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6
.github/workflows/build_android.yml
vendored
@ -84,8 +84,10 @@ jobs:
|
|||||||
- name: Upload Artifacts
|
- name: Upload Artifacts
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
name: ${{ env.RELEASE_NAME }}
|
||||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
path: |
|
||||||
|
./build/${{ env.RELEASE_NAME }}
|
||||||
|
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
|
||||||
- name: Upload Artifact to Release
|
- name: Upload Artifact to Release
|
||||||
uses: softprops/action-gh-release@v1
|
uses: softprops/action-gh-release@v1
|
||||||
|
|||||||
6
.github/workflows/build_linux.yml
vendored
@ -114,8 +114,10 @@ jobs:
|
|||||||
- name: Upload Artifacts
|
- name: Upload Artifacts
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
name: ${{ env.RELEASE_NAME }}
|
||||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
path: |
|
||||||
|
./build/${{ env.RELEASE_NAME }}
|
||||||
|
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
|
||||||
- name: Upload Artifact to Release
|
- name: Upload Artifact to Release
|
||||||
uses: softprops/action-gh-release@v1
|
uses: softprops/action-gh-release@v1
|
||||||
|
|||||||
6
.github/workflows/build_macos.yml
vendored
@ -101,8 +101,10 @@ jobs:
|
|||||||
- name: Upload Artifacts
|
- name: Upload Artifacts
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
name: ${{ env.RELEASE_NAME }}
|
||||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
path: |
|
||||||
|
./build/${{ env.RELEASE_NAME }}
|
||||||
|
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||||
|
|
||||||
- name: Upload Artifact to Release
|
- name: Upload Artifact to Release
|
||||||
uses: softprops/action-gh-release@v1
|
uses: softprops/action-gh-release@v1
|
||||||
|
|||||||
8
.github/workflows/build_webassembly.yml
vendored
@ -29,7 +29,7 @@ jobs:
|
|||||||
- name: Setup emsdk
|
- name: Setup emsdk
|
||||||
uses: mymindstorm/setup-emsdk@v14
|
uses: mymindstorm/setup-emsdk@v14
|
||||||
with:
|
with:
|
||||||
version: 3.1.71
|
version: 5.0.3
|
||||||
actions-cache-folder: 'emsdk-cache'
|
actions-cache-folder: 'emsdk-cache'
|
||||||
|
|
||||||
- name: Setup Release Version
|
- name: Setup Release Version
|
||||||
@ -71,8 +71,10 @@ jobs:
|
|||||||
- name: Upload Artifacts
|
- name: Upload Artifacts
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: ${{ env.RELEASE_NAME }}.zip
|
name: ${{ env.RELEASE_NAME }}
|
||||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
path: |
|
||||||
|
./build/${{ env.RELEASE_NAME }}
|
||||||
|
!./build/${{ env.RELEASE_NAME }}.zip
|
||||||
|
|
||||||
- name: Upload Artifact to Release
|
- name: Upload Artifact to Release
|
||||||
uses: softprops/action-gh-release@v1
|
uses: softprops/action-gh-release@v1
|
||||||
|
|||||||
6
.github/workflows/build_windows.yml
vendored
@ -142,8 +142,10 @@ jobs:
|
|||||||
- name: Upload Artifacts
|
- name: Upload Artifacts
|
||||||
uses: actions/upload-artifact@v4
|
uses: actions/upload-artifact@v4
|
||||||
with:
|
with:
|
||||||
name: ${{ env.RELEASE_NAME }}.zip
|
name: ${{ env.RELEASE_NAME }}
|
||||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
path: |
|
||||||
|
./build/${{ env.RELEASE_NAME }}
|
||||||
|
!./build/${{ env.RELEASE_NAME }}.zip
|
||||||
|
|
||||||
- name: Upload Artifact to Release
|
- name: Upload Artifact to Release
|
||||||
uses: softprops/action-gh-release@v1
|
uses: softprops/action-gh-release@v1
|
||||||
|
|||||||
10
.gitignore
vendored
@ -58,6 +58,10 @@ packages/
|
|||||||
*.h.pch
|
*.h.pch
|
||||||
./*.obj
|
./*.obj
|
||||||
|
|
||||||
|
# Ignore SDL libs for testing
|
||||||
|
src/external/SDL2
|
||||||
|
src/external/SDL3
|
||||||
|
|
||||||
# Emscripten
|
# Emscripten
|
||||||
emsdk
|
emsdk
|
||||||
|
|
||||||
@ -114,6 +118,7 @@ GTAGS
|
|||||||
# Zig programming language
|
# Zig programming language
|
||||||
.zig-cache/
|
.zig-cache/
