylib-targets.cmake")
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@ -633,6 +633,7 @@ SHADERS = \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_rendering \
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shaders/shaders_depth_rendering \
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shaders/shaders_depth_writing \
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shaders/shaders_eratosthenes_sieve \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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@ -655,8 +656,7 @@ SHADERS = \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_vertex_displacement \
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shaders/shaders_write_depth
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -633,6 +633,7 @@ SHADERS = \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_rendering \
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shaders/shaders_depth_rendering \
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shaders/shaders_depth_writing \
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shaders/shaders_eratosthenes_sieve \
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shaders/shaders_fog_rendering \
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shaders/shaders_hot_reloading \
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@ -655,8 +656,7 @@ SHADERS = \
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shaders/shaders_texture_rendering \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_vertex_displacement \
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shaders/shaders_write_depth
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -1167,7 +1167,11 @@ shaders/shaders_deferred_rendering: shaders/shaders_deferred_rendering.c
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shaders/shaders_depth_rendering: shaders/shaders_depth_rendering.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/depth.fs@resources/shaders/glsl100/depth.fs
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--preload-file shaders/resources/shaders/glsl100/depth_render.fs@resources/shaders/glsl100/depth_render.fs
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shaders/shaders_depth_writing: shaders/shaders_depth_writing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/depth_write.fs@resources/shaders/glsl100/depth_write.fs
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shaders/shaders_eratosthenes_sieve: shaders/shaders_eratosthenes_sieve.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@ -1298,10 +1302,6 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.vs@resources/shaders/glsl100/vertex_displacement.vs \
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
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shaders/shaders_write_depth: shaders/shaders_write_depth.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/write_depth.fs@resources/shaders/glsl100/write_depth.fs
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# Compile AUDIO examples
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audio/audio_mixed_processor: audio/audio_mixed_processor.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@ -203,7 +203,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| [shaders_texture_tiling](shaders/shaders_texture_tiling.c) | <img src="shaders/shaders_texture_tiling.png" alt="shaders_texture_tiling" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Luis Almeida](https://github.com/luis605) |
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| [shaders_shadowmap_rendering](shaders/shaders_shadowmap_rendering.c) | <img src="shaders/shaders_shadowmap_rendering.png" alt="shaders_shadowmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.0 | [TheManTheMythTheGameDev](https://github.com/TheManTheMythTheGameDev) |
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| [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_vertex_displacement" width="80"> | ⭐⭐⭐☆ | 5.0 | 4.5 | [Alex ZH](https://github.com/ZzzhHe) |
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| [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_depth_writing](shaders/shaders_depth_writing.c) | <img src="shaders/shaders_depth_writing.png" alt="shaders_depth_writing" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
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| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
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| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
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||||
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@ -150,7 +150,7 @@ shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin
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shaders;shaders_texture_tiling;★★☆☆;4.5;4.5;2023;2025;"Luis Almeida";@luis605
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shaders;shaders_shadowmap_rendering;★★★★;5.0;5.0;2023;2025;"TheManTheMythTheGameDev";@TheManTheMythTheGameDev
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shaders;shaders_vertex_displacement;★★★☆;5.0;4.5;2023;2025;"Alex ZH";@ZzzhHe
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shaders;shaders_write_depth;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_depth_writing;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
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shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
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||||
shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
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||||
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
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||||
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||||
@ -6,7 +6,7 @@
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||||
*
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||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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||||
* Example contributed by Luís Almeida (@luis605)
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||||
* Example contributed by Luís Almeida (@luis605) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
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* BSD-like license that allows static linking with closed source software
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@ -16,6 +16,7 @@
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||||
********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#if defined(PLATFORM_DESKTOP)
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@ -24,7 +25,14 @@
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||||
#define GLSL_VERSION 100
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#endif
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RenderTexture2D LoadRenderTextureWithDepth(int width, int height);
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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// Load custom render texture with depth texture attached
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static RenderTexture2D LoadRenderTextureDepthTex(int width, int height);
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// Unload render texture from GPU memory (VRAM)
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static void UnloadRenderTextureDepthTex(RenderTexture2D target);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -38,7 +46,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth rendering");
