8 Commits

Author SHA1 Message Date
Ray
a6dd08fb71 Update shaders_color_correction.c 2025-10-26 20:10:47 +01:00
Ray
0bbe302e72 Merge branch 'master' of https://github.com/raysan5/raylib 2025-10-26 18:40:56 +01:00
Ray
6a5b7fb3f8 Update models_decals.c 2025-10-26 18:40:46 +01:00
40594f3ec0 Fix typo in font loading documentation (#5308) 2025-10-26 18:24:56 +01:00
70f4911698 [examples] Added shaders_color_correction (#5307)
* [examples] Added `shaders_color_correction`

* Add _CRT_SECURE_NO_WARNINGS to VS Project

* Added to makefiles
2025-10-26 18:24:19 +01:00
Ray
0fbc4272d0 Remove trailing spaces 2025-10-26 18:22:23 +01:00
Ray
cb58ca63d4 Review formating #5306 2025-10-26 18:21:24 +01:00
e244cf297a examples_model_decals : Fixed unload crash, added buttons (#5306) 2025-10-26 18:15:45 +01:00
26 changed files with 6956 additions and 274 deletions

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@ -655,6 +655,7 @@ SHADERS = \
shaders/shaders_ascii_rendering \
shaders/shaders_basic_lighting \
shaders/shaders_basic_pbr \
shaders/shaders_color_correction \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_rendering \
shaders/shaders_depth_rendering \

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@ -655,6 +655,7 @@ SHADERS = \
shaders/shaders_ascii_rendering \
shaders/shaders_basic_lighting \
shaders/shaders_basic_pbr \
shaders/shaders_color_correction \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_rendering \
shaders/shaders_depth_rendering \
@ -1261,6 +1262,14 @@ shaders/shaders_basic_pbr: shaders/shaders_basic_pbr.c
--preload-file shaders/resources/road_mra.png@resources/road_mra.png \
--preload-file shaders/resources/road_n.png@resources/road_n.png
shapes/shapes_recursive_tree: shaders/shaders_color_correction.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/shaders/glsl100/color_correction.fs@resources/shaders/glsl100/color_correction.fs \
--preload-file shaders/resources/parrots.png@resources/parrots.png \
--preload-file shaders/resources/cat.png@resources/cat.png \
--preload-file shaders/resources/mandrill.png@resources/mandrill.png \
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png
shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file shaders/resources/models/barracks.obj@resources/models/barracks.obj \

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@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
## EXAMPLES COLLECTION [TOTAL: 187]
## EXAMPLES COLLECTION [TOTAL: 188]
### category: core [45]
@ -196,7 +196,7 @@ Examples using raylib models functionality, including models loading/generation
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
### category: shaders [31]
### category: shaders [32]
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.
@ -233,6 +233,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
| [shaders_mandelbrot_set](shaders/shaders_mandelbrot_set.c) | <img src="shaders/shaders_mandelbrot_set.png" alt="shaders_mandelbrot_set" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
| [shaders_color_correction](shaders/shaders_color_correction.c) | <img src="shaders/shaders_color_correction.png" alt="shaders_color_correction" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
### category: audio [8]

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@ -163,6 +163,7 @@ shaders;shaders_texture_outline;★★★☆;4.0;4.0;2021;2025;"Serenity Skiff";
shaders;shaders_texture_waves;★★☆☆;2.5;3.7;2019;2025;"Anata";@anatagawa
shaders;shaders_julia_set;★★★☆;2.5;4.0;2019;2025;"Josh Colclough";@joshcol9232
shaders;shaders_mandelbrot_set;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
shaders;shaders_color_correction;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
shaders;shaders_eratosthenes_sieve;★★★☆;2.5;4.0;2019;2025;"ProfJski";@ProfJski
shaders;shaders_fog_rendering;★★★☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
shaders;shaders_simple_mask;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho

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@ -36,7 +36,7 @@
10. Have fun!
The following files must be updated when adding a new example,
The following files must be updated when adding a new example,
but it can be automatically done using the raylib provided tool: rexm
So, no worries if just the .c/.png are provided when adding the example.

