40 Commits

Author SHA1 Message Date
Ray
17aec580f8 Merge pull request #5096 from wileyanderssen/master
removed unneeded comma
2025-08-07 19:01:53 +02:00
c6171d339c removed unneeded comma
hope this gets merged
2025-08-07 19:55:46 +03:00
Ray
df40357f19 Update linux.yml 2025-08-07 18:37:11 +02:00
Ray
570082deba WARNING: **NEW** raylib code CONVENTION: Comments do not end with '.' 2025-08-07 18:23:20 +02:00
Ray
6792e6e2dd Updated required files for new example: shaders_normalmap 2025-08-07 17:50:18 +02:00
Ray
2365ac8def REVIEWED: Example shaders_normalmap #5032 2025-08-07 17:31:11 +02:00
Ray
54473e2c2b REVIEWED: Example shaders_normalmap, it crashes #5032 2025-08-07 17:28:25 +02:00
Ray
47d1cc200d Merge branch 'master' of https://github.com/raysan5/raylib 2025-08-07 17:19:39 +02:00
Ray
8da4887c2d Update examples_list.txt 2025-08-07 17:19:27 +02:00
Ray
ea3932949c Merge pull request #5032 from Sir-Irk/normalmap_example
[examples] New example: `shaders_normalmap`
2025-08-07 17:17:29 +02:00
Ray
a06962ee38 Merge branch 'master' into normalmap_example 2025-08-07 17:17:12 +02:00
Ray
c19c6fc6e0 Merge pull request #5093 from maiconpintoabreu/check-newname-category
[remx] Add check for category on new name
2025-08-07 17:14:45 +02:00
Ray
948b48430d Merge pull request #5092 from maiconpintoabreu/fix-rename-missing-newname
[remx] Add warning for missing new name to avoid segmentation fault
2025-08-07 17:13:27 +02:00
Ray
881c68e323 Merge pull request #5091 from Auios/patch-2
fix: buffer overflow in jar_mod.h memcopy
2025-08-07 17:13:00 +02:00
Ray
ca61b8d555 Merge pull request #5090 from Auios/patch-1
Remove binding link for https://github.com/Rabios/raylib-v7
2025-08-07 17:09:20 +02:00
Ray
f0889a74fe EXAMPLES: Format tweaks 2025-08-07 17:08:22 +02:00
Ray
9f07cfe0b7 Update textures_image_kernel.c 2025-08-07 17:08:02 +02:00
Ray
f02c7fca8a Update shapes_double_pendulum.c 2025-08-07 17:07:45 +02:00
Ray
d45b00b191 Update shaders_rounded_rectangle.c 2025-08-07 17:07:26 +02:00
Ray
7e597dd574 Update rlgl_compute_shader.c 2025-08-07 17:07:10 +02:00
Ray
9003cd32ba Update models_rlgl_solar_system.c 2025-08-07 17:06:50 +02:00
Ray
366887b863 Update models_loading_vox.c 2025-08-07 17:06:39 +02:00
Ray
64fbf07e7b Update audio_sound_multi.c 2025-08-07 17:06:11 +02:00
Ray
5d4a233f52 Update examples_template.c 2025-08-07 17:05:57 +02:00
Ray
fd79b44920 Create distortion.fs 2025-08-07 17:05:50 +02:00
Ray
5eacc872c7 Update README.md 2025-08-07 17:05:45 +02:00
Ray
1fadc67fb3 ADDED: Missing resources on some examples 2025-08-07 17:05:25 +02:00
Ray
ff1087480c ADDED: New projects to VS2022 solution 2025-08-07 17:04:49 +02:00
Ray
c91c185221 Update examples_report.md 2025-08-07 17:04:22 +02:00
Ray
89e6ed2697 REXM: Reviewed VS project adding to solution, no tool to do it! -WIP- 2025-08-07 17:03:54 +02:00
fa5560881e Check for category on new name 2025-08-07 12:39:12 +01:00
36dc70443a Add warning for missing new name to avoid segmentation fault 2025-08-07 12:01:21 +01:00
1c2ecfd6ab fix: buffer overflow in jar_mod.h memcopy 2025-08-06 23:13:05 -04:00
5dc304b5a7 Remove binding link for https://github.com/Rabios/raylib-v7
This repo (and user) does not exist. Remove it.
2025-08-06 22:41:37 -04:00
32026ca78b fix preview image file name 2025-07-08 06:34:25 -05:00
86d2db2aa9 fix typo on UI and preview image 2025-07-08 05:51:14 -05:00
9a578dbce0 fix formatting 2025-07-08 05:47:11 -05:00
a94feef6d0 update readme 2025-07-08 05:36:39 -05:00
897a8fbc9f adding preview image 2025-07-08 05:28:15 -05:00
510dc763e9 adding normal map example 2025-07-08 05:05:30 -05:00
163 changed files with 2554 additions and 789 deletions

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@ -30,17 +30,17 @@ jobs:
- bits: 32
ARCH: "i386"
ARCH_NAME: "i386"
COMPILER_PATH: "/user/bin"
COMPILER_PATH: "/usr/bin"
runner: "ubuntu-latest"
- bits: 64
ARCH: "x86_64"
ARCH_NAME: "amd64"
COMPILER_PATH: "/user/bin"
COMPILER_PATH: "/usr/bin"
runner: "ubuntu-latest"
- bits: 64
ARCH: "aarch64"
ARCH_NAME: "arm64"
COMPILER_PATH: "/user/bin"
COMPILER_PATH: "/usr/bin"
runner: "ubuntu-24.04-arm"
runs-on: ${{ matrix.runner }}

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@ -145,7 +145,6 @@ These are older raylib bindings that are more than 2 versions old or have not be
| [clj-raylib](https://github.com/lsevero/clj-raylib) | 3.0 | [Clojure](https://clojure.org) |
| [QuickJS-raylib](https://github.com/sntg-p/QuickJS-raylib) | 3.0 | [QuickJS](https://bellard.org/quickjs) |
| [raylib-duktape](https://github.com/RobLoach/raylib-duktape) | 2.6 | [JavaScript (Duktape)](https://en.wikipedia.org/wiki/JavaScript) |
| [raylib-v7](https://github.com/Rabios/raylib-v7) | 3.5 | [JavaScript (v7)](https://en.wikipedia.org/wiki/JavaScript) |
| [raylib-chaiscript](https://github.com/RobLoach/raylib-chaiscript) | 2.6 | [ChaiScript](http://chaiscript.com) |
| [raylib-squirrel](https://github.com/RobLoach/raylib-squirrel) | 2.5 | [Squirrel](http://www.squirrel-lang.org) |
| [racket-raylib-2d](https://github.com/arvyy/racket-raylib-2d) | 2.5 | [Racket](https://racket-lang.org) |

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@ -28,6 +28,10 @@ Some other conventions to follow:
- **ALWAYS** initialize all defined variables.
- **Do not use TABS**, use 4 spaces instead.
- Avoid trailing spaces, please, avoid them
- Comments always start with space + capital letter and never end with a '.', place them **before** the line(s) they refer to
```c
// This is a comment in raylib or raylib examples
```
- Control flow statements always are followed **by a space**:
```c
if (condition) value = 0;

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@ -639,6 +639,7 @@ SHADERS = \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_normalmap \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \

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@ -639,6 +639,7 @@ SHADERS = \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_normalmap \
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
@ -1201,6 +1202,14 @@ shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs
shaders/shaders_normalmap: shaders/shaders_normalmap.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/normalmap.vs@resources/shaders/glsl100/normalmap.vs \
--preload-file shaders/resources/shaders/glsl100/normalmap.fs@resources/shaders/glsl100/normalmap.fs \
--preload-file shaders/resources/models/plane.glb@resources/models/plane.glb \
--preload-file shaders/resources/tiles_diffuse.png@resources/tiles_diffuse.png \
--preload-file shaders/resources/tiles_normal.png@resources/tiles_normal.png
shaders/shaders_palette_switch: shaders/shaders_palette_switch.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/palette_switch.fs@resources/shaders/glsl100/palette_switch.fs

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@ -16,8 +16,7 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 159]
## EXAMPLES COLLECTION [TOTAL: 160]
### category: core [36]
@ -171,7 +170,7 @@ Examples using raylib models functionality, including models loading/generation
| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Timothy van der Valk](https://github.com/arceryz) |
### category: shaders [28]
### category: shaders [29]
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.
@ -194,6 +193,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
| [shaders_normalmap](shaders/shaders_normalmap.c) | <img src="shaders/shaders_normalmap.png" alt="shaders_normalmap" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
| [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [audio] example - Mixed audio processing
* raylib [audio] example - mixed audio processing
*
* Example complexity rating: [★★★★] 4/4
*

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@ -45,7 +45,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream(music); // Update music buffer with new stream data
// Restart music playing (stop and play)
if (IsKeyPressed(KEY_SPACE))
{

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@ -108,8 +108,6 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Sample mouse input.
mousePosition = GetMousePosition();
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
@ -125,7 +123,7 @@ int main(void)
// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
if (frequency != oldFrequency)
{
// Compute wavelength. Limit size in both directions.