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// Init camera
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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@ -46,16 +54,16 @@ int main(void)
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load an empty render texture with a depth texture
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RenderTexture2D target = LoadRenderTextureWithDepth(screenWidth, screenHeight);
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// Load render texture with a depth texture attached
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth shader and get depth texture shader location
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth.fs", GLSL_VERSION));
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Shader depthShader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_render.fs", GLSL_VERSION));
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int depthLoc = GetShaderLocation(depthShader, "depthTexture");
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int flipTextureLoc = GetShaderLocation(depthShader, "flipY");
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SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
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// Load models
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// Load scene models
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Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
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@ -78,12 +86,14 @@ int main(void)
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ClearBackground(WHITE);
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BeginMode3D(camera);
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DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
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DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
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DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
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EndMode3D();
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EndTextureMode();
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// Draw into screen (main framebuffer)
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BeginDrawing();
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ClearBackground(RAYWHITE);
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|
||||
BeginShaderMode(depthShader);
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SetShaderValueTexture(depthShader, depthLoc, target.depth);
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@ -106,19 +116,24 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadModel(cube); // Unload model
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UnloadModel(floor); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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||||
UnloadRenderTextureDepthTex(target);
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||||
UnloadShader(depthShader); // Unload shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
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||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Load custom render texture, create a writable depth texture buffer
|
||||
static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
||||
{
|
||||
RenderTexture2D target = {0};
|
||||
RenderTexture2D target = { 0 };
|
||||
|
||||
target.id = rlLoadFramebuffer(); // Load an empty framebuffer
|
||||
target.id = rlLoadFramebuffer(); // Load an empty framebuffer
|
||||
|
||||
if (target.id > 0)
|
||||
{
|
||||
@ -131,11 +146,11 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
|
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target.texture.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
|
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target.texture.mipmaps = 1;
|
||||
|
||||
// Create depth texture
|
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// Create depth texture buffer (instead of raylib default renderbuffer)
|
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target.depth.id = rlLoadTextureDepth(width, height, false);
|
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target.depth.width = width;
|
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target.depth.height = height;
|
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target.depth.format = 19; //DEPTH_COMPONENT_24BIT? THIS DOESN'T EXIST IN RAYLIB
|
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target.depth.format = 19; // DEPTH_COMPONENT_24BIT: Not defined in raylib
|
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target.depth.mipmaps = 1;
|
||||
|
||||
// Attach color texture and depth texture to FBO
|
||||
@ -150,4 +165,19 @@ RenderTexture2D LoadRenderTextureWithDepth(int width, int height)
|
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else TRACELOG(LOG_WARNING, "FBO: Framebuffer object can not be created");
|
||||
|
||||
return target;
|
||||
}
|
||||
|
||||
// Unload render texture from GPU memory (VRAM)
|
||||
void UnloadRenderTextureDepthTex(RenderTexture2D target)
|
||||
{
|
||||
if (target.id > 0)
|
||||
{
|
||||
// Color texture attached to FBO is deleted
|
||||
rlUnloadTexture(target.texture.id);
|
||||
rlUnloadTexture(target.depth.id);
|
||||
|
||||
// NOTE: Depth texture is automatically
|
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// queried and deleted before deleting framebuffer
|
||||
rlUnloadFramebuffer(target.id);
|
||||
}
|
||||
}
|
||||
@ -1,6 +1,6 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - write depth
|
||||
* raylib [shaders] example - depth writing
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
@ -20,9 +20,9 @@
|
||||
#include "rlgl.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -44,13 +44,7 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth");
|
||||
|
||||
// The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/write_depth.fs", GLSL_VERSION));
|
||||
|
||||
// Use Customized function to create writable depth texture buffer
|
||||
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {
|
||||
@ -61,6 +55,12 @@ int main(void)
|
||||
.projection = CAMERA_PERSPECTIVE // Camera projection type
|
||||
};
|
||||
|
||||
// Load custom render texture with writable depth texture buffer
|
||||
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
|
||||
|
||||
// Load depth writing shader
|
||||
// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/depth_write.fs", GLSL_VERSION));
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -74,7 +74,7 @@ int main(void)
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw into our custom render texture (framebuffer)
|
||||
// Draw into our custom render texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
|
||||
@ -92,7 +92,9 @@ int main(void)
|
||||
// Draw into screen our custom render texture
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -112,9 +114,8 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Load custom render texture, create a writable depth texture buffer
|
||||
RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
||||
static RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
||||
{
|
||||
RenderTexture2D target = { 0 };
|
||||
|
||||
@ -135,7 +136,7 @@ RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
|
||||
target.depth.id = rlLoadTextureDepth(width, height, false);
|
||||
target.depth.width = width;
|
||||
target.depth.height = height;
|
||||
target.depth.format = 19; //DEPTH_COMPONENT_24BIT?