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@ -43,8 +43,10 @@ typedef struct MeshBuilder {
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
static void FreeMeshBuilder(MeshBuilder *mb);
static Mesh BuildMesh(MeshBuilder *mb);
static Mesh GenMeshDecal(Mesh inputMesh, Ray ray);
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
static bool GuiButton(Rectangle rec, const char *label);
//------------------------------------------------------------------------------------
// Program main entry point
@ -69,50 +71,46 @@ int main(void)
// Load character model
Model model = LoadModel("resources/models/obj/character.obj");
// Apply character skin
Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR);
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture;
BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box
camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f);
camera.position = Vector3Scale(modelBBox.max, 1.0f);
camera.position.x *= 0.1f;
float modelSize = fminf(
fminf(fabsf(modelBBox.max.x - modelBBox.min.x), fabsf(modelBBox.max.y - modelBBox.min.y)),
fabsf(modelBBox.max.z - modelBBox.min.z));
camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f };
float decalSize = modelSize*0.25f;
float decalOffset = 0.01f;
Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
placementCube.materials[0].maps[0].color = LIME;
Material decalMaterial = LoadMaterialDefault();
decalMaterial.maps[0].color = YELLOW;
Image decalImage = LoadImage("resources/raylib_logo.png");
ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4);
Texture decalTexture = LoadTextureFromImage(decalImage);
UnloadImage(decalImage);
SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR);
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
// We're going to use these to build up our decal meshes
// They'll resize automatically as we go, we'll free them at the end
MeshBuilder meshBuilders[2] = { 0 };
bool showModel = true;
Model decalModels[MAX_DECALS] = { 0 };
int decalCount = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -123,8 +121,6 @@ int main(void)
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
if (IsKeyPressed(KEY_SPACE)) showModel = !showModel;
// Display information about closest hit
RayCollision collision = { 0 };
collision.distance = FLT_MAX;
@ -155,216 +151,24 @@ int main(void)
if (meshHitInfo.hit) collision = meshHitInfo;
}
// Add decal to mesh on hit point
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (decalCount < MAX_DECALS))
{
// Create the transformation to project the decal
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f });
// Spin the placement around a bit
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
Matrix splatInv = MatrixInvert(splat);
// Reset the mesh builders
meshBuilders[0].vertexCount = 0;
meshBuilders[1].vertexCount = 0;
// We'll be flip-flopping between the two mesh builders
// Reading from one and writing to the other, then swapping
int mbIndex = 0;
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++)
Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
if (decalMesh.vertexCount > 0)
{
Mesh mesh = model.meshes[meshIndex];
for (int tri = 0; tri < mesh.triangleCount; tri++)
{
Vector3 vertices[3] = { 0 };
// The way we calculate the vertices of the mesh triangle
// depend on whether the mesh vertices are indexed or not
if (mesh.indices == 0)
{
for (int v = 0; v < 3; v++)
{
vertices[v] = (Vector3){
mesh.vertices[3*3*tri + 3*v + 0],
mesh.vertices[3*3*tri + 3*v + 1],
mesh.vertices[3*3*tri + 3*v + 2]
};
}
}
else
{
for (int v = 0; v < 3; v++)
{
vertices[v] = (Vector3){
mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
mesh.vertices[ 3*mesh.indices[3*tri+2] + v]
};
}
}
// Transform all 3 vertices of the triangle
// and check if they are inside our decal box
int insideCount = 0;
for (int i = 0; i < 3; i++)
{
// To splat space
Vector3 v = Vector3Transform(vertices[i], splat);
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
// We need to keep the transformed vertex