// Compute wavelength. Limit size in both directions
//int oldWavelength = waveLength;
waveLength = (int)(22050/frequency);
if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [audio] example - Playing sound multiple times
* raylib [audio] example - sound alias
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -31,18 +31,18 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - playing sound multiple times");
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound alias");
InitAudioDevice(); // Initialize audio device
// load the sound list
soundArray[0] = LoadSound("resources/sound.wav"); // Load WAV audio file into the first slot as the 'source' sound
// this sound owns the sample data
for (int i = 1; i < MAX_SOUNDS; i++)
{
soundArray[i] = LoadSoundAlias(soundArray[0]); // Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
}
currentSound = 0; // set the sound list to the start
// Load audio file into the first slot as the 'source' sound,
// this sound owns the sample data
soundArray[0] = LoadSound("resources/sound.wav");
// Load an alias of the sound into slots 1-9. These do not own the sound data, but can be played
for (int i = 1; i < MAX_SOUNDS; i++) soundArray[i] = LoadSoundAlias(soundArray[0]);
currentSound = 0; // Set the sound list to the start
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -54,14 +54,15 @@ int main(void)
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
{
PlaySound(soundArray[currentSound]); // play the next open sound slot
currentSound++; // increment the sound slot
if (currentSound >= MAX_SOUNDS) // if the sound slot is out of bounds, go back to 0
currentSound = 0;
PlaySound(soundArray[currentSound]); // Play the next open sound slot
currentSound++; // Increment the sound slot
// Note: a better way would be to look at the list for the first sound that is not playing and use that slot
// If the sound slot is out of bounds, go back to 0
if (currentSound >= MAX_SOUNDS) currentSound = 0;
// NOTE: Another approach would be to look at the list for the first sound
// that is not playing and use that slot
}
//----------------------------------------------------------------------------------
// Draw
@ -78,9 +79,8 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 1; i < MAX_SOUNDS; i++)
UnloadSoundAlias(soundArray[i]); // Unload sound aliases
UnloadSound(soundArray[0]); // Unload source sound data
for (int i = 1; i < MAX_SOUNDS; i++) UnloadSoundAlias(soundArray[i]); // Unload sound aliases
UnloadSound(soundArray[0]); // Unload source sound data
CloseAudioDevice(); // Close audio device

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [audio] example - Playing spatialized 3D sound
* raylib [audio] example - spatialized 3D sound
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -31,9 +31,9 @@ int main(void)
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
InitWindow(screenWidth, screenHeight, "raylib [audio] example - spatialized 3D sound");
InitAudioDevice();
Sound sound = LoadSound("resources/coin.wav");
@ -45,9 +45,9 @@ int main(void)
.fovy = 60,
.projection = CAMERA_PERSPECTIVE
};
DisableCursor();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -89,7 +89,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadSound(sound);
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}
@ -100,23 +100,23 @@ static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, flo
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f/(1.0f + (distance/maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(listener.up, forward));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);

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@ -53,7 +53,7 @@ int main(void)
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
bool pause = false; // Music playing paused
bool enableEffectLPF = false; // Enable effect low-pass-filter
bool enableEffectDelay = false; // Enable effect delay (1 second)
@ -98,7 +98,7 @@ int main(void)
if (enableEffectDelay) AttachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
else DetachAudioStreamProcessor(music.stream, AudioProcessEffectDelay);
}
// Get normalized time played for current music stream
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music);
@ -119,7 +119,7 @@ int main(void)
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 230, 20, LIGHTGRAY);
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 260, 20, LIGHTGRAY);
DrawText(TextFormat("PRESS F TO TOGGLE LPF EFFECT: %s", enableEffectLPF? "ON" : "OFF"), 200, 320, 20, GRAY);
DrawText(TextFormat("PRESS D TO TOGGLE DELAY EFFECT: %s", enableEffectDelay? "ON" : "OFF"), 180, 350, 20, GRAY);

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@ -47,7 +47,7 @@ int main ()
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_ONE)) zoomMode = 0;
else if (IsKeyPressed(KEY_TWO)) zoomMode = 1;
// Translate based on mouse right click
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
{
@ -68,7 +68,7 @@ int main ()
// Set the offset to where the mouse is
camera.offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.target = mouseWorldPos;
@ -89,7 +89,7 @@ int main ()
// Set the offset to where the mouse is
camera.offset = GetMousePosition();
// Set the target to match, so that the camera maps the world space point
// Set the target to match, so that the camera maps the world space point
// under the cursor to the screen space point under the cursor at any zoom
camera.target = mouseWorldPos;
}
@ -111,7 +111,7 @@ int main ()
BeginMode2D(camera);
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
// Draw the 3d grid, rotated 90 degrees and centered around 0,0
// just so we have something in the XY plane
rlPushMatrix();
rlTranslatef(0, 25*50, 0);
@ -121,19 +121,19 @@ int main ()
// Draw a reference circle
DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 50, MAROON);
EndMode2D();
// Draw mouse reference
//Vector2 mousePos = GetWorldToScreen2D(GetMousePosition(), camera)
DrawCircleV(GetMousePosition(), 4, DARKGRAY);
DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()),
DrawTextEx(GetFontDefault(), TextFormat("[%i, %i]", GetMouseX(), GetMouseY()),
Vector2Add(GetMousePosition(), (Vector2){ -44, -24 }), 20, 2, BLACK);
DrawText("[1][2] Select mouse zoom mode (Wheel or Move)", 20, 20, 20, DARKGRAY);
if (zoomMode == 0) DrawText("Mouse left button drag to move, mouse wheel to zoom", 20, 50, 20, DARKGRAY);
else DrawText("Mouse left button drag to move, mouse press and move to zoom", 20, 50, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}

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@ -137,7 +137,7 @@ int main(void)
Rectangle playerRect = { player.position.x - 20, player.position.y - 40, 40.0f, 40.0f };
DrawRectangleRec(playerRect, RED);
DrawCircleV(player.position, 5.0f, GOLD);
EndMode2D();

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@ -4,7 +4,7 @@
*
* Example complexity rating: [★★★★] 4/4
*
* Addapted from the core_3d_camera_split_screen example:
* Addapted from the core_3d_camera_split_screen example:
* https://github.com/raysan5/raylib/blob/master/examples/core/core_3d_camera_split_screen.c
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
@ -81,9 +81,9 @@ int main(void)
//----------------------------------------------------------------------------------
BeginTextureMode(screenCamera1);
ClearBackground(RAYWHITE);
BeginMode2D(camera1);
// Draw full scene with first camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{
@ -106,17 +106,17 @@ int main(void)
DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE);
EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER1: W/S/A/D to move", 10, 10, 10, MAROON);
EndTextureMode();
BeginTextureMode(screenCamera2);
ClearBackground(RAYWHITE);
BeginMode2D(camera2);
// Draw full scene with second camera
for (int i = 0; i < screenWidth/PLAYER_SIZE + 1; i++)
{
@ -138,21 +138,21 @@ int main(void)
DrawRectangleRec(player1, RED);
DrawRectangleRec(player2, BLUE);
EndMode2D();
DrawRectangle(0, 0, GetScreenWidth()/2, 30, Fade(RAYWHITE, 0.6f));
DrawText("PLAYER2: UP/DOWN/LEFT/RIGHT to move", 10, 10, 10, DARKBLUE);
EndTextureMode();
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(BLACK);
DrawTextureRec(screenCamera1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenCamera2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing();
}

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@ -127,7 +127,7 @@ int main(void)
UpdateCameraPro(&camera,
(Vector3){
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
0.0f // Move up-down

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@ -51,7 +51,7 @@ int main(void)
// Build a flipped rectangle the size of the split view to use for drawing later
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
// Grid data
int count = 5;
float spacing = 4;
@ -98,9 +98,9 @@ int main(void)
// Draw Player1 view to the render texture
BeginTextureMode(screenPlayer1);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer1);
// Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
@ -116,20 +116,20 @@ int main(void)
// Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER1: W/S to move", 10, 10, 20, MAROON);
EndTextureMode();
// Draw Player2 view to the render texture
BeginTextureMode(screenPlayer2);
ClearBackground(SKYBLUE);
BeginMode3D(cameraPlayer2);
// Draw scene: grid of cube trees on a plane to make a "world"
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
@ -145,21 +145,21 @@ int main(void)
// Draw a cube at each player's position
DrawCube(cameraPlayer1.position, 1, 1, 1, RED);
DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE);
EndMode3D();
DrawRectangle(0, 0, GetScreenWidth()/2, 40, Fade(RAYWHITE, 0.8f));
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, DARKBLUE);
EndTextureMode();
// Draw both views render textures to the screen side by side
BeginDrawing();
ClearBackground(BLACK);
DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2){ screenWidth/2.0f, 0 }, WHITE);
DrawRectangle(GetScreenWidth()/2 - 2, 0, 4, GetScreenHeight(), LIGHTGRAY);
EndDrawing();
}

View File

@ -54,7 +54,7 @@ int main(void)
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
// Define environment elements (platforms)
EnvElement envElements[MAX_ENVIRONMENT_ELEMENTS] = {
{{ 0, 0, 1000, 400 }, 0, LIGHTGRAY },
@ -70,13 +70,13 @@ int main(void)
camera.offset = (Vector2){ screenWidth/2.0f, screenHeight/2.0f };
camera.rotation = 0.0f;
camera.zoom = 1.0f;
// Automation events
AutomationEventList aelist = LoadAutomationEventList(0); // Initialize list of automation events to record new events
SetAutomationEventList(&aelist);
bool eventRecording = false;
bool eventPlaying = false;
unsigned int frameCounter = 0;
unsigned int playFrameCounter = 0;
unsigned int currentPlayFrame = 0;
@ -90,7 +90,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
float deltaTime = 0.015f;//GetFrameTime();
// Dropped files logic
//----------------------------------------------------------------------------------
if (IsFileDropped())
@ -102,14 +102,14 @@ int main(void)
{
UnloadAutomationEventList(aelist);
aelist = LoadAutomationEventList(droppedFiles.paths[0]);
eventRecording = false;
// Reset scene state to play
eventPlaying = true;
playFrameCounter = 0;
currentPlayFrame = 0;
player.position = (Vector2){ 400, 280 };
player.speed = 0;
player.canJump = false;
@ -174,7 +174,7 @@ int main(void)
//----------------------------------------------------------------------------------
// Events playing
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
// NOTE: Logic must be before Camera update because it depends on mouse-wheel value,
// that can be set by the played event... but some other inputs could be affected
//----------------------------------------------------------------------------------
if (eventPlaying)
@ -228,7 +228,7 @@ int main(void)
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
//----------------------------------------------------------------------------------
// Events management
if (IsKeyPressed(KEY_S)) // Toggle events recording
{
@ -238,12 +238,12 @@ int main(void)
{
StopAutomationEventRecording();
eventRecording = false;
ExportAutomationEventList(aelist, "automation.rae");
TraceLog(LOG_INFO, "RECORDED FRAMES: %i", aelist.count);
}
else
else
{
SetAutomationEventBaseFrame(180);
StartAutomationEventRecording();
@ -293,7 +293,7 @@ int main(void)
DrawRectangleRec((Rectangle){ player.position.x - 20, player.position.y - 40, 40, 40 }, RED);
EndMode2D();
// Draw game controls
DrawRectangle(10, 10, 290, 145, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(10, 10, 290, 145, Fade(BLUE, 0.8f));
@ -323,7 +323,7 @@ int main(void)
if (((frameCounter/15)%2) == 1) DrawText(TextFormat("PLAYING RECORDED EVENTS... [%i]", currentPlayFrame), 50, 170, 10, DARKGREEN);
}
EndDrawing();
//----------------------------------------------------------------------------------

View File

@ -12,7 +12,7 @@
* 4. PollInputEvents()
*
* To avoid steps 2, 3 and 4, flag SUPPORT_CUSTOM_FRAME_CONTROL can be enabled in
* config.h (it requires recompiling raylib). This way those steps are up to the user.