|
||||
target.depth.format = 19; // DEPTH_COMPONENT_24BIT: Not defined in raylib
|
||||
target.depth.mipmaps = 1;
|
||||
|
||||
// Attach color texture and depth texture to FBO
|
||||
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
File diff suppressed because it is too large
Load Diff
@ -267,7 +267,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_textured_curve", "
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_writing", "examples\shaders_depth_writing.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_depth_rendering", "examples\shaders_depth_rendering.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
|
||||
EndProject
|
||||
|
||||
@ -92,6 +92,7 @@ if (BUILD_SHARED_LIBS)
|
||||
endif ()
|
||||
|
||||
target_link_libraries(raylib PRIVATE $<BUILD_INTERFACE:${LIBS_PRIVATE}>)
|
||||
target_link_libraries(raylib PUBLIC ${LIBS_PUBLIC})
|
||||
|
||||
# Sets some compile time definitions for the pre-processor
|
||||
# If CUSTOMIZE_BUILD option is on you will not use config.h by default
|
||||
|
||||
@ -81,7 +81,7 @@
|
||||
#define Font X11Font // Hack to fix 'Font' name collision
|
||||
// The definition and references to the X11 Font type will be replaced by 'X11Font'
|
||||
// Works as long as the current file consistently references any X11 Font as X11Font
|
||||
// Since it is never referenced (as of writting), this does not pose an issue
|
||||
// Since it is never referenced (as of writing), this does not pose an issue
|
||||
#endif
|
||||
|
||||
#if defined(_GLFW_WAYLAND)
|
||||
|
||||
@ -98,7 +98,7 @@ typedef struct {
|
||||
SDL_GLContext glContext;
|
||||
|
||||
SDL_GameController *gamepad[MAX_GAMEPADS];
|
||||
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids
|
||||
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
|
||||
SDL_Cursor *cursor;
|
||||
bool cursorRelative;
|
||||
} PlatformData;
|
||||
@ -1706,19 +1706,34 @@ void PollInputEvents(void)
|
||||
{
|
||||
int jid = event.jdevice.which; // Joystick device index
|
||||
|
||||
if (CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
|
||||
// check if already added at InitPlatform
|
||||
for (int i = 0; i < MAX_GAMEPADS; ++i)
|
||||
{
|
||||
platform.gamepad[jid] = SDL_GameControllerOpen(jid);
|
||||
platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
|
||||
|
||||
if (platform.gamepad[jid])
|
||||
if (jid == platform.gamepadId[i])
|
||||
{
|
||||
CORE.Input.Gamepad.ready[jid] = true;
|
||||
CORE.Input.Gamepad.axisCount[jid] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
|
||||
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
|
||||
CORE.Input.Gamepad.axisState[jid][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
|
||||
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
|
||||
strncpy(CORE.Input.Gamepad.name[jid], SDL_GameControllerNameForIndex(jid), MAX_GAMEPAD_NAME_LENGTH - 1);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
int nextAvailableSlot = 0;
|
||||
while (nextAvailableSlot < MAX_GAMEPADS && CORE.Input.Gamepad.ready[nextAvailableSlot])
|
||||
{
|
||||
++nextAvailableSlot;
|
||||
}
|
||||
|
||||
if ((nextAvailableSlot < MAX_GAMEPADS) && !CORE.Input.Gamepad.ready[nextAvailableSlot])
|
||||
{
|
||||
platform.gamepad[nextAvailableSlot] = SDL_GameControllerOpen(jid);
|
||||
platform.gamepadId[nextAvailableSlot] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
|
||||
|
||||
if (platform.gamepad[nextAvailableSlot])
|
||||
{
|
||||
CORE.Input.Gamepad.ready[nextAvailableSlot] = true;
|
||||
CORE.Input.Gamepad.axisCount[nextAvailableSlot] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[nextAvailableSlot]));
|
||||
CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
|
||||
CORE.Input.Gamepad.axisState[nextAvailableSlot][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
|
||||
memset(CORE.Input.Gamepad.name[nextAvailableSlot], 0, MAX_GAMEPAD_NAME_LENGTH);
|
||||