vertices[i] = v;
}
// If any of them are inside, we add the triangle - we'll clip it later
if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
}
}
// Clipping time! We need to clip against all 6 directions
Vector3 planes[6] = {
{ 1, 0, 0 },
{ -1, 0, 0 },
{ 0, 1, 0 },
{ 0, -1, 0 },
{ 0, 0, 1 },
{ 0, 0, -1 }
};
for (int face = 0; face < 6; face++)
{
// Swap current model builder (so we read from the one we just wrote to)
mbIndex = 1 - mbIndex;
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
MeshBuilder *outMesh = &meshBuilders[mbIndex];
// Reset write builder
outMesh->vertexCount = 0;
float s = 0.5f*decalSize;
for (int i = 0; i < inMesh->vertexCount; i += 3)
{
Vector3 nV1, nV2, nV3, nV4;
float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s;
float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s;
float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s;
int v1Out = (d1 > 0);
int v2Out = (d2 > 0);
int v3Out = (d3 > 0);
// Calculate, how many vertices of the face lie outside of the clipping plane
int total = v1Out + v2Out + v3Out;
switch (total)
{
case 0:
{
// The entire face lies inside of the plane, no clipping needed
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]});
} break;
case 1:
{
// One vertex lies outside of the plane, perform clipping
if (v1Out)
{
nV1 = inMesh->vertices[i + 1];
nV2 = inMesh->vertices[i + 2];
nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s);
}
if (v2Out)
{
nV1 = inMesh->vertices[i];
nV2 = inMesh->vertices[i + 2];
nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1});
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4});
break;
}
if (v3Out)
{
nV1 = inMesh->vertices[i];
nV2 = inMesh->vertices[i + 1];
nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s);
}
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
} break;
case 2:
{
// Two vertices lies outside of the plane, perform clipping
if (!v1Out)
{
nV1 = inMesh->vertices[i];
nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v2Out)
{
nV1 = inMesh->vertices[i + 1];
nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v3Out)
{
nV1 = inMesh->vertices[i + 2];
nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
} break;
case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices
default: break;
}
}
}
// Now we just need to re-transform the vertices
MeshBuilder *theMesh = &meshBuilders[mbIndex];
// Allocate room for UVs
if (theMesh->vertexCount > 0)
{
theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
for (int i = 0; i < theMesh->vertexCount; i++)
{
// Calculate the UVs based on the projected coords
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
// From splat space to world space
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv);
// Tiny nudge in the normal direction so it renders properly over the mesh
theMesh->vertices[i] = Vector3Add(theMesh->vertices[i], Vector3Scale(collision.normal, decalOffset));
}
// Decal model data ready, create it and add it
int decalIndex = decalCount++;
decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh));
decalModels[decalIndex].materials[0] = decalMaterial;
decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0];
}
}
//----------------------------------------------------------------------------------
@ -377,11 +181,11 @@ int main(void)
BeginMode3D(camera);
// Draw the model at the origin and default scale
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
// Draw the decal models
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
// If we hit the mesh, draw the box for the decal
// If we hit the mesh, draw the box for the decal
if (collision.hit)
{
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
@ -397,36 +201,45 @@ int main(void)
float x0 = GetScreenWidth() - 300;
float x1 = x0 + 100;
float x2 = x1 + 100;
DrawText("Vertices", x1, yPos, 10, LIME);
DrawText("Triangles", x2, yPos, 10, LIME);
yPos += 15;
int vertexCount = 0;
int triangleCount = 0;
for (int i = 0; i < model.meshCount; i++)
{
vertexCount += model.meshes[i].vertexCount;