* config.h (it requires recompiling raylib). This way those steps are up to the user
*
* Note that enabling this flag invalidates some functions:
* - GetFrameTime()
@ -39,7 +39,7 @@ int main(void)
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom frame control");
// Custom timming variables
@ -48,11 +48,11 @@ int main(void)
double updateDrawTime = 0.0; // Update + Draw time
double waitTime = 0.0; // Wait time (if target fps required)
float deltaTime = 0.0f; // Frame time (Update + Draw + Wait time)
float timeCounter = 0.0f; // Accumulative time counter (seconds)
float position = 0.0f; // Circle position
bool pause = false; // Pause control flag
int targetFPS = 60; // Our initial target fps
//--------------------------------------------------------------------------------------
@ -64,12 +64,12 @@ int main(void)
#ifndef PLATFORM_WEB // NOTE: On non web platforms the PollInputEvents just works before the inputs checks
PollInputEvents(); // Poll input events (SUPPORT_CUSTOM_FRAME_CONTROL)
#endif
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
if (IsKeyPressed(KEY_UP)) targetFPS += 20;
else if (IsKeyPressed(KEY_DOWN)) targetFPS -= 20;
if (targetFPS < 0) targetFPS = 0;
if (!pause)
@ -91,12 +91,12 @@ int main(void)
ClearBackground(RAYWHITE);
for (int i = 0; i < GetScreenWidth()/200; i++) DrawRectangle(200*i, 0, 1, GetScreenHeight(), SKYBLUE);
DrawCircle((int)position, GetScreenHeight()/2 - 25, 50, RED);
DrawText(TextFormat("%03.0f ms", timeCounter*1000.0f), (int)position - 40, GetScreenHeight()/2 - 100, 20, MAROON);
DrawText(TextFormat("PosX: %03.0f", position), (int)position - 50, GetScreenHeight()/2 + 40, 20, BLACK);
DrawText("Circle is moving at a constant 200 pixels/sec,\nindependently of the frame rate.", 10, 10, 20, DARKGRAY);
DrawText("PRESS SPACE to PAUSE MOVEMENT", 10, GetScreenHeight() - 60, 20, GRAY);
DrawText("PRESS UP | DOWN to CHANGE TARGET FPS", 10, GetScreenHeight() - 30, 20, GRAY);
@ -108,18 +108,18 @@ int main(void)
EndDrawing();
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
// NOTE: In case raylib is configured to SUPPORT_CUSTOM_FRAME_CONTROL,
// Events polling, screen buffer swap and frame time control must be managed by the user
SwapScreenBuffer(); // Flip the back buffer to screen (front buffer)
currentTime = GetTime();
updateDrawTime = currentTime - previousTime;
if (targetFPS > 0) // We want a fixed frame rate
{
waitTime = (1.0f/(float)targetFPS) - updateDrawTime;
if (waitTime > 0.0)
if (waitTime > 0.0)
{
WaitTime((float)waitTime);
currentTime = GetTime();

View File

@ -13,12 +13,10 @@
#include "raylib.h"
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
{
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
Vector2 pos = (Vector2){x - size.x/2, y - size.y/2 };
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
}
//------------------------------------------------------------------------------------
// Module functions declaration
//------------------------------------------------------------------------------------
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
@ -31,10 +29,20 @@ int main(void)
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi");
SetWindowMinSize(450, 450);
int logicalGridDescY = 120;
int logicalGridLabelY = logicalGridDescY + 30;
int logicalGridTop = logicalGridLabelY + 30;
int logicalGridBottom = logicalGridTop + 80;
int pixelGridTop = logicalGridBottom - 20;
int pixelGridBottom = pixelGridTop + 80;
int pixelGridLabelY = pixelGridBottom + 30;
int pixelGridDescY = pixelGridLabelY + 30;
int cellSize = 50;
float cellSizePx = (float)cellSize;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -44,67 +52,60 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
int monitorCount = GetMonitorCount();
if (monitorCount > 1 && IsKeyPressed(KEY_N)) {
SetWindowMonitor((GetCurrentMonitor() + 1) % monitorCount);
if ((monitorCount > 1) && IsKeyPressed(KEY_N))
{
SetWindowMonitor((GetCurrentMonitor() + 1)%monitorCount);
}
int currentMonitor = GetCurrentMonitor();
Vector2 dpiScale = GetWindowScaleDPI();
cellSizePx = ((float)cellSize)/dpiScale.x;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
Vector2 dpiScale = GetWindowScaleDPI();
ClearBackground(RAYWHITE);
int windowCenter = GetScreenWidth() / 2;
int windowCenter = GetScreenWidth()/2;
DrawTextCenter(TextFormat("Dpi Scale: %f", dpiScale.x), windowCenter, 30, 40, DARKGRAY);
DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 16, LIGHTGRAY);
const int logicalGridDescY = 120;
const int logicalGridLabelY = logicalGridDescY + 30;
const int logicalGridTop = logicalGridLabelY + 30;
const int logicalGridBottom = logicalGridTop + 80;
const int pixelGridTop = logicalGridBottom - 20;
const int pixelGridBottom = pixelGridTop + 80;
const int pixelGridLabelY = pixelGridBottom + 30;
const int pixelGridDescY = pixelGridLabelY + 30;
const int cellSize = 50;
const float cellSizePx = ((float)cellSize) / dpiScale.x;
DrawTextCenter(TextFormat("Monitor: %d/%d ([N] next monitor)", currentMonitor+1, monitorCount), windowCenter, 70, 20, LIGHTGRAY);
DrawTextCenter(TextFormat("Window is %d \"logical points\" wide", GetScreenWidth()), windowCenter, logicalGridDescY, 20, ORANGE);
bool odd = true;
for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd) {
if (odd) {
DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
}
DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 12, LIGHTGRAY);
for (int i = cellSize; i < GetScreenWidth(); i += cellSize, odd = !odd)
{
if (odd) DrawRectangle(i, logicalGridTop, cellSize, logicalGridBottom-logicalGridTop, ORANGE);
DrawTextCenter(TextFormat("%d", i), i, logicalGridLabelY, 10, LIGHTGRAY);
DrawLine(i, logicalGridLabelY + 10, i, logicalGridBottom, GRAY);
}
odd = true;
const int minTextSpace = 30;
int last_text_x = -minTextSpace;
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd) {
int x = (int)(((float)i) / dpiScale.x);
if (odd) {
DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom-pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
}
int lastTextX = -minTextSpace;
for (int i = cellSize; i < GetRenderWidth(); i += cellSize, odd = !odd)
{
int x = (int)(((float)i)/dpiScale.x);
if (odd) DrawRectangle(x, pixelGridTop, (int)cellSizePx, pixelGridBottom - pixelGridTop, CLITERAL(Color){ 0, 121, 241, 100 });
DrawLine(x, pixelGridTop, (int)(((float)i) / dpiScale.x), pixelGridLabelY - 10, GRAY);
if (x - last_text_x >= minTextSpace) {
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 12, LIGHTGRAY);
last_text_x = x;
if ((x - lastTextX) >= minTextSpace)
{
DrawTextCenter(TextFormat("%d", i), x, pixelGridLabelY, 10, LIGHTGRAY);
lastTextX = x;
}
}
DrawTextCenter(TextFormat("Window is %d \"physical pixels\" wide", GetRenderWidth()), windowCenter, pixelGridDescY, 20, BLUE);
{
const char *text = "Can you see this?";
Vector2 size = MeasureTextEx(GetFontDefault(), text, 16, 3);
Vector2 pos = (Vector2){GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5};
DrawTextEx(GetFontDefault(), text, pos, 16, 3, LIGHTGRAY);
}
const char *text = "Can you see this?";
Vector2 size = MeasureTextEx(GetFontDefault(), text, 20, 3);
Vector2 pos = (Vector2){ GetScreenWidth() - size.x - 5, GetScreenHeight() - size.y - 5 };
DrawTextEx(GetFontDefault(), text, pos, 20, 3, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@ -117,3 +118,13 @@ int main(void)
return 0;
}
//------------------------------------------------------------------------------------
// Module functions definition
//------------------------------------------------------------------------------------
static void DrawTextCenter(const char *text, int x, int y, int fontSize, Color color)
{
Vector2 size = MeasureTextEx(GetFontDefault(), text, (float)fontSize, 3);
Vector2 pos = (Vector2){ x - size.x/2, y - size.y/2 };
DrawTextEx(GetFontDefault(), text, pos, (float)fontSize, 3, color);
}

View File

@ -52,7 +52,7 @@ int main(void)
isCursorHidden = 0;
}
}
ballPosition = GetMousePosition();
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) ballColor = MAROON;

View File

@ -54,7 +54,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
for (int i = 0; i < tCount; ++i)
{
// Make sure point is not (0, 0) as this means there is no touch for it

View File

@ -7,7 +7,7 @@
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example create by GreenSnakeLinux (@GreenSnakeLinux),
* lighter by oblerion (@oblerion) and
* lighter by oblerion (@oblerion) and
* reviewed by Ramon Santamaria (@raysan5) and
* improved by danilwhale (@danilwhale)
*

View File

@ -4,7 +4,7 @@
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires linking with pthreads library on MinGW,
* NOTE: This example requires linking with pthreads library on MinGW,
* it can be accomplished passing -static parameter to compiler
*
* Example originally created with raylib 2.5, last time updated with raylib 3.0

View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [core] example - Generates a random sequence
* raylib [core] example - generate random sequence
*
* Example complexity rating: [★☆☆☆] 1/4
*
@ -43,7 +43,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence");
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random sequence");
int rectCount = 20;
float rectSize = (float)screenWidth/rectCount;
@ -118,8 +118,8 @@ int main(void)
//------------------------------------------------------------------------------------
static Color GenerateRandomColor()
{
Color color = {
GetRandomValue(0, 255),
Color color = {
GetRandomValue(0, 255),
GetRandomValue(0, 255),
GetRandomValue(0, 255),
255
@ -138,20 +138,20 @@ static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWid
for (int i = 0; i < rectCount; i++)
{
int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
rectangles[i].c = GenerateRandomColor();
rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
}
UnloadRandomSequence(seq);
return rectangles;
}
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
{
int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1);
for (int i1 = 0; i1 < rectCount; i1++)
{
ColorRect *r1 = &rectangles[i1];
@ -166,16 +166,16 @@ static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
r2->r.height = tmp.r.height;
r2->r.y = tmp.r.y;
}
UnloadRandomSequence(seq);
}
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color)
{
int spaceSize = MeasureText(" ", fontSize);
int pressSize = MeasureText("Press", fontSize);
int keySize = MeasureText(key, fontSize);
int textSize = MeasureText(text, fontSize);
int spaceSize = MeasureText(" ", fontSize);
int pressSize = MeasureText("Press", fontSize);
int keySize = MeasureText(key, fontSize);
int textSize = MeasureText(text, fontSize);
int textSizeCurrent = 0;
DrawText("Press", posX, posY, fontSize, color);

View File

@ -30,9 +30,9 @@ int main(void)
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
unsigned int framesCounter = 0; // Variable used to count frames
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

View File

@ -5,7 +5,7 @@
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 3.7, last time updated with raylib 4.0
*
*
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
* reviewed by Ramon Santamaria (@raysan5)
*
@ -43,7 +43,8 @@ int main(void)
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
screenSpaceCamera.zoom = 1.0f;
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
// Load render texture to draw all our objects
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };

View File

@ -127,7 +127,7 @@ int main(void)
EndMode3D();
EndVrStereoMode();
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(distortion);

View File

@ -86,7 +86,7 @@ int main(void)
DrawText(TextFormat("Default Mouse: [%i , %i]", (int)mouse.x, (int)mouse.y), 350, 25, 20, GREEN);
DrawText(TextFormat("Virtual Mouse: [%i , %i]", (int)virtualMouse.x, (int)virtualMouse.y), 350, 55, 20, YELLOW);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK); // Clear screen background

View File

@ -26,9 +26,9 @@ int main()
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - window should close");
SetExitKey(KEY_NULL); // Disable KEY_ESCAPE to close window, X-button still works
bool exitWindowRequested = false; // Flag to request window to exit
bool exitWindow = false; // Flag to set window to exit
@ -42,12 +42,12 @@ int main()
//----------------------------------------------------------------------------------
// Detect if X-button or KEY_ESCAPE have been pressed to close window
if (WindowShouldClose() || IsKeyPressed(KEY_ESCAPE)) exitWindowRequested = true;
if (exitWindowRequested)
{
// A request for close window has been issued, we can save data before closing
// or just show a message asking for confirmation
if (IsKeyPressed(KEY_Y)) exitWindow = true;
else if (IsKeyPressed(KEY_N)) exitWindowRequested = false;
}

View File

@ -70,7 +70,7 @@ int main(void)
EndMode3D();
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);

View File

@ -0,0 +1,50 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add your custom variables here
uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter;
uniform vec2 rightScreenCenter;
uniform vec2 scale;
uniform vec2 scaleIn;
uniform vec4 deviceWarpParam;
uniform vec4 chromaAbParam;
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture2D(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture2D(texture0, tcGreen).g;
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
vec2 tcRed = lensCenter + scale*thetaRed;
float red = texture2D(texture0, tcRed).r;
gl_FragColor = vec4(red, green, blue, 1.0);
}
}

View File

@ -141,6 +141,7 @@ shaders;shaders_simple_mask;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscam
shaders;shaders_hot_reloading;⭐️⭐️⭐️☆;3.0;3.5;"Ramon Santamaria";@raysan5
shaders;shaders_mesh_instancing;⭐️⭐️⭐️⭐️;3.7;4.2;"seanpringle";@seanpringle
shaders;shaders_multi_sample2d;⭐️⭐️☆☆;3.5;3.5;"Ramon Santamaria";@raysan5
shaders;shaders_normalmap;⭐️⭐️⭐️⭐️;5.6;5.6;"Jeremy Montgomery";@Sir_Irk
shaders;shaders_spotlight;⭐️⭐️☆☆;2.5;3.7;"Chris Camacho";@chriscamacho
shaders;shaders_deferred_render;⭐️⭐️⭐️⭐️;4.5;4.5;"Justin Andreas Lacoste";@27justin
shaders;shaders_hybrid_render;⭐️⭐️⭐️⭐️;4.2;4.2;"Buğra Alptekin Sarı";@BugraAlptekinSari

View File

@ -6,30 +6,30 @@
1. File naming: <module>_<description> - Lower case filename, words separated by underscore,
no more than 3-4 words in total to describe the example. <module> referes to the primary
raylib module the example is more related with (code, shapes, textures, models, shaders, raudio).
raylib module the example is more related with (code, shapes, textures, models, shaders, raudio)
i.e: core_input_multitouch, shapes_lines_bezier, shaders_palette_switch
2. Follow below template structure, example info should list the module, the short description
and the author of the example, twitter or github info could be also provided for the author.
