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4 Commits
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5e8118daf2
| Author | SHA1 | Date | |
|---|---|---|---|
| 5e8118daf2 | |||
| bc2057345b | |||
| f2a900a60d | |||
| 3adfde42f7 |
@ -60,6 +60,8 @@ int main(void)
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
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const int menuWidth = 100;
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const int windowWidth = screenWidth - menuWidth;
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@ -80,10 +82,9 @@ int main(void)
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{ "Puffer train", "puffer_train", { 0.1f, 0.5f } }, { "Glider Gun", "glider_gun", { 0.2f, 0.2f } }, { "Breeder", "breeder", { 0.1f, 0.5f } },
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{ "Random", "", { 0.5f, 0.5f } }
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};
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const int numberOfPresets = sizeof(presetPatterns) / sizeof(presetPatterns[0]);
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const int numberOfPresets = sizeof(presetPatterns)/sizeof(presetPatterns[0]);
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// Variable declaration
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//--------------------------------------------------------------------------------------
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int zoom = 1;
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float offsetX = (worldWidth - windowWidth)/2.0f; // Centered on window
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float offsetY = (worldHeight - windowHeight)/2.0f; // Centered on window
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@ -97,8 +98,6 @@ int main(void)
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bool buttonFaster = false;
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bool buttonSlower = false;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
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// Load shader
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Shader shdrGameOfLife = LoadShader(0, TextFormat("resources/shaders/glsl%i/game_of_life.fs", GLSL_VERSION));
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@ -115,7 +114,7 @@ int main(void)
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EndTextureMode();
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Image startPattern = LoadImage("resources/game_of_life/r_pentomino.png");
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UpdateTextureRec(world2.texture, (Rectangle) { worldWidth / 2.0f, worldHeight / 2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
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UpdateTextureRec(world2.texture, (Rectangle){ worldWidth/2.0f, worldHeight/2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
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UnloadImage(startPattern);
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// Pointers to the two textures, to be swapped
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@ -143,10 +142,8 @@ int main(void)
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const float centerX = offsetX + (windowWidth/2.0f)/zoom;
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const float centerY = offsetY + (windowHeight/2.0f)/zoom;
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if (buttonZoomIn || (mouseWheelMove > 0.0f))
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zoom *= 2;
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if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1))
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zoom /= 2;
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if (buttonZoomIn || (mouseWheelMove > 0.0f)) zoom *= 2;
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if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1)) zoom /= 2;
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offsetX = centerX - (windowWidth/2.0f)/zoom;
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offsetY = centerY - (windowHeight/2.0f)/zoom;
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}
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@ -156,7 +153,6 @@ int main(void)
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if (buttonSlower) framesPerStep++;
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// Mouse management
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//----------------------------------------------------------------------------------
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if ((mode == MODE_RUN) || (mode == MODE_PAUSE))
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{
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FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
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@ -177,10 +173,8 @@ int main(void)
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const float offsetDecimalY = offsetY - floorf(offsetY);
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int sizeInWorldX = (int)(ceilf((float)(windowWidth + offsetDecimalX*zoom)/zoom));
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int sizeInWorldY = (int)(ceilf((float)(windowHeight + offsetDecimalY*zoom)/zoom));
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if (offsetX + sizeInWorldX >= worldWidth)
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sizeInWorldX = worldWidth - (int)floorf(offsetX);
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if (offsetY + sizeInWorldY >= worldHeight)
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sizeInWorldY = worldHeight - (int)floorf(offsetY);
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if (offsetX + sizeInWorldX >= worldWidth) sizeInWorldX = worldWidth - (int)floorf(offsetX);
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if (offsetY + sizeInWorldY >= worldHeight) sizeInWorldY = worldHeight - (int)floorf(offsetY);
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// Create image to draw if not created yet
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if (imageToDraw == NULL)
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@ -192,6 +186,7 @@ int main(void)
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EndTextureMode();
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imageToDraw = (Image*)RL_MALLOC(sizeof(Image));
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*imageToDraw = LoadImageFromTexture(worldOnScreen.texture);
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UnloadRenderTexture(worldOnScreen);
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}
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@ -201,32 +196,30 @@ int main(void)
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{
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int mouseX = (int)(mousePosition.x + offsetDecimalX*zoom)/zoom;
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int mouseY = (int)(mousePosition.y + offsetDecimalY*zoom)/zoom;
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if (mouseX >= sizeInWorldX)
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mouseX = sizeInWorldX - 1;
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if (mouseY >= sizeInWorldY)
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mouseY = sizeInWorldY - 1;
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if (firstColor == -1)
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firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
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if (mouseX >= sizeInWorldX) mouseX = sizeInWorldX - 1;
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if (mouseY >= sizeInWorldY) mouseY = sizeInWorldY - 1;
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if (firstColor == -1) firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
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const int prevColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
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ImageDrawPixel(imageToDraw, mouseX, mouseY, (firstColor) ? BLACK : RAYWHITE);
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if (prevColor != firstColor)
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UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data);
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if (prevColor != firstColor) UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data);
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}
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else
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firstColor = -1;
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else firstColor = -1;
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}
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// Load selected preset
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//----------------------------------------------------------------------------------
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if (preset >= 0)
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{
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Image pattern;
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if (preset < numberOfPresets - 1) // Preset with pattern image lo load
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{
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pattern = LoadImage(TextFormat("resources/game_of_life/%s.png", presetPatterns[preset].fileName));
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BeginTextureMode(*currentWorld);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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UpdateTextureRec(currentWorld->texture, (Rectangle){ worldWidth*presetPatterns[preset].position.x - pattern.width/2.0f,
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worldHeight*presetPatterns[preset].position.y - pattern.height/2.0f,
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(float)(pattern.width), (float)(pattern.height) }, pattern.data);
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@ -240,9 +233,12 @@ int main(void)
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{