triangleCount += model.meshes[i].triangleCount;
}
DrawText("Main model", x0, yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
yPos += 15;
for (int i = 0; i < decalCount; i++)
{
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
if (i == 20)
{
DrawText("...", x0, yPos, 10, LIME);
yPos += 15;
}
if (i < 20)
{
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
yPos += 15;
}
vertexCount += decalModels[i].meshes[0].vertexCount;
triangleCount += decalModels[i].meshes[0].triangleCount;
yPos += 15;
}
DrawText("TOTAL", x0, yPos, 10, LIME);
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
@ -435,6 +248,16 @@ int main(void)
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
// UI elements
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
{
// Clear decals, unload all decal models
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
decalCount = 0;
}
DrawFPS(10, 10);
EndDrawing();
@ -445,14 +268,13 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModel(model);
UnloadTexture(modelTexture);
// TODO: WARNING: This line crashes program on closing
//for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
// Unload decal models
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
UnloadTexture(decalTexture);
FreeMeshBuilder(&meshBuilders[0]);
FreeMeshBuilder(&meshBuilders[1]);
FreeDecalMeshData(); // Free the data for decal generation
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@ -471,21 +293,21 @@ static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
{
int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256;
Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3));
if (mb->vertexCapacity > 0)
{
memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3));
MemFree(mb->vertices);
}
mb->vertices = newVertices;
mb->vertexCapacity = newVertexCapacity;
}
// Add 3 vertices
int index = mb->vertexCount;
mb->vertexCount += 3;
for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i];
}
@ -501,7 +323,7 @@ static void FreeMeshBuilder(MeshBuilder *mb)
static Mesh BuildMesh(MeshBuilder *mb)
{
Mesh outMesh = { 0 };
outMesh.vertexCount = mb->vertexCount;
outMesh.triangleCount = mb->vertexCount/3;
outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float));
@ -512,16 +334,16 @@ static Mesh BuildMesh(MeshBuilder *mb)
outMesh.vertices[3*i+0] = mb->vertices[i].x;
outMesh.vertices[3*i+1] = mb->vertices[i].y;
outMesh.vertices[3*i+2] = mb->vertices[i].z;
if (mb->uvs)
{
outMesh.texcoords[2*i+0] = mb->uvs[i].x;
outMesh.texcoords[2*i+1] = mb->uvs[i].y;
}
}
UploadMesh(&outMesh, false);
return outMesh;
}
@ -536,3 +358,248 @@ static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
return position;
}
// Generate mesh decals for provided model
static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
{
// We're going to use these to build up our decal meshes
// They'll resize automatically as we go, we'll free them at the end
static MeshBuilder meshBuilders[2] = { 0 };
// Ugly way of telling us to free the static MeshBuilder data
if (target.meshCount == -1)
{
FreeMeshBuilder(&meshBuilders[0]);
FreeMeshBuilder(&meshBuilders[1]);
return (Mesh){ 0 };
}
// We're going to need the inverse matrix
Matrix invProj = MatrixInvert(projection);
// Reset the mesh builders
meshBuilders[0].vertexCount = 0;
meshBuilders[1].vertexCount = 0;
// We'll be flip-flopping between the two mesh builders
// Reading from one and writing to the other, then swapping
int mbIndex = 0;
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
{
Mesh mesh = target.meshes[meshIndex];
for (int tri = 0; tri < mesh.triangleCount; tri++)
{
Vector3 vertices[3] = { 0 };
// The way we calculate the vertices of the mesh triangle
// depend on whether the mesh vertices are indexed or not
if (mesh.indices == 0)
{
for (int v = 0; v < 3; v++)
{
vertices[v] = (Vector3){
mesh.vertices[3*3*tri + 3*v + 0],
mesh.vertices[3*3*tri + 3*v + 1],
mesh.vertices[3*3*tri + 3*v + 2]
};
}
}
else
{
for (int v = 0; v < 3; v++)
{
vertices[v] = (Vector3){
mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
mesh.vertices[ 3*mesh.indices[3*tri+2] + v]
};
}
}
// Transform all 3 vertices of the triangle
// and check if they are inside our decal box
int insideCount = 0;
for (int i = 0; i < 3; i++)
{
// To projection space
Vector3 v = Vector3Transform(vertices[i], projection);
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
// We need to keep the transformed vertex
vertices[i] = v;
}
// If any of them are inside, we add the triangle - we'll clip it later
if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
}
}
// Clipping time! We need to clip against all 6 directions
Vector3 planes[6] = {
{ 1, 0, 0 },
{ -1, 0, 0 },
{ 0, 1, 0 },
{ 0, -1, 0 },
{ 0, 0, 1 },
{ 0, 0, -1 }
};
for (int face = 0; face < 6; face++)
{
// Swap current model builder (so we read from the one we just wrote to)
mbIndex = 1 - mbIndex;
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
MeshBuilder *outMesh = &meshBuilders[mbIndex];
// Reset write builder
outMesh->vertexCount = 0;
float s = 0.5f*decalSize;
for (int i = 0; i < inMesh->vertexCount; i += 3)
{
Vector3 nV1, nV2, nV3, nV4;
float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s;
float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s;
float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s;
int v1Out = (d1 > 0);
int v2Out = (d2 > 0);
int v3Out = (d3 > 0);
// Calculate, how many vertices of the face lie outside of the clipping plane
int total = v1Out + v2Out + v3Out;
switch (total)
{
case 0:
{
// The entire face lies inside of the plane, no clipping needed
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]});
} break;
case 1:
{
// One vertex lies outside of the plane, perform clipping
if (v1Out)
{
nV1 = inMesh->vertices[i + 1];
nV2 = inMesh->vertices[i + 2];
nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s);
}
if (v2Out)
{
nV1 = inMesh->vertices[i];
nV2 = inMesh->vertices[i + 2];
nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1});
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4});
break;
}
if (v3Out)
{
nV1 = inMesh->vertices[i];
nV2 = inMesh->vertices[i + 1];
nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s);
nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s);
}
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
} break;
case 2:
{
// Two vertices lies outside of the plane, perform clipping
if (!v1Out)
{
nV1 = inMesh->vertices[i];
nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v2Out)
{
nV1 = inMesh->vertices[i + 1];
nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v3Out)
{
nV1 = inMesh->vertices[i + 2];
nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
} break;
case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices
default: break;
}
}
}
// Now we just need to re-transform the vertices
MeshBuilder *theMesh = &meshBuilders[mbIndex];
// Allocate room for UVs
if (theMesh->vertexCount > 0)
{
theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
for (int i = 0; i < theMesh->vertexCount; i++)
{
// Calculate the UVs based on the projected coords
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
// Tiny nudge in the normal direction so it renders properly over the mesh
theMesh->vertices[i].z -= decalOffset;
// From projection space to world space
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], invProj);
}
// Decal model data ready, create the mesh and return it
return BuildMesh(theMesh);
}
else
{
// Return a blank mesh as there's nothing to add
return (Mesh){ 0 };
}
}
// Button UI element
static bool GuiButton(Rectangle rec, const char *label)
{
Color bgColor = GRAY;
bool pressed = false;
if (CheckCollisionPointRec(GetMousePosition(), rec))
{
bgColor = LIGHTGRAY;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) pressed = true;
}
DrawRectangleRec(rec, bgColor);
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
float fontSize = 10.0f;
float textWidth = MeasureText(label, fontSize);
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
return pressed;
}