Short description should also be used on the title of the window.
and the author of the example, twitter or github info could be also provided for the author
Short description should also be used on the title of the window
3. Code should be organized by sections:[Initialization]- [Update] - [Draw] - [De-Initialization]
Place your code between the dotted lines for every section, please don't mix update logic with drawing
and remember to unload all loaded resources.
and remember to unload all loaded resources
4. Code should follow raylib conventions: https://github.com/raysan5/raylib/wiki/raylib-coding-conventions
Try to be very organized, using line-breaks appropiately.
Try to be very organized, using line-breaks appropiately
5. Add comments to the specific parts of code the example is focus on.
Don't abuse with comments, try to be clear and impersonal on the comments.
5. Add comments to the specific parts of code the example is focus on
Don't abuse with comments, try to be clear and impersonal on the comments
6. Try to keep the example simple, under 300 code lines if possible. Try to avoid external dependencies.
Try to avoid defining functions outside the main(). Example should be as self-contained as possible.
6. Try to keep the example simple, under 300 code lines if possible. Try to avoid external dependencies
Try to avoid defining functions outside the main(). Example should be as self-contained as possible
7. About external resources, they should be placed in a [resources] folder and those resources
should be open and free for use and distribution. Avoid propietary content.
should be open and free for use and distribution. Avoid propietary content
8. Try to keep the example simple but with a creative touch.
8. Try to keep the example simple but with a creative touch
Simple but beautiful examples are more appealing to users!
9. In case of additional information is required, just come to raylib Discord channel: example-contributions
@ -37,7 +37,7 @@
10. Have fun!
The following files should be updated when adding a new example, it's planned to create some
script to automatize this process but not available yet.
script to automatize this process but not available yet
- raylib/examples/<category>/<category>_example_name.c
- raylib/examples/<category>/<category>_example_name.png
@ -56,7 +56,7 @@
/*******************************************************************************************
*
* raylib [<module>] example - <name>
* raylib [<module>] example - <name/short description>
*
* Example complexity rating: [★☆☆☆] 1/4
*

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@ -15,9 +15,9 @@
*
********************************************************************************************
*
* NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
* in the same position as they would be in edit mode and the scale of your models is
* set to 0. Scaling can be done from the export menu.
* NOTE: To export a model from blender, make sure it is not posed, the vertices need to be
* in the same position as they would be in edit mode and the scale of your models is
* set to 0. Scaling can be done from the export menu
*
********************************************************************************************/

View File

@ -40,7 +40,7 @@ int main(void)
Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
// Entire billboard texture, source is used to take a segment from a larger texture.
// Entire billboard texture, source is used to take a segment from a larger texture
Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
// NOTE: Billboard locked on axis-Y
@ -54,7 +54,7 @@ int main(void)
Vector2 origin = Vector2Scale(size, 0.5f);
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
// Larger distance (further away from the camera) should be drawn prior to smaller distance
float distanceStatic;
float distanceRotating;
float rotation = 0.0f;
@ -85,17 +85,17 @@ int main(void)
DrawGrid(10, 1.0f); // Draw a grid
// Draw order matters!
if (distanceStatic > distanceRotating)
if (distanceStatic > distanceRotating)
{
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
}
}
else
{
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
}
EndMode3D();
DrawFPS(10, 10);

View File

@ -3,7 +3,7 @@
* raylib [core] example - Using bones as socket for calculating the positioning of something
*
* Example complexity rating: [★★★★] 4/4
*
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by iP (@ipzaur) and reviewed by Ramon Santamaria (@raysan5)
@ -51,7 +51,7 @@ int main(void)
LoadModel("resources/models/gltf/greenman_sword.glb"), // Index for the sword model is the same as BONE_SOCKET_HAND_R
LoadModel("resources/models/gltf/greenman_shield.glb") // Index for the shield model is the same as BONE_SOCKET_HAND_L
};
bool showEquip[3] = { true, true, true }; // Toggle on/off equip
// Load gltf model animations
@ -63,7 +63,7 @@ int main(void)
// indices of bones for sockets
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
// search bones for sockets
// search bones for sockets
for (int i = 0; i < characterModel.boneCount; i++)
{
if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
@ -71,13 +71,13 @@ int main(void)
boneSocketIndex[BONE_SOCKET_HAT] = i;
continue;
}
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
{
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
continue;
}
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
{
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
@ -99,7 +99,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Rotate character
if (IsKeyDown(KEY_F)) angle = (angle + 1)%360;
else if (IsKeyDown(KEY_H)) angle = (360 + angle - 1)%360;
@ -112,7 +112,7 @@ int main(void)
if (IsKeyPressed(KEY_ONE)) showEquip[BONE_SOCKET_HAT] = !showEquip[BONE_SOCKET_HAT];
if (IsKeyPressed(KEY_TWO)) showEquip[BONE_SOCKET_HAND_R] = !showEquip[BONE_SOCKET_HAND_R];
if (IsKeyPressed(KEY_THREE)) showEquip[BONE_SOCKET_HAND_L] = !showEquip[BONE_SOCKET_HAND_L];
// Update model animation
ModelAnimation anim = modelAnimations[animIndex];
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
@ -140,7 +140,7 @@ int main(void)
Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
Quaternion outRotation = transform->rotation;
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
Quaternion rotate = QuaternionMultiply(outRotation, QuaternionInvert(inRotation));
Matrix matrixTransform = QuaternionToMatrix(rotate);
@ -148,7 +148,7 @@ int main(void)
matrixTransform = MatrixMultiply(matrixTransform, MatrixTranslate(transform->translation.x, transform->translation.y, transform->translation.z));
// Transform the socket using the transform of the character (angle and translate)
matrixTransform = MatrixMultiply(matrixTransform, characterModel.transform);
// Draw mesh at socket position with socket angle rotation
DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
}
@ -168,7 +168,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModelAnimations(modelAnimations, animsCount);
UnloadModel(characterModel); // Unload character model and meshes/material
// Unload equipment model and meshes/material
for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);

View File

@ -42,7 +42,7 @@ int main(void)
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load texture to be applied to the cubes sides
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
@ -69,7 +69,7 @@ int main(void)
DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
@ -85,7 +85,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@ -171,7 +171,7 @@ void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, f
rlSetTexture(texture.id);
// We calculate the normalized texture coordinates for the desired texture-source-rectangle
// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);

View File

@ -3,7 +3,7 @@
* raylib [core] example - Doing skinning on the gpu using a vertex shader
*
* Example complexity rating: [★★★☆] 3/4
*
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
@ -12,7 +12,7 @@
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
*
*
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
*
********************************************************************************************/
@ -49,13 +49,13 @@ int main(void)
// Load gltf model
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
// Load skinning shader
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
characterModel.materials[1].shader = skinningShader;
// Load gltf model animations
int animsCount = 0;
unsigned int animIndex = 0;
@ -75,7 +75,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Select current animation
if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
@ -94,12 +94,12 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
// Draw character mesh, pose calculation is done in shader (GPU skinning)
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
@ -113,7 +113,7 @@ int main(void)
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
UnloadModel(characterModel); // Unload model and meshes/material
UnloadShader(skinningShader); // Unload GPU skinning shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

View File

@ -7,11 +7,11 @@
* NOTE: raylib supports multiple models file formats:
*
* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
* if files references some .mtl materials file, it will be loaded (or try to).
* if files references some .mtl materials file, it will be loaded (or try to)
* - GLTF > Text/binary file format. Includes lot of information and it could
* also reference external files, raylib will try loading mesh and materials data.
* also reference external files, raylib will try loading mesh and materials data
* - IQM > Binary file format. Includes mesh vertex data but also animation data,
* raylib can load .iqm animations.
* raylib can load .iqm animations
* - VOX > Binary file format. MagikaVoxel mesh format:
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
* - M3D > Binary file format. Model 3D format:

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@ -45,7 +45,7 @@ int main(void)
// Load gltf model
Model model = LoadModel("resources/models/gltf/robot.glb");
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load gltf model animations
int animsCount = 0;
unsigned int animIndex = 0;

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@ -119,7 +119,7 @@ int main(void)
// without a -1, we would always draw a cube at the origin
for (int i = 0; i < model.boneCount - 1; i++)
{
// By default the model is loaded in bind-pose by LoadModel().
// By default the model is loaded in bind-pose by LoadModel()
// But if UpdateModelAnimation() has been called at least once
// then the model is already in animation pose, so we need the animated skeleton
if (!animPlaying || !animsCount)

View File

@ -40,7 +40,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
const char* voxFileNames[] = {
const char *voxFileNames[] = {
"resources/models/vox/chr_knight.vox",
"resources/models/vox/chr_sword.vox",
"resources/models/vox/monu9.vox",
@ -57,24 +57,23 @@ int main(void)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
//--------------------------------------------------------------------------------------
// Load MagicaVoxel files
Model models[MAX_VOX_FILES] = { 0 };
for (int i = 0; i < MAX_VOX_FILES; i++)
{
// Load VOX file and measure time
double t0 = GetTime() * 1000.0;
double t0 = GetTime()*1000.0;
models[i] = LoadModel(voxFileNames[i]);
double t1 = GetTime() * 1000.0;
double t1 = GetTime()*1000.0;
TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
// Compute model translation matrix to center model on draw position (0, 0 , 0)
BoundingBox bb = GetModelBoundingBox(models[i]);
Vector3 center = { 0 };
center.x = bb.min.x + (((bb.max.x - bb.min.x) / 2));
center.z = bb.min.z + (((bb.max.z - bb.min.z) / 2));
center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
models[i].transform = matTranslate;
@ -82,14 +81,13 @@ int main(void)
int currentModel = 0;
//--------------------------------------------------------------------------------------
// Load voxel shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
// Get some required shader locations
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// NOTE: "matModel" location name is automatically assigned on shader loading,
// NOTE: "matModel" location name is automatically assigned on shader loading,
// no need to get the location again if using that uniform name
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");

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@ -47,7 +47,7 @@ int main(void)
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
models[8] = LoadModelFromMesh(GenMeshCustom());
// NOTE: Generated meshes could be exported using ExportMesh()
// Set checked texture as default diffuse component for all models material

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@ -137,7 +137,7 @@ int main(void)
RayCollision meshHitInfo = { 0 };
for (int m = 0; m < tower.meshCount; m++)
{
// NOTE: We consider the model.transform for the collision check but
// NOTE: We consider the model.transform for the collision check but
// it can be checked against any transform Matrix, used when checking against same
// model drawn multiple times with multiple transforms
meshHitInfo = GetRayCollisionMesh(ray, tower.meshes[m], tower.transform);
@ -145,7 +145,7 @@ int main(void)
{
// Save the closest hit mesh
if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
break; // Stop once one mesh collision is detected, the colliding mesh is m
}
}

View File

@ -35,7 +35,7 @@ int main()
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
Camera camera = {
@ -50,10 +50,10 @@ int main()
bool useDrawModelPoints = true;
bool numPointsChanged = false;
int numPoints = 1000;
Mesh mesh = GenMeshPoints(numPoints);
Model model = LoadModelFromMesh(mesh);
//SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -114,14 +114,14 @@ int main()
.b = mesh.colors[i*4 + 2],
.a = mesh.colors[i*4 + 3],
};
DrawPoint3D(pos, color);
}
}
// Draw a unit sphere for reference
DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
EndMode3D();
// Draw UI text
@ -129,12 +129,12 @@ int main()
DrawText("Up - increase points", 20, 70, 20, WHITE);
DrawText("Down - decrease points", 20, 100, 20, WHITE);
DrawText("Space - drawing function", 20, 130, 20, WHITE);
if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -151,7 +151,7 @@ int main()
// Generate a spherical point cloud
static Mesh GenMeshPoints(int numPoints)
{
Mesh mesh = {
Mesh mesh = {
.triangleCount = 1,
.vertexCount = numPoints,
.vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
@ -164,13 +164,13 @@ static Mesh GenMeshPoints(int numPoints)
float theta = ((float)PI*rand())/RAND_MAX;
float phi = (2.0f*PI*rand())/RAND_MAX;
float r = (10.0f*rand())/RAND_MAX;
mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi);
mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi);
mesh.vertices[i*3 + 2] = r*cosf(theta);
Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
mesh.colors[i*4 + 0] = color.r;
mesh.colors[i*4 + 1] = color.g;
mesh.colors[i*4 + 2] = color.b;
@ -179,6 +179,6 @@ static Mesh GenMeshPoints(int numPoints)
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
UploadMesh(&mesh, false);
return mesh;
}

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [models] example - rlgl module usage with push/pop matrix transformations
* raylib [models] example - rlgl solar system
*
* Example complexity rating: [★★★★] 4/4
*
@ -41,7 +41,7 @@ int main(void)
const float moonRadius = 0.16f;
const float moonOrbitRadius = 1.5f;
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl solar system");
// Define the camera to look into our 3d world
Camera camera = { 0 };

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@ -70,7 +70,7 @@ int main(void)
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
char skyboxFileName[256] = { 0 };
if (useHDR)
{
TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
@ -116,7 +116,7 @@ int main(void)
{
// Unload current cubemap texture to load new one
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
if (useHDR)
{
// Load HDR panorama (sphere) texture
@ -124,7 +124,7 @@ int main(void)
// Generate cubemap from panorama texture
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
}
else
@ -223,7 +223,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
};
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
// Activate and enable texture for drawing to cubemap faces
rlActiveTextureSlot(0);
rlEnableTexture(panorama.id);
@ -232,7 +232,7 @@ static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int s
{
// Set the view matrix for the current cube face
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
// Select the current cubemap face attachment for the fbo
// WARNING: This function by default enables->attach->disables fbo!!!