strncpy(CORE.Input.Gamepad.name[nextAvailableSlot], SDL_GameControllerNameForIndex(nextAvailableSlot), MAX_GAMEPAD_NAME_LENGTH - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -1746,7 +1761,7 @@ void PollInputEvents(void)
|
||||
{
|
||||
int button = -1;
|
||||
|
||||
switch (event.jbutton.button)
|
||||
switch (event.gbutton.button)
|
||||
{
|
||||
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
||||
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
||||
@ -1774,7 +1789,7 @@ void PollInputEvents(void)
|
||||
{
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (platform.gamepadId[i] == event.jbutton.which)
|
||||
if (platform.gamepadId[i] == event.gbutton.which)
|
||||
{
|
||||
CORE.Input.Gamepad.currentButtonState[i][button] = 1;
|
||||
CORE.Input.Gamepad.lastButtonPressed = button;
|
||||
@ -1787,7 +1802,7 @@ void PollInputEvents(void)
|
||||
{
|
||||
int button = -1;
|
||||
|
||||
switch (event.jbutton.button)
|
||||
switch (event.gbutton.button)
|
||||
{
|
||||
case SDL_CONTROLLER_BUTTON_Y: button = GAMEPAD_BUTTON_RIGHT_FACE_UP; break;
|
||||
case SDL_CONTROLLER_BUTTON_B: button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT; break;
|
||||
@ -1815,7 +1830,7 @@ void PollInputEvents(void)
|
||||
{
|
||||
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||
{
|
||||
if (platform.gamepadId[i] == event.jbutton.which)
|
||||
if (platform.gamepadId[i] == event.gbutton.which)
|
||||
{
|
||||
CORE.Input.Gamepad.currentButtonState[i][button] = 0;
|
||||
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
|
||||
@ -2044,21 +2059,28 @@ int InitPlatform(void)
|
||||
platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
|
||||
}
|
||||
|
||||
for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
|
||||
{
|
||||
platform.gamepad[i] = SDL_GameControllerOpen(i);
|
||||
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
|
||||
int numJoysticks = 0;
|
||||
SDL_JoystickID *joysticks = SDL_GetJoysticks(&numJoysticks); // array of joystick IDs, they do not start from 0
|
||||
|
||||
if (platform.gamepad[i])
|
||||
if (joysticks)
|
||||
{
|
||||
for (int i = 0; (i < numJoysticks) && (i < MAX_GAMEPADS); i++)
|
||||
{
|
||||
CORE.Input.Gamepad.ready[i] = true;
|
||||
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
|
||||
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
|
||||
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
|
||||
platform.gamepad[i] = SDL_GameControllerOpen(joysticks[i]);
|
||||
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
|
||||
|
||||
if (platform.gamepad[i])
|
||||
{
|
||||
CORE.Input.Gamepad.ready[i] = true;
|
||||
CORE.Input.Gamepad.axisCount[i] = SDL_JoystickNumAxes(SDL_GameControllerGetJoystick(platform.gamepad[i]));
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_LEFT_TRIGGER] = -1.0f;
|
||||
CORE.Input.Gamepad.axisState[i][GAMEPAD_AXIS_RIGHT_TRIGGER] = -1.0f;
|
||||
strncpy(CORE.Input.Gamepad.name[i], SDL_GameControllerNameForIndex(i), MAX_GAMEPAD_NAME_LENGTH - 1);
|
||||
CORE.Input.Gamepad.name[i][MAX_GAMEPAD_NAME_LENGTH - 1] = '\0';
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
|
||||
}
|
||||
else TRACELOG(LOG_WARNING, "PLATFORM: Unable to open game controller [ERROR: %s]", SDL_GetError());
|
||||
SDL_free(joysticks);
|
||||
}
|
||||
|
||||
// Disable mouse events being interpreted as touch events
|
||||
|
||||
@ -163,7 +163,7 @@ Example elements validated:
|
||||
| shaders_texture_tiling | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_shadowmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_vertex_displacement | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_write_depth | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_depth_writing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_basic_pbr | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_lightmap_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_rounded_rectangle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
||||
Reference in New Issue
Block a user