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5757
examples/shaders/raygui.h Normal file

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@ -10,4 +10,7 @@
| space.png | ❔ | ❔ | - |
| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
| parrots.png | [Kodak set](http://r0k.us/graphics/kodak/) | ❔ | Original name: `kodim23.png` |
| cat.png | ❔ | ❔ | - |
| mandrill.png | ❔ | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Mandrill (a.k.a. Baboon) |

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@ -0,0 +1,34 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float contrast;
uniform float saturation;
uniform float brightness;
void main()
{
// Get texel color
vec4 texel = texture2D(texture0, fragTexCoord);
// Apply contrast
texel.rgb = (texel.rgb - 0.5)*(contrast/100.0 + 1.0) + 0.5;
// Apply brightness
texel.rgb = texel.rgb + brightness/100.0;
// Apply saturation
float intensity = dot(texel.rgb, vec3(0.299, 0.587, 0.114));
texel.rgb = (texel.rgb - intensity)*saturation/100.0 + texel.rgb;
// Output resulting color
gl_FragColor = texel;
}

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@ -0,0 +1,31 @@
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float contrast;
uniform float saturation;
uniform float brightness;
void main()
{
vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
// Apply contrast
texel.rgb = (texel.rgb - 0.5)*(contrast/100.0 + 1.0) + 0.5;
// Apply brightness
texel.rgb = texel.rgb + brightness/100.0;
// Apply saturation
float intensity = dot(texel.rgb, vec3(0.299, 0.587, 0.114));
texel.rgb = (texel.rgb - intensity)*saturation/100.0 + texel.rgb;
// Output resulting color
gl_FragColor = texel;
}

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@ -0,0 +1,34 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform float contrast;
uniform float saturation;
uniform float brightness;
// Output fragment color
out vec4 finalColor;
void main()
{
vec4 texel = texture(texture0, fragTexCoord); // Get texel color
// Apply contrast
texel.rgb = (texel.rgb - 0.5f)*(contrast/100.0f + 1.0f) + 0.5f;
// Apply brightness
texel.rgb = texel.rgb + brightness/100.0f;
// Apply saturation
float intensity = dot(texel.rgb, vec3(0.299f, 0.587f, 0.114f));
texel.rgb = (texel.rgb - intensity)*saturation/100.0f + texel.rgb;
// Output resulting color
finalColor = texel;
}

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@ -0,0 +1,148 @@
/*******************************************************************************************
*
* raylib [shaders] example - basic color correction
*
* 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
*
* Example originally created with raylib 5.6, last time updated with raylib 5.6
*
* Example contributed by Jordi Santonja (@JordSant)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 Jordi Santonja (@JordSant)
*
********************************************************************************************/
#include "raylib.h"
#define RAYGUI_IMPLEMENTATION
#include "raygui.h" // Required for GUI controls
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
#define MAX_TEXTURES 4
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic color correction");
Texture2D texture[MAX_TEXTURES] = {
LoadTexture("resources/parrots.png"),
LoadTexture("resources/cat.png"),
LoadTexture("resources/mandrill.png"),
LoadTexture("resources/fudesumi.png")
};
Shader shdrColorCorrection = LoadShader(0, TextFormat("resources/shaders/glsl%i/color_correction.fs", GLSL_VERSION));
int imageIndex = 0;
int resetButtonClicked = 0;
float contrast = 0.0f;
float saturation = 0.0f;
float brightness = 0.0f;
// Get shader locations
int contrastLoc = GetShaderLocation(shdrColorCorrection, "contrast");
int saturationLoc = GetShaderLocation(shdrColorCorrection, "saturation");
int brightnessLoc = GetShaderLocation(shdrColorCorrection, "brightness");
// Set shader values (they can be changed later)
SetShaderValue(shdrColorCorrection, contrastLoc, &contrast, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, saturationLoc, &saturation, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, brightnessLoc, &brightness, SHADER_UNIFORM_FLOAT);
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
//----------------------------------------------------------------------------------
// Select texture to draw
if (IsKeyPressed(KEY_ONE)) imageIndex = 0;
else if (IsKeyPressed(KEY_TWO)) imageIndex = 1;
else if (IsKeyPressed(KEY_THREE)) imageIndex = 2;
else if (IsKeyPressed(KEY_FOUR)) imageIndex = 3;
// Reset values to 0
if (IsKeyPressed(KEY_R) || resetButtonClicked)
{
contrast = 0.0f;
saturation = 0.0f;
brightness = 0.0f;
}
// Send the values to the shader
SetShaderValue(shdrColorCorrection, contrastLoc, &contrast, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, saturationLoc, &saturation, SHADER_UNIFORM_FLOAT);
SetShaderValue(shdrColorCorrection, brightnessLoc, &brightness, SHADER_UNIFORM_FLOAT);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shdrColorCorrection);
DrawTexture(texture[imageIndex], 580/2 - texture[imageIndex].width/2, GetScreenHeight()/2 - texture[imageIndex].height/2, WHITE);
EndShaderMode();
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
// Draw UI info text
DrawText("Color Correction", 585, 40, 20, GRAY);
DrawText("Picture", 602, 75, 10, GRAY);
DrawText("Press [1] - [4] to Change Picture", 600, 230, 8, GRAY);
DrawText("Press [R] to Reset Values", 600, 250, 8, GRAY);
// Draw GUI controls
//------------------------------------------------------------------------------
GuiToggleGroup((Rectangle){ 645, 70, 20, 20 }, "1;2;3;4", &imageIndex);
GuiSliderBar((Rectangle){ 645, 100, 120, 20 }, "Contrast", TextFormat("%.0f", contrast), &contrast, -100.0f, 100.0f);
GuiSliderBar((Rectangle){ 645, 130, 120, 20 }, "Saturation", TextFormat("%.0f", saturation), &saturation, -100.0f, 100.0f);
GuiSliderBar((Rectangle){ 645, 160, 120, 20 }, "Brightness", TextFormat("%.0f", brightness), &brightness, -100.0f, 100.0f);
resetButtonClicked = GuiButton((Rectangle){ 645, 190, 40, 20 }, "Reset");
//------------------------------------------------------------------------------
DrawFPS(710, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
for (int i = 0; i < MAX_TEXTURES; ++i) UnloadTexture(texture[i]);
UnloadShader(shdrColorCorrection);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -49,7 +49,7 @@ int main(void)
camera.projection = CAMERA_PERSPECTIVE;
// Load basic normal map lighting shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
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