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);

View File

@ -32,7 +32,7 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
@ -43,16 +43,16 @@ int main(void)
// Find the coordinates by setting XYZW to +-1
Vector4 tesseract[16] = {
{ 1, 1, 1, 1 }, { 1, 1, 1, -1 },
{ 1, 1, 1, 1 }, { 1, 1, 1, -1 },
{ 1, 1, -1, 1 }, { 1, 1, -1, -1 },
{ 1, -1, 1, 1 }, { 1, -1, 1, -1 },
{ 1, -1, 1, 1 }, { 1, -1, 1, -1 },
{ 1, -1, -1, 1 }, { 1, -1, -1, -1 },
{ -1, 1, 1, 1 }, { -1, 1, 1, -1 },
{ -1, 1, 1, 1 }, { -1, 1, 1, -1 },
{ -1, 1, -1, 1 }, { -1, 1, -1, -1 },
{ -1, -1, 1, 1 }, { -1, -1, 1, -1 },
{ -1, -1, 1, 1 }, { -1, -1, 1, -1 },
{ -1, -1, -1, 1 }, { -1, -1, -1, -1 },
};
float rotation = 0.0f;
Vector3 transformed[16] = { 0 };
float wValues[16] = { 0 };
@ -66,7 +66,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
rotation = DEG2RAD*45.0f*GetTime();
for (int i = 0; i < 16; i++)
{
Vector4 p = tesseract[i];
@ -92,9 +92,9 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
for (int i = 0; i < 16; i++)
{
@ -114,7 +114,7 @@ int main(void)
}
}
EndMode3D();
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -91,7 +91,7 @@ int main()
};
// Pick a color with a hue depending on cube position for the rainbow color effect
// NOTE: This function is quite costly to be done per cube and frame,
// NOTE: This function is quite costly to be done per cube and frame,
// pre-catching the results into a separate array could improve performance
Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);

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@ -0,0 +1,27 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
// Input uniform values
uniform sampler2D equirectangularMap;
vec2 SampleSphericalMap(vec3 v)
{
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
uv *= vec2(0.1591, 0.3183);
uv += 0.5;
return uv;
}
void main()
{
// Normalize local position
vec2 uv = SampleSphericalMap(normalize(fragPosition));
// Fetch color from texture map
vec3 color = texture2D(equirectangularMap, uv).rgb;
// Calculate final fragment color
gl_FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,20 @@
#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Calculate final vertex position
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,18 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
// Fetch color from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Calculate final fragment color
gl_FragColor = texelColor*colDiffuse*fragColor;
}

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@ -0,0 +1,59 @@
#version 120
#define MAX_BONE_NUM 64
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
attribute vec4 vertexBoneIds;
attribute vec4 vertexBoneWeights;
// Input uniform values
uniform mat4 mvp;
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.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),
vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
mat4 boneMatrixTransposed1 = mat4(
vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
mat4 boneMatrixTransposed2 = mat4(
vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
mat4 boneMatrixTransposed3 = mat4(
vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
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.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp*skinnedPosition;
}

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@ -0,0 +1,29 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
uniform bool doGamma;
void main()
{
// Fetch color from texture map
vec4 texelColor = vec4(0.0);
if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
else texelColor = textureCube(environmentMap, fragPosition);
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
if (doGamma) // Apply gamma correction
{
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
}
// Calculate final fragment color
gl_FragColor = vec4(color, 1.0);
}

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@ -0,0 +1,24 @@
#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Remove translation from the view matrix
mat4 rotView = mat4(mat3(matView));
vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
gl_Position = clipPos;
}

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@ -221,10 +221,12 @@ int main(void)
}
// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
// NoEase function, used when "no easing" is selected for any axis
// It just ignores all parameters besides b
static float NoEase(float t, float b, float c, float d)
{
float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
// Hack to avoid compiler warning (about unused variables)
float burn = t + b + c + d;
d += burn;
return b;

View File

@ -16,13 +16,13 @@
********************************************************************************************
*
* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
* primary point is to demonstrate raylib and OpenGL interop.
* primary point is to demonstrate raylib and OpenGL interop
*
* rlgl batched draw operations internally so we have to flush the current batch before
* doing our own OpenGL work (rlDrawRenderBatchActive()).
* doing our own OpenGL work (rlDrawRenderBatchActive())
*
* The example also demonstrates how to get the current model view projection matrix of
* raylib. That way raylib cameras and so on work as expected.
* raylib. That way raylib cameras and so on work as expected
*
********************************************************************************************/
@ -30,18 +30,18 @@
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
#if defined(GRAPHICS_API_OPENGL_ES2)
#include "glad_gles2.h" // Required for: OpenGL functionality
#include "glad_gles2.h" // Required for: OpenGL functionality
#define glGenVertexArrays glGenVertexArraysOES
#define glBindVertexArray glBindVertexArrayOES
#define glDeleteVertexArrays glDeleteVertexArraysOES
#define GLSL_VERSION 100
#else
#if defined(__APPLE__)
#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
#define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
#else
#include "glad.h" // Required for: OpenGL functionality
#include "glad.h" // Required for: OpenGL functionality
#endif
#define GLSL_VERSION 330
#endif
@ -71,7 +71,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - point particles");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - point particles");
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
@ -86,14 +86,14 @@ int main(void)
{
particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
// Give each particle a slightly different period. But don't spread it to much.
// This way the particles line up every so often and you get a glimps of what is going on.
// Give each particle a slightly different period. But don't spread it to much
// This way the particles line up every so often and you get a glimps of what is going on
particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
}
// Create a plain OpenGL vertex buffer with the data and an vertex array object
// that feeds the data from the buffer into the vertexPosition shader attribute.
// Create a plain OpenGL vertex buffer with the data and an vertex array object
// that feeds the data from the buffer into the vertexPosition shader attribute
GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao);
@ -125,13 +125,13 @@ int main(void)
DrawRectangle(10, 10, 210, 30, MAROON);
DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
// Switch to plain OpenGL
//------------------------------------------------------------------------------
glUseProgram(shader.id);
glUniform1f(currentTimeLoc, GetTime());
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
@ -139,18 +139,18 @@ int main(void)
// Get the current modelview and projection matrix so the particle system is displayed and transformed
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
glBindVertexArray(0);
glUseProgram(0);
//------------------------------------------------------------------------------
DrawFPS(screenWidth - 100, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

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@ -12,7 +12,7 @@
* Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
@ -32,7 +32,7 @@ int main(void)
Vector2 v0 = { screenWidth/2, screenHeight/2 };
Vector2 v1 = Vector2Add(v0, (Vector2){ 100.0f, 80.0f });
Vector2 v2 = { 0 }; // Updated with mouse position
float angle = 0.0f; // Angle in degrees
int angleMode = 0; // 0-Vector2Angle(), 1-Vector2LineAngle()
@ -47,12 +47,12 @@ int main(void)
float startangle = 0.0f;
if (angleMode == 0) startangle = -Vector2LineAngle(v0, v1)*RAD2DEG;
if (angleMode == 1) startangle = 0.0f;
if (angleMode == 1) startangle = 0.0f;
v2 = GetMousePosition();
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
if (angleMode == 0)
@ -75,12 +75,12 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
if (angleMode == 0)
{
DrawText("MODE 0: Angle between V1 and V2", 10, 10, 20, BLACK);
DrawText("Right Click to Move V2", 10, 30, 20, DARKGRAY);
DrawLineEx(v0, v1, 2.0f, BLACK);
DrawLineEx(v0, v2, 2.0f, RED);
@ -89,13 +89,13 @@ int main(void)
else if (angleMode == 1)
{
DrawText("MODE 1: Angle formed by line V1 to V2", 10, 10, 20, BLACK);
DrawLine(0, screenHeight/2, screenWidth, screenHeight/2, LIGHTGRAY);
DrawLineEx(v0, v2, 2.0f, RED);
DrawCircleSector(v0, 40.0f, startangle, startangle - angle, 32, Fade(GREEN, 0.6f));
}
DrawText("v0", v0.x, v0.y, 10, DARKGRAY);
// If the line from v0 to v1 would overlap the text, move it's position up 10
@ -110,7 +110,7 @@ int main(void)
DrawText("Press SPACE to change MODE", 460, 10, 20, DARKGRAY);
DrawText(TextFormat("ANGLE: %2.2f", angle), 10, 70, 20, LIME);
EndDrawing();
//----------------------------------------------------------------------------------
}

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@ -23,11 +23,11 @@
#include <stdlib.h>
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
// This must be a multiple of 16 (check golLogic compute dispatch).
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant
// This must be a multiple of 16 (check golLogic compute dispatch)
#define GOL_WIDTH 768
// Maximum amount of queued draw commands (squares draw from mouse down events).
// Maximum amount of queued draw commands (squares draw from mouse down events)
#define MAX_BUFFERED_TRANSFERTS 48
// Game Of Life Update Command
@ -51,9 +51,12 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life");
const int screenWidth = GOL_WIDTH;
const int screenHeight = GOL_WIDTH;
const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - compute shader - game of life");
const Vector2 resolution = { screenWidth, screenHeight };
unsigned int brushSize = 8;
// Game of Life logic compute shader
@ -157,7 +160,7 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload shader buffers objects.