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ImageClearBackground(&pattern, RAYWHITE);
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for (int x = 0; x < pattern.width; x++)
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{
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for (int y = 0; y < pattern.height; y++)
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if (GetRandomValue(0, 100) < 15)
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ImageDrawPixel(&pattern, x, y, BLACK);
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{
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if (GetRandomValue(0, 100) < 15) ImageDrawPixel(&pattern, x, y, BLACK);
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}
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}
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UpdateTextureRec(currentWorld->texture,
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(Rectangle){ (float)(pattern.width*i), (float)(pattern.height*j),
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(float)(pattern.width), (float)(pattern.height) }, pattern.data);
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@ -251,26 +247,25 @@ int main(void)
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}
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UnloadImage(pattern);
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mode = MODE_PAUSE;
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offsetX = worldWidth * presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
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offsetY = worldHeight * presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
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offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
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offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
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}
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// Check window draw inside world limits
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if (offsetX < 0) offsetX = 0;
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if (offsetY < 0) offsetY = 0;
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if (offsetX > worldWidth - (float)(windowWidth)/zoom)
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offsetX = worldWidth - (float)(windowWidth)/zoom;
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if (offsetY > worldHeight - (float)(windowHeight)/zoom)
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offsetY = worldHeight - (float)(windowHeight)/zoom;
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if (offsetX > worldWidth - (float)(windowWidth)/zoom) offsetX = worldWidth - (float)(windowWidth)/zoom;
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if (offsetY > worldHeight - (float)(windowHeight)/zoom) offsetY = worldHeight - (float)(windowHeight)/zoom;
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// Rectangles for drawing texture portion to screen
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//----------------------------------------------------------------------------------
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const Rectangle textureSourceToScreen = { offsetX, offsetY, (float)windowWidth/zoom, (float)windowHeight/zoom };
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//----------------------------------------------------------------------------------
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// Draw to texture
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//----------------------------------------------------------------------------------
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if ((mode == MODE_RUN) && ((frame % framesPerStep) == 0))
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if ((mode == MODE_RUN) && ((frame%framesPerStep) == 0))
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{
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// Swap worlds
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RenderTexture2D *tempWorld = currentWorld;
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@ -284,10 +279,12 @@ int main(void)
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EndShaderMode();
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EndTextureMode();
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}
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//----------------------------------------------------------------------------------
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// Draw to screen
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//----------------------------------------------------------------------------------
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BeginDrawing();
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DrawTexturePro(currentWorld->texture, textureSourceToScreen, textureOnScreen, (Vector2){ 0, 0 }, 0.0f, WHITE);
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DrawLine(windowWidth, 0, windowWidth, screenHeight, (Color){ 218, 218, 218, 255 });
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@ -301,8 +298,7 @@ int main(void)
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DrawText("Presets", 710, 58, 8, GRAY);
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preset = -1;
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for (int i = 0; i < numberOfPresets; i++)
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if (GuiButton((Rectangle){ 710.0f, 70.0f + 18*i, 80.0f, 16.0f }, presetPatterns[i].name))
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preset = i;
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if (GuiButton((Rectangle){ 710.0f, 70.0f + 18*i, 80.0f, 16.0f }, presetPatterns[i].name)) preset = i;
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GuiToggleGroup((Rectangle){ 710, 258, 80, 16 }, "Run\nPause\nDraw", &mode);
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@ -314,8 +310,6 @@ int main(void)
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buttonFaster = GuiButton((Rectangle){ 710, 382, 80, 16 }, "Faster");
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buttonSlower = GuiButton((Rectangle){ 710, 400, 80, 16 }, "Slower");
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//------------------------------------------------------------------------------
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DrawFPS(712, 426);
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EndDrawing();
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27
src/rcore.c
27
src/rcore.c
@ -1742,8 +1742,33 @@ int GetRandomValue(int min, int max)
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{
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TRACELOG(LOG_WARNING, "Invalid GetRandomValue() arguments, range should not be higher than %i", RAND_MAX);
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}
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// NOTE: This one-line approach produces a non-uniform distribution,
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// as stated by Donald Knuth in the book The Art of Programming, so
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// using below approach for more uniform results
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//value = (rand()%(abs(max - min) + 1) + min);
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value = (rand()%(abs(max - min) + 1) + min);
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// More uniform range solution
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int range = (max - min) + 1;
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// Degenerate/overflow case: fall back to min (same behavior as "always min" instead of UB)
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if (range <= 0) value = min;
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else
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{
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// Rejection sampling to get a uniform integer in [min, max]
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unsigned long c = (unsigned long)RAND_MAX + 1UL; // number of possible rand() results
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unsigned long m = (unsigned long)range; // size of the target interval
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unsigned long t = c - (c%m); // largest multiple of m <= c
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unsigned long r = 0;
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for (;;)
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{
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r = (unsigned long)rand();
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if (r < t) break; // Only accept values within the fair region
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}
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value = min + (int)(r%m);
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}
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#endif
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return value;
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}
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@ -3384,10 +3384,12 @@ unsigned int rlLoadTexture(const void *data, int width, int height, int format,
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#if defined(GRAPHICS_API_OPENGL_33)
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if (mipmapCount > 1)
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{
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// Activate Trilinear filtering if mipmaps are available
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// Activate trilinear filtering if mipmaps are available
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount); // Required for user-defined mip count
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// Define thee maximum number of mipmap levels to be used, 0 is default texture size
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmapCount - 1);
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}
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#endif
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