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@ -197,7 +197,7 @@ int main(void)
bullets[i].color);
}
}
}
}
else
{
// Draw bullets using DrawCircle(), less performant

View File

@ -32,18 +32,18 @@ int main(void)
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - starfield effect");
Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.69f);
// Speed at which we fly forward
float speed = 10.0f/9.0f;
// We're either drawing lines or circles
bool drawLines = true;
Vector3 stars[STAR_COUNT] = { 0 };
Vector2 starsScreenPos[STAR_COUNT] = { 0 };
// Setup the stars with a random position
for (int i = 0; i < STAR_COUNT; i++)
{
@ -65,22 +65,22 @@ int main(void)
if ((int)mouseMove != 0) speed += 2.0f*mouseMove/9.0f;
if (speed < 0.0f) speed = 0.1f;
else if (speed > 2.0f) speed = 2.0f;
// Toggle lines / points with space bar
if (IsKeyPressed(KEY_SPACE)) drawLines = !drawLines;
float dt = GetFrameTime();
for (int i = 0; i < STAR_COUNT; i++)
for (int i = 0; i < STAR_COUNT; i++)
{
// Update star's timer
stars[i].z -= dt*speed;
// Calculate the screen position
starsScreenPos[i] = (Vector2){
screenWidth*0.5f + stars[i].x/stars[i].z,
screenHeight*0.5f + stars[i].y/stars[i].z,
};
// If the star is too old, or offscreen, it dies and we make a new random one
if ((stars[i].z < 0.0f) || (starsScreenPos[i].x < 0) || (starsScreenPos[i].y < 0.0f) ||
(starsScreenPos[i].x > screenWidth) || (starsScreenPos[i].y > screenHeight))
@ -97,14 +97,14 @@ int main(void)
BeginDrawing();
ClearBackground(bgColor);
for (int i = 0; i < STAR_COUNT; i++)
{
if (drawLines)
{
// Get the time a little while ago for this star, but clamp it
float t = Clamp(stars[i].z + 1.0f/32.0f, 0.0f, 1.0f);
// If it's different enough from the current time, we proceed
if ((t - stars[i].z) > 1e-3)
{
@ -113,26 +113,26 @@ int main(void)
screenWidth*0.5f + stars[i].x/t,
screenHeight*0.5f + stars[i].y/t,
};
// Draw a line connecting the old point to the current point
DrawLineV(startPos, starsScreenPos[i], RAYWHITE);
}
}
else
else
{
// Make the radius grow as the star ages
float radius = Lerp(stars[i].z, 1.0f, 5.0f);
// Draw the circle
DrawCircleV(starsScreenPos[i], radius, RAYWHITE);
}
}
DrawText(TextFormat("[MOUSE WHEEL] Current Speed: %.0f", 9.0f*speed/2.0f), 10, 40, 20, RAYWHITE);
DrawText(TextFormat("[SPACE] Current draw mode: %s", drawLines ? "Lines" : "Circles"), 10, 70, 20, RAYWHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -9,7 +9,7 @@
* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
* some of the generation parameters (size, characters to include)
* - BMFonts > Angel code font fileformat, sprite font image must be provided
* together with the .fnt file, font generation cna not be configured
* together with the .fnt file, font generation can not be configured
* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
* Characters in image must follow some spacing and order rules
*