// Unload shader buffers objects
rlUnloadShaderBuffer(ssboA);
rlUnloadShaderBuffer(ssboB);
rlUnloadShaderBuffer(ssboTransfert);

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@ -9,7 +9,7 @@
*
* Example originally created with raylib 1.6, last time updated with raylib 4.0
*
* WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile.
* WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile
* It could work on other platforms if redesigned for those platforms (out-of-scope)
*
* DEPENDENCIES:
@ -48,7 +48,7 @@
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
* 3. This notice may not be removed or altered from any source distribution
*
********************************************************************************************/
@ -137,7 +137,7 @@ int main(void)
glfwWindowHint(GLFW_SAMPLES, 4);
glfwWindowHint(GLFW_DEPTH_BITS, 16);
// WARNING: OpenGL 3.3 Core profile only
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);

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@ -0,0 +1,64 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal; //used for when normal mapping is toggled off
varying vec4 fragColor;
varying mat3 TBN;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D normalMap;
uniform vec4 colDiffuse;
uniform vec3 viewPos;
// NOTE: Add your custom variables here
uniform vec3 lightPos;
uniform bool useNormalMap;
uniform float specularExponent;
void main()
{
vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
vec3 specular = vec3(0.0);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 lightDir = normalize(lightPos - fragPosition);
vec3 normal;
if (useNormalMap)
{
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal * 2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal * TBN);
}
else
{
normal = normalize(fragNormal);
}
vec4 tint = colDiffuse * fragColor;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 lightDot = lightColor * NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
specular += specCo;
finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0 / 2.2));
}

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@ -0,0 +1,76 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexTangent;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal; //used for when normal mapping is toggled off
varying vec4 fragColor;
varying mat3 TBN;
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
fragColor = vertexColor;
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,28 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
// Input uniform values
uniform sampler2D depthTexture;
uniform bool flipY;
float nearPlane = 0.1;
float farPlane = 100.0;
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY)
texCoord.y = 1.0 - texCoord.y;
// Sample depth texture
float depth = texture2D(depthTexture, texCoord).r;
// Linearize depth
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
gl_FragColor = vec4(vec3(linearDepth), 1.0);
}

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@ -0,0 +1,62 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal; //used for when normal mapping is toggled off
varying vec4 fragColor;
varying mat3 TBN;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D normalMap;
uniform vec4 colDiffuse;
uniform vec3 viewPos;
// NOTE: Add your custom variables here
uniform vec3 lightPos;
uniform bool useNormalMap;
uniform float specularExponent;
void main()
{
vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
vec3 specular = vec3(0.0);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 lightDir = normalize(lightPos - fragPosition);
vec3 normal;
if (useNormalMap)
{
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal * 2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal * TBN);
}
else
{
normal = normalize(fragNormal);
}
vec4 tint = colDiffuse * fragColor;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 lightDot = lightColor * NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
specular += specCo;
finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
// Gamma correction
gl_FragColor = pow(finalColor, vec4(1.0 / 2.2));
}

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@ -0,0 +1,76 @@
#version 120
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexTangent;
attribute vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec3 fragNormal; //used for when normal mapping is toggled off
varying vec4 fragColor;
varying mat3 TBN;
// NOTE: Add your custom variables here
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22 * a11 - a12 * a21;
float b11 = -a22 * a10 + a12 * a20;
float b21 = a21 * a10 - a11 * a20;
float det = a00 * b01 + a01 * b11 + a02 * b21;
return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
fragColor = vertexColor;
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,67 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec3 fragNormal; //used for when normal mapping is toggled off
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D normalMap;
uniform vec4 colDiffuse;
uniform vec3 viewPos;
uniform vec4 tintColor;
uniform vec3 lightPos;
uniform bool useNormalMap;
uniform float specularExponent;
// Output fragment color
out vec4 finalColor;
in mat3 TBN;
void main()
{
vec4 texelColor = texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y));
vec3 specular = vec3(0.0);
vec3 viewDir = normalize(viewPos - fragPosition);
vec3 lightDir = normalize(lightPos - fragPosition);
vec3 normal;
if (useNormalMap)
{
normal = texture(normalMap, vec2(fragTexCoord.x, fragTexCoord.y)).rgb;
//Transform normal values to the range -1.0 ... 1.0
normal = normalize(normal * 2.0 - 1.0);
//Transform the normal from tangent-space to world-space for lighting calculation
normal = normalize(normal * TBN);
}
else
{
normal = normalize(fragNormal);
}
vec4 tint = colDiffuse * fragColor;
vec3 lightColor = vec3(1.0, 1.0, 1.0);
float NdotL = max(dot(normal, lightDir), 0.0);
vec3 lightDot = lightColor * NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewDir, reflect(-lightDir, normal))), specularExponent); // 16 refers to shine
specular += specCo;
finalColor = (texelColor * ((tint + vec4(specular, 1.0)) * vec4(lightDot, 1.0)));
finalColor += texelColor * (vec4(1.0, 1.0, 1.0, 1.0) / 40.0) * tint;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0 / 2.2));
//finalColor = vec4(normal, 1.0);
}

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@ -0,0 +1,48 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexTangent;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec3 fragNormal; //used for when normal mapping is toggled off
out vec4 fragColor;
out mat3 TBN;
void main()
{
// Compute binormal from vertex normal and tangent. W component is the tangent handedness
vec3 vertexBinormal = cross(vertexNormal, vertexTangent.xyz) * vertexTangent.w;
// Compute fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
// Compute fragment position based on model transformations
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
//Create TBN matrix for transforming the normal map values from tangent-space to world-space
fragNormal = normalize(normalMatrix * vertexNormal);
vec3 fragTangent = normalize(normalMatrix * vertexTangent.xyz);
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal) * fragNormal);
vec3 fragBinormal = normalize(normalMatrix * vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
fragColor = vertexColor;
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}

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@ -5,9 +5,9 @@
* Example complexity rating: [★★★★] 4/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 3.0, last time updated with raylib 4.2
*
@ -59,10 +59,10 @@ int main(void)
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some required shader locations
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// NOTE: "matModel" location name is automatically assigned on shader loading,
// NOTE: "matModel" location name is automatically assigned on shader loading,
// no need to get the location again if using that uniform name
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
// Ambient light level (some basic lighting)
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
@ -87,13 +87,13 @@ int main(void)
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Check key inputs to enable/disable lights
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
// Update light values (actually, only enable/disable them)
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
//----------------------------------------------------------------------------------

View File

@ -13,8 +13,8 @@
*
* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
*
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
* licensed under Creative Commons Attribution-NonCommercial
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
* licensed under Creative Commons Attribution-NonCommercial
* (http://creativecommons.org/licenses/by-nc/4.0/)
*
********************************************************************************************/
@ -105,7 +105,7 @@ int main()
// shader already takes care of it accordingly
shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(shader, "mraMap");
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
// WARNING: Similar to the MRA map, the emissive map packs different information
// WARNING: Similar to the MRA map, the emissive map packs different information
// into a single texture: it stores height and emission data
// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "emissiveMap");
@ -153,7 +153,7 @@ int main()
car.materials[0].maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/old_car_mra.png");
car.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/old_car_n.png");
car.materials[0].maps[MATERIAL_MAP_EMISSION].texture = LoadTexture("resources/old_car_e.png");
// Load floor model mesh and assign material parameters
// NOTE: A basic plane shape can be generated instead of being loaded from a model file
Model floor = LoadModel("resources/models/plane.glb");
@ -161,9 +161,9 @@ int main()
//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
//Model floor = LoadModelFromMesh(floorMesh);
// Assign material shader for our floor model, same PBR shader
// Assign material shader for our floor model, same PBR shader
floor.materials[0].shader = shader;
floor.materials[0].maps[MATERIAL_MAP_ALBEDO].color = WHITE;
floor.materials[0].maps[MATERIAL_MAP_METALNESS].value = 0.8f;
floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value = 0.1f;
@ -193,7 +193,7 @@ int main()
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, SHADER_UNIFORM_INT);
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, SHADER_UNIFORM_INT);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
@ -221,11 +221,11 @@ int main()
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(BLACK);
BeginMode3D(camera);
// Set floor model texture tiling and emissive color parameters on shader
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, SHADER_UNIFORM_VEC2);
Vector4 floorEmissiveColor = ColorNormalize(floor.materials[0].maps[MATERIAL_MAP_EMISSION].color);
@ -234,7 +234,7 @@ int main()
// Set floor metallic and roughness values
SetShaderValue(shader, metallicValueLoc, &floor.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, roughnessValueLoc, &floor.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
DrawModel(floor, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE); // Draw floor model
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
@ -247,24 +247,24 @@ int main()
// Set old car metallic and roughness values
SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
DrawModel(car, (Vector3){ 0.0f, 0.0f, 0.0f }, 0.25f, WHITE); // Draw car model
// Draw spheres to show the lights positions
for (int i = 0; i < MAX_LIGHTS; i++)
{
Color lightColor = (Color){ lights[i].color[0]*255, lights[i].color[1]*255, lights[i].color[2]*255, lights[i].color[3]*255 };
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
}
EndMode3D();
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, LIGHTGRAY);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
@ -273,20 +273,20 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
// Unbind (disconnect) shader from car.material[0]
// Unbind (disconnect) shader from car.material[0]
// to avoid UnloadMaterial() trying to unload it automatically
car.materials[0].shader = (Shader){ 0 };
UnloadMaterial(car.materials[0]);
car.materials[0].maps = NULL;
UnloadModel(car);
floor.materials[0].shader = (Shader){ 0 };
UnloadMaterial(floor.materials[0]);
floor.materials[0].maps = NULL;
UnloadModel(floor);
UnloadShader(shader); // Unload Shader
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@ -310,7 +310,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
light.color[2] = (float)color.b/255.0f;
light.color[3] = (float)color.a/255.0f;
light.intensity = intensity;
// NOTE: Shader parameters names for lights must match the requested ones
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightCount));
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightCount));
@ -318,7 +318,7 @@ static Light CreateLight(int type, Vector3 position, Vector3 target, Color color
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightCount));
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightCount));
light.intensityLoc = GetShaderLocation(shader, TextFormat("lights[%i].intensity", lightCount));
UpdateLight(shader, light);
lightCount++;
@ -333,7 +333,7 @@ static void UpdateLight(Shader shader, Light light)
{
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);

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@ -5,7 +5,7 @@
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
@ -78,7 +78,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
Vector2 mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.x;

View File

@ -42,7 +42,7 @@ typedef struct GBuffer {
unsigned int positionTexture;
unsigned int normalTexture;
unsigned int albedoSpecTexture;
unsigned int depthRenderbuffer;
} GBuffer;
@ -94,49 +94,49 @@ int main(void)
TraceLog(LOG_WARNING, "Failed to create framebuffer");
exit(1);
}
rlEnableFramebuffer(gBuffer.framebuffer);
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
// depth, and the inverse view/projection matrices.
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
// depth, and the inverse view/projection matrices
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios.
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`.
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility.
// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations.
// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility
// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
// Albedo (diffuse color) and specular strength can be combined into one texture.
// The color in RGB, and the specular strength in the alpha channel.
// Albedo (diffuse color) and specular strength can be combined into one texture
// The color in RGB, and the specular strength in the alpha channel
gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
// Activate the draw buffers for our framebuffer
rlActiveDrawBuffers(3);
// Now we attach our textures to the framebuffer.
// Now we attach our textures to the framebuffer
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
// Finally we attach the depth buffer.
// Finally we attach the depth buffer
gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
// Make sure our framebuffer is complete.
// Make sure our framebuffer is complete
// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
// to rlDisableFramebuffer() here.
// to rlDisableFramebuffer() here
if (!rlFramebufferComplete(gBuffer.framebuffer))
{
TraceLog(LOG_WARNING, "Framebuffer is not complete");
}
// Now we initialize the sampler2D uniform's in the deferred shader.
// Now we initialize the sampler2D uniform's in the deferred shader
// We do this by setting the uniform's values to the texture units that
// we later bind our g-buffer textures to.
// we later bind our g-buffer textures to
rlEnableShader(deferredShader.id);
int texUnitPosition = 0;
int texUnitNormal = 1;
@ -161,7 +161,7 @@ int main(void)
const float CUBE_SCALE = 0.25;
Vector3 cubePositions[MAX_CUBES] = { 0 };
float cubeRotations[MAX_CUBES] = { 0 };
for (int i = 0; i < MAX_CUBES; i++)
{
cubePositions[i] = (Vector3){
@ -169,7 +169,7 @@ int main(void)
.y = (float)(rand()%5),
.z = (float)(rand()%10) - 5,
};
cubeRotations[i] = (float)(rand()%360);
}
@ -190,7 +190,7 @@ int main(void)
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(deferredShader, deferredShader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Check key inputs to enable/disable lights
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
@ -215,11 +215,11 @@ int main(void)
rlEnableFramebuffer(gBuffer.framebuffer);
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.
// will not work, as they won't immediately load the shader program
rlEnableShader(gbufferShader.id);
// When drawing a model here, make sure that the material's shaders
// are set to the gbuffer shader!
@ -236,7 +236,7 @@ int main(void)
EndMode3D();
rlEnableColorBlend();
// Go back to the default framebuffer (0) and draw our deferred shading.
// Go back to the default framebuffer (0) and draw our deferred shading
rlDisableFramebuffer();
rlClearScreenBuffers(); // Clear color & depth buffer
@ -264,10 +264,10 @@ int main(void)
rlEnableColorBlend();
EndMode3D();
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer.
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
rlDisableFramebuffer();
// Since our shader is now done and disabled, we can draw spheres
@ -281,7 +281,7 @@ int main(void)
}
rlDisableShader();
EndMode3D();
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, DARKGREEN);
} break;
case DEFERRED_POSITION:
@ -291,7 +291,7 @@ int main(void)
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
case DEFERRED_NORMAL:
@ -301,7 +301,7 @@ int main(void)
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
case DEFERRED_ALBEDO:
@ -311,7 +311,7 @@ int main(void)
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
default: break;
@ -321,7 +321,7 @@ int main(void)
DrawText("Switch G-buffer textures: [1][2][3][4]", 10, 70, 20, DARKGRAY);
DrawFPS(10, 10);
EndDrawing();
// -----------------------------------------------------------------------------
}

View File

@ -1,10 +1,10 @@
/*******************************************************************************************
*
* raylib [shaders] example - Sieve of Eratosthenes
* raylib [shaders] example - sieve of Eratosthenes
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
* NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve
*
* "Sift the twos and sift the threes,
* The Sieve of Eratosthenes.
@ -12,9 +12,9 @@
* the numbers that are left are prime."
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
@ -45,7 +45,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - sieve of Eratosthenes");
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);

View File

@ -5,9 +5,9 @@
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 2.5, last time updated with raylib 3.7
*

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@ -1,11 +1,11 @@
/*******************************************************************************************
*
* raylib [shaders] example - Hot reloading
* raylib [shaders] example - hot reloading
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
*
* Example originally created with raylib 3.0, last time updated with raylib 3.5
*

View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Hybrid Rendering
* raylib [shaders] example - hybrid rendering
*
* Example complexity rating: [★★★★] 4/4
*
@ -61,15 +61,15 @@ int main(void)
// You are required to write depth for all shaders if one shader does it
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
// Declare Struct used to store camera locs.
// Declare Struct used to store camera locs
RayLocs marchLocs = {0};
// Fill the struct with shader locs.
// Fill the struct with shader locs
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
marchLocs.camDir = GetShaderLocation(shdrRaymarch, "camDir");
marchLocs.screenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
// Transfer screenCenter position to shader. Which is used to calculate ray direction
Vector2 screenCenter = {.x = screenWidth/2.0f, .y = screenHeight/2.0f};
SetShaderValue(shdrRaymarch, marchLocs.screenCenter , &screenCenter , SHADER_UNIFORM_VEC2);
@ -84,10 +84,10 @@ int main(void)
.fovy = 45.0f, // Camera field-of-view Y
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
// Camera FOV is pre-calculated in the camera Distance.
// Camera FOV is pre-calculated in the camera distance
float camDist = 1.0f/(tanf(camera.fovy*0.5f*DEG2RAD));
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -98,14 +98,14 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
// Update Camera Postion in the ray march shader.
// Update Camera Postion in the ray march shader
SetShaderValue(shdrRaymarch, marchLocs.camPos, &(camera.position), RL_SHADER_UNIFORM_VEC3);
// Update Camera Looking Vector. Vector length determines FOV.
// Update Camera Looking Vector. Vector length determines FOV
Vector3 camDir = Vector3Scale( Vector3Normalize( Vector3Subtract(camera.target, camera.position)) , camDist);
SetShaderValue(shdrRaymarch, marchLocs.camDir, &(camDir), RL_SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
@ -113,11 +113,11 @@ int main(void)
ClearBackground(WHITE);
// Raymarch Scene
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
rlEnableDepthTest(); // Manually enable Depth Test to handle multiple rendering methods
BeginShaderMode(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Rasterize Scene
BeginMode3D(camera);
BeginShaderMode(shdrRaster);
@ -130,10 +130,10 @@ int main(void)
EndMode3D();
EndTextureMode();
// Draw into screen our custom render texture
// 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();

View File

@ -5,9 +5,9 @@
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
@ -109,7 +109,7 @@ int main(void)
SetShaderValue(shader, cLoc, c, SHADER_UNIFORM_VEC2);
}
// If "R" is pressed, reset zoom and offset.
// If "R" is pressed, reset zoom and offset
if (IsKeyPressed(KEY_R))
{
zoom = startingZoom;
@ -125,17 +125,16 @@ int main(void)
if (IsKeyPressed(KEY_RIGHT)) incrementSpeed++;
else if (IsKeyPressed(KEY_LEFT)) incrementSpeed--;
// If either left or right button is pressed, zoom in/out.
// If either left or right button is pressed, zoom in/out
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
{
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out.
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : 1.0f/zoomSpeed;
const Vector2 mousePos = GetMousePosition();
Vector2 offsetVelocity;
// Find the velocity at which to change the camera. Take the distance of the mouse
// from the center of the screen as the direction, and adjust magnitude based on
// the current zoom.
// from the center of the screen as the direction, and adjust magnitude based on the current zoom
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
@ -167,7 +166,7 @@ int main(void)
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
BeginDrawing();
ClearBackground(BLACK); // Clear screen background

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@ -5,9 +5,9 @@
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
@ -70,7 +70,7 @@ int main(void)
// Load a new texcoords2 attributes buffer
mesh.vboId[SHADER_LOC_VERTEX_TEXCOORD02] = rlLoadVertexBuffer(mesh.texcoords2, mesh.vertexCount*2*sizeof(float), false);
rlEnableVertexArray(mesh.vaoId);
// Index 5 is for texcoords2
rlSetVertexAttribute(5, 2, RL_FLOAT, 0, 0, 0);
rlEnableVertexAttribute(5);
@ -156,10 +156,10 @@ int main(void)
(Vector2){ 0.0, 0.0 },
0.0,
WHITE);
DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY);
DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -64,7 +64,7 @@ int main(void)
Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
float angle = (float)GetRandomValue(0, 180)*DEG2RAD;
Matrix rotation = MatrixRotate(axis, angle);
transforms[i] = MatrixMultiply(rotation, translation);
}

View File

@ -5,7 +5,7 @@
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

View File

@ -1,11 +1,11 @@
/*******************************************************************************************
*
* raylib [shaders] example - Multiple sample2D with default batch system
* raylib [shaders] example - multi sample2D
*
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
@ -38,7 +38,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2D");
Image imRed = GenImageColor(800, 450, (Color){ 255, 0, 0, 255 });
Texture texRed = LoadTextureFromImage(imRed);
@ -93,7 +93,7 @@ int main(void)
// an additional texture units is enabled for texBlue [sampler2D texture1]
DrawTexture(texRed, 0, 0, WHITE);
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, GetScreenHeight() - 40, 20, RAYWHITE);

View File

@ -0,0 +1,173 @@
/*******************************************************************************************
*
* raylib [shaders] example - normalmap
*
* Example complexity rating: [★★★★] 4/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*k
********************************************************************************************/
#include <raylib.h>
#include <raymath.h>
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normal map");
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 2.0f, -4.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Load basic normal map lighting shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
// Get some required shader locations
shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// NOTE: "matModel" location name is automatically assigned on shader loading,
// no need to get the location again if using that uniform name
// shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
// This example uses just 1 point light
Vector3 lightPosition = { 0.0f, 1.0f, 0.0f };
int lightPosLoc = GetShaderLocation(shader, "lightPos");
// Load a plane model that has proper normals and tangents
Model plane = LoadModel("resources/models/plane.glb");
// Set the plane model's shader and texture maps
plane.materials[0].shader = shader;
plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/tiles_diffuse.png");
plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/tiles_normal.png");
// Generate Mipmaps and use TRILINEAR filtering to help with texture aliasing
GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture);
SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture, TEXTURE_FILTER_TRILINEAR);
SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_TRILINEAR);
// Specular exponent AKA shininess of the material
float specularExponent = 8.0f;
int specularExponentLoc = GetShaderLocation(shader, "specularExponent");
// Allow toggling the normal map on and off for comparison purposes
int useNormalMap = 1;
int useNormalMapLoc = GetShaderLocation(shader, "useNormalMap");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Move the light around on the X and Z axis using WASD keys
Vector3 direction = { 0 };
if (IsKeyDown(KEY_W)) direction = Vector3Add(direction, (Vector3){ 0.0f, 0.0f, 1.0f });
if (IsKeyDown(KEY_S)) direction = Vector3Add(direction, (Vector3){ 0.0f, 0.0f, -1.0f });
if (IsKeyDown(KEY_D)) direction = Vector3Add(direction, (Vector3){ -1.0f, 0.0f, 0.0f });
if (IsKeyDown(KEY_A)) direction = Vector3Add(direction, (Vector3){ 1.0f, 0.0f, 0.0f });
direction = Vector3Normalize(direction);
lightPosition = Vector3Add(lightPosition, Vector3Scale(direction, GetFrameTime()*3.0f));
// Increase/Decrease the specular exponent(shininess)
if (IsKeyDown(KEY_UP)) specularExponent = Clamp(specularExponent + 40.0f*GetFrameTime(), 2.0f, 128.0f);
if (IsKeyDown(KEY_DOWN)) specularExponent = Clamp(specularExponent - 40.0f*GetFrameTime(), 2.0f, 128.0f);
// Toggle normal map on and off
if (IsKeyPressed(KEY_N)) useNormalMap = !useNormalMap;
// Spin plane model at a constant rate
plane.transform = MatrixRotateY(GetTime()*0.5f);
// Update shader values
float lightPos[3] = {lightPosition.x, lightPosition.y, lightPosition.z};
SetShaderValue(shader, lightPosLoc, lightPos, SHADER_UNIFORM_VEC3);
float camPos[3] = {camera.position.x, camera.position.y, camera.position.z};
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], camPos, SHADER_UNIFORM_VEC3);
SetShaderValue(shader, specularExponentLoc, &specularExponent, SHADER_UNIFORM_FLOAT);
SetShaderValue(shader, useNormalMapLoc, &useNormalMap, SHADER_UNIFORM_INT);
//--------------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(plane, Vector3Zero(), 2.0f, WHITE);
EndShaderMode();
// Draw sphere to show light position
DrawSphereWires(lightPosition, 0.2f, 8, 8, ORANGE);
EndMode3D();
Color textColor = (useNormalMap) ? DARKGREEN : RED;
const char *toggleStr = (useNormalMap) ? "On" : "Off";
DrawText(TextFormat("Use key [N] to toggle normal map: %s", toggleStr), 10, 10, 10, textColor);
int yOffset = 24;
DrawText("Use keys [W][A][S][D] to move the light", 10, 10 + yOffset*1, 10, BLACK);
DrawText("Use keys [Up][Down] to change specular exponent", 10, 10 + yOffset*2, 10, BLACK);
DrawText(TextFormat("Specular Exponent: %.2f", specularExponent), 10, 10 + yOffset*3, 10, BLUE);
DrawFPS(screenWidth - 80, 10);
EndDrawing();
//--------------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(plane);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -5,7 +5,7 @@
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

View File

@ -5,7 +5,7 @@
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
@ -141,7 +141,7 @@ int main(void)
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing();
ClearBackground(RAYWHITE); // Clear screen background

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@ -5,7 +5,7 @@
* Example complexity rating: [★★★★] 4/4
*
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
*
* Example originally created with raylib 2.0, last time updated with raylib 4.2
*

View File

@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Rounded Rectangle
* raylib [shaders] example - rounded rectangle
*
* Example complexity rating: [★★★☆] 3/4
*
@ -24,9 +24,8 @@
#endif
//------------------------------------------------------------------------------------
// Declare custom Structs
// Structs definition
//------------------------------------------------------------------------------------
// Rounded rectangle data
typedef struct {
Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
@ -54,7 +53,6 @@ typedef struct {
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
// Create a rounded rectangle and set uniform locations
static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
@ -71,11 +69,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
const Color rectangleColor = BLUE;
const Color shadowColor = DARKBLUE;
const Color borderColor = SKYBLUE;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rounded rectangle");
// Load the shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
@ -94,6 +88,10 @@ int main(void)
// Update shader uniforms
UpdateRoundedRectangle(roundedRectangle, shader);
const Color rectangleColor = BLUE;
const Color shadowColor = DARKBLUE;
const Color borderColor = SKYBLUE;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@ -124,8 +122,6 @@ int main(void)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw rectangle shadow using shader
rec = (Rectangle){ 50, 200, 110, 60 };
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
@ -143,8 +139,6 @@ int main(void)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw rectangle's border using shader
rec = (Rectangle){ 50, 330, 110, 60 };
DrawRectangleLines((int)rec.x - 20, (int)rec.y - 20, (int)rec.width + 40, (int)rec.height + 40, DARKGRAY);
@ -162,8 +156,6 @@ int main(void)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
// Draw one more rectangle with all three colors
rec = (Rectangle){ 240, 80, 500, 300 };
DrawRectangleLines((int)rec.x - 30, (int)rec.y - 30, (int)rec.width + 60, (int)rec.height + 60, DARKGRAY);

View File

@ -44,7 +44,7 @@ int main(void)
SetConfigFlags(FLAG_MSAA_4X_HINT);
// Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
// which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve
// realism and also adapt it for different scenes. This is pretty much the simplest possible implementation.