View File

@ -0,0 +1,569 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug.DLL|ARM64">
<Configuration>Debug.DLL</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug.DLL|Win32">
<Configuration>Debug.DLL</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug.DLL|x64">
<Configuration>Debug.DLL</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM64">
<Configuration>Debug</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release.DLL|ARM64">
<Configuration>Release.DLL</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release.DLL|Win32">
<Configuration>Release.DLL</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release.DLL|x64">
<Configuration>Release.DLL</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM64">
<Configuration>Release</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shaders_color_correction</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shaders_color_correction</ProjectName>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
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<UseDebugLibraries>true</UseDebugLibraries>
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_color_correction", "examples\shaders_color_correction.vcxproj", "{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|ARM64 = Debug.DLL|ARM64
@ -4923,6 +4925,30 @@ Global
{84DE22BB-C25F-425C-A7FE-0120CF107B83}.Release|x64.Build.0 = Release|x64
{84DE22BB-C25F-425C-A7FE-0120CF107B83}.Release|x86.ActiveCfg = Release|Win32
{84DE22BB-C25F-425C-A7FE-0120CF107B83}.Release|x86.Build.0 = Release|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug|ARM64.ActiveCfg = Debug|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug|ARM64.Build.0 = Debug|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug|x64.ActiveCfg = Debug|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug|x64.Build.0 = Debug|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug|x86.ActiveCfg = Debug|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Debug|x86.Build.0 = Debug|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release.DLL|x64.Build.0 = Release.DLL|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release|ARM64.ActiveCfg = Release|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release|ARM64.Build.0 = Release|ARM64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release|x64.ActiveCfg = Release|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release|x64.Build.0 = Release|x64
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release|x86.ActiveCfg = Release|Win32
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -5123,6 +5149,7 @@ Global
{2F578155-D51F-4C03-AB7F-5C5122CA46CC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{1C829D1A-892C-451C-AF0B-AC65C85F5CC6} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{84DE22BB-C25F-425C-A7FE-0120CF107B83} = {278D8859-20B1-428F-8448-064F46E1F021}
{98152EDD-7E28-4FA3-89D8-B636ED5D5F65} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

View File

@ -1243,7 +1243,7 @@ void EnableCursor(void)
SDL_SetRelativeMouseMode(SDL_FALSE);
#if defined(USING_VERSION_SDL3)
// NOTE: SDL_ShowCursor() has been split into three functions:
// NOTE: SDL_ShowCursor() has been split into three functions:
// SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
SDL_ShowCursor();
#else

View File

@ -1139,7 +1139,7 @@ void ShowCursor(void)
// Hides mouse cursor
void HideCursor(void)
{
// NOTE: We use SetCursor() instead of ShowCursor() because
// NOTE: We use SetCursor() instead of ShowCursor() because
// it makes it easy to only hide the cursor while it's inside the client area
SetCursor(NULL);
CORE.Input.Mouse.cursorHidden = true;

View File

@ -709,7 +709,7 @@ void InitWindow(int width, int height, const char *title)
//--------------------------------------------------------------
// Initialize rlgl default data (buffers and shaders)
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
// NOTE: Current fbo size stored as globals in rlgl for convenience
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
isGpuReady = true; // Flag to note GPU has been initialized successfully