// realism and also adapt it for different scenes. This is pretty much the simplest possible implementation
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap");
Camera3D cam = (Camera3D){ 0 };
@ -173,7 +173,7 @@ int main(void)
// Draw the same exact things as we drew in the shadowmap!
DrawScene(cube, robot);
EndMode3D();
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 320, screenHeight - 20, 10, GRAY);

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@ -5,7 +5,7 @@
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

View File

@ -97,7 +97,7 @@ int main(void)
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
framesCounter++;
rotation.x += 0.01f;
rotation.y += 0.005f;

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@ -20,13 +20,13 @@
*
* The right hand side of the screen there is just enough light to see whats
* going on without the spot light, great for a stealth type game where you
* have to avoid the spotlights.
* have to avoid the spotlights
*
* The left hand side of the screen is in pitch dark except for where the spotlights are.
* The left hand side of the screen is in pitch dark except for where the spotlights are
*
* Although this example doesn't scale like the letterbox example, you could integrate
* the two techniques, but by scaling the actual colour of the render texture rather
* than using alpha as a mask.
* than using alpha as a mask
*
********************************************************************************************/
@ -115,7 +115,7 @@ int main(void)
}
// Tell the shader how wide the screen is so we can have
// a pitch black half and a dimly lit half.
// a pitch black half and a dimly lit half
unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
float sw = (float)GetScreenWidth();
SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);

View File

@ -1,11 +1,11 @@
/*******************************************************************************************
*
* raylib [shaders] example - Apply an shdrOutline to a texture
* raylib [shaders] example - texture outline
*
* Example complexity rating: [★★★☆] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
@ -36,7 +36,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
Texture2D texture = LoadTexture("resources/fudesumi.png");

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@ -4,7 +4,7 @@
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example demonstrates how to tile a texture on a 3D model using raylib.
* Example demonstrates how to tile a texture on a 3D model using raylib
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
@ -48,7 +48,7 @@ int main(void)
// Load a cube model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model model = LoadModelFromMesh(cube);
// Load a texture and assign to cube model
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
@ -77,17 +77,17 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
EndShaderMode();
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
@ -104,6 +104,6 @@ int main(void)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -5,7 +5,7 @@
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders

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@ -52,7 +52,7 @@ int main(void)
Shader shader = LoadShader(
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
// Load perlin noise texture
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
@ -64,7 +64,7 @@ int main(void)
rlActiveTextureSlot(1);
rlEnableTexture(perlinNoiseMap.id);
rlSetUniformSampler(perlinNoiseMapLoc, 1);
// Create a plane mesh and model
Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
Model planeModel = LoadModelFromMesh(planeMesh);

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shader] example - render depth texture
* raylib [shaders] example - render depth texture
*
* Example complexity rating: [★★★☆] 3/4
*
@ -36,7 +36,7 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - render depth texture");
// Init camera
Camera camera = { 0 };
@ -76,7 +76,7 @@ int main(void)
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(WHITE);
BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Depth buffer writing
* raylib [shaders] example - depth buffer writing
*
* Example complexity rating: [★★☆☆] 2/4
*
@ -60,7 +60,7 @@ int main(void)
.fovy = 45.0f, // Camera field-of-view Y
.projection = CAMERA_PERSPECTIVE // Camera projection type
};
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -71,13 +71,13 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
BeginTextureMode(target);
ClearBackground(WHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawCubeWiresV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, RED);
@ -89,7 +89,7 @@ int main(void)
EndMode3D();
EndTextureMode();
// Draw into screen our custom render texture
// Draw into screen our custom render texture
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);

View File

@ -22,12 +22,6 @@
//----------------------------------------------------------------------------------
// Macro Helpers
//----------------------------------------------------------------------------------
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 450
#define CENTER_X SCREEN_WIDTH * 0.5
#define CENTER_Y SCREEN_HEIGHT * 0.5 - 100
// Constant for Simulation
#define SIMULATION_STEPS 30
#define G 9.81
@ -45,32 +39,32 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "raylib [shapes] example - Double Pendulum");
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
// Simulation Paramters
//--------------------------------------------------------------------------------------
float l1 = 15, m1 = 0.2, theta1 = DEG2RAD * 170, w1 = 0;
float l2 = 15, m2 = 0.1, theta2 = DEG2RAD * 0, w2 = 0;
float lengthScaler = 0.1;
float totalM = m1 + m2;
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
previousPosition.x += CENTER_X;
previousPosition.y += CENTER_Y;
previousPosition.x += (screenWidth/2);
previousPosition.y += (screenHeight/2 - 100);
// Scale length
float L1 = l1 * lengthScaler;
float L2 = l2 * lengthScaler;
// Draw Parameters
//--------------------------------------------------------------------------------------
// Draw parameters
int lineThick = 20, trailThick = 2;
float fateAlpha = 0.01;
// Create Framebuffer
//--------------------------------------------------------------------------------------
RenderTexture2D target = LoadRenderTexture(SCREEN_WIDTH, SCREEN_HEIGHT);
// Create framebuffer
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
SetTextureFilter(target.texture, TEXTURE_FILTER_BILINEAR);
SetTargetFPS(60);
@ -80,60 +74,56 @@ int main(void)
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
float dt = GetFrameTime();
float step = dt / SIMULATION_STEPS, step2 = step * step;
// Update Physics - larger steps = better approximation
//----------------------------------------------------------------------------------
for (int i = 0; i < SIMULATION_STEPS; ++i)
{
float delta = theta1 - theta2;
float sinD = sin(delta), cosD = cos(delta), cos2D = cos(2 * delta);
float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
float ww1 = w1 * w1, ww2 = w2 * w2;
// Calculate a1
float a1 = (-G * (2 * m1 + m2) * sin(theta1)
- m2 * G * sin(theta1 - 2 * theta2)
- 2 * sinD * m2 * (ww2 * L2 + ww1 * L1 * cosD))
/ (L1 * (2 * m1 + m2 - m2 * cos2D));
float a1 = (-G*(2*m1 + m2)*sinf(theta1)
- m2*G*sinf(theta1 - 2*theta2)
- 2*sinD*m2*(ww2*L2 + ww1*L1*cosD))
/ (L1*(2*m1 + m2 - m2*cos2D));
// Calculate a2
float a2 = (2 * sinD * (ww1 * L1 * totalM
+ G * totalM * cos(theta1)
+ ww2 * L2 * m2 * cosD))
/ (L2 * (2 * m1 + m2 - m2 * cos2D));
float a2 = (2*sinD*(ww1*L1*totalM
+ G*totalM*cosf(theta1)
+ ww2*L2*m2*cosD))
/ (L2*(2*m1 + m2 - m2*cos2D));
// Update thetas
theta1 += w1 * step + 0.5 * a1 * step2;
theta2 += w2 * step + 0.5 * a2 * step2;
theta1 += w1*step + 0.5f*a1*step2;
theta2 += w2*step + 0.5f*a2*step2;
// Update omegas
w1 += a1 * step;
w2 += a2 * step;
w1 += a1*step;
w2 += a2*step;
}
//----------------------------------------------------------------------------------
// Calculate position
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
currentPosition.x += CENTER_X;
currentPosition.y += CENTER_Y;
currentPosition.x += screenWidth/2;
currentPosition.y += screenHeight/2 - 100;
// Draw to framebuffer
//----------------------------------------------------------------------------------
// Draw to render texture
BeginTextureMode(target);
// Draw a transparent rectangle - smaller alpha = longer trails
DrawRectangle(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, Fade(BLACK, fateAlpha));
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, fateAlpha));
// Draw trail
DrawCircleV(previousPosition, trailThick, RED);
DrawLineEx(previousPosition, currentPosition, trailThick * 2, RED);
EndTextureMode();
//----------------------------------------------------------------------------------
// Update previous position
previousPosition = currentPosition;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
@ -141,17 +131,16 @@ int main(void)
ClearBackground(BLACK);
// Draw Trails Texture
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height },
(Vector2){ 0, 0 }, WHITE);
// Draw trails texture
DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
// Draw Double Pendulum
DrawRectanglePro((Rectangle){ CENTER_X, CENTER_Y, 10 * l1, lineThick },
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
// Draw double pendulum
DrawRectanglePro((Rectangle){ screenWidth/2, screenHeight/2 - 100, 10 * l1, lineThick },
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta1, RAYWHITE);
Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
DrawRectanglePro((Rectangle){ CENTER_X + endpoint1.x, CENTER_Y + endpoint1.y, 10 * l2, lineThick },
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE);
DrawRectanglePro((Rectangle){ screenWidth/2 + endpoint1.x, screenHeight/2 - 100 + endpoint1.y, 10 * l2, lineThick },
(Vector2){0, lineThick * 0.5}, 90 - RAD2DEG * theta2, RAYWHITE);
EndDrawing();
//----------------------------------------------------------------------------------

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