|
||||||
zig-cache/
|
zig-cache/
|
||||||
|
zig-pkg/
|
||||||
zig-out/
|
zig-out/
|
||||||
build/
|
build/
|
||||||
build-*/
|
build-*/
|
||||||
@ -128,3 +133,8 @@ tools/rexm/rexm
|
|||||||
# CI
|
# CI
|
||||||
emsdk-cache/
|
emsdk-cache/
|
||||||
raylib.com/
|
raylib.com/
|
||||||
|
|
||||||
|
# Wayland files
|
||||||
|
src/*protocol.h
|
||||||
|
src/*protocol-code.h
|
||||||
|
src/*protocol-code.c
|
||||||
|
|||||||
15
BINDINGS.md
@ -6,7 +6,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||||||
|
|
||||||
| Name | raylib Version | Language | License |
|
| Name | raylib Version | Language | License |
|
||||||
| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
|
| :--------------------------------------------------------------------------------------- | :--------------: | :------------------------------------------------------------------: | :------------------: |
|
||||||
| [raylib](https://github.com/raysan5/raylib) | **5.5** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
|
| [raylib](https://github.com/raysan5/raylib) | **6.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
|
||||||
| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada) | **5.5** | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language)) | MIT |
|
| [raylib-ada](https://github.com/Fabien-Chouteau/raylib-ada) | **5.5** | [Ada](https://en.wikipedia.org/wiki/Ada_(programming_language)) | MIT |
|
||||||
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
|
| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.5** | [Beef](https://www.beeflang.org) | MIT |
|
||||||
| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
|
| [raybit](https://github.com/Alex-Velez/raybit) | **5.0** | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
|
||||||
@ -21,6 +21,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||||||
| [claw-raylib](https://github.com/bohonghuang/claw-raylib) | **auto** | [Common Lisp](https://common-lisp.net) | Apache-2.0 |
|
| [claw-raylib](https://github.com/bohonghuang/claw-raylib) | **auto** | [Common Lisp](https://common-lisp.net) | Apache-2.0 |
|
||||||
| [raylib](https://github.com/fosskers/raylib) | 5.5 | [Common Lisp](https://common-lisp.net) | MPL-2.0 |
|
| [raylib](https://github.com/fosskers/raylib) | 5.5 | [Common Lisp](https://common-lisp.net) | MPL-2.0 |
|
||||||
| [chez-raylib](https://github.com/Yunoinsky/chez-raylib) | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme) | GPLv3 |
|
| [chez-raylib](https://github.com/Yunoinsky/chez-raylib) | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme) | GPLv3 |
|
||||||
|
| [chicken-raylib](https://github.com/meowstr/chicken-raylib) | 5.5 | [CHICKEN Scheme](https://wiki.call-cc.org) | MIT |
|
||||||
| [CLIPSraylib](https://github.com/mrryanjohnston/CLIPSraylib) | **auto** | [CLIPS](https://www.clipsrules.net/) | MIT |
|
| [CLIPSraylib](https://github.com/mrryanjohnston/CLIPSraylib) | **auto** | [CLIPS](https://www.clipsrules.net/) | MIT |
|
||||||
| [raylib-cr](https://github.com/sol-vin/raylib-cr) | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org) | Apache-2.0 |
|
| [raylib-cr](https://github.com/sol-vin/raylib-cr) | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org) | Apache-2.0 |
|
||||||
| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT |
|
| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT |
|
||||||
@ -28,9 +29,11 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||||||
| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
|
| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
|
||||||
| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
|
| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
|
||||||
| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.5** | [D](https://dlang.org) | Zlib |
|
| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.5** | [D](https://dlang.org) | Zlib |
|
||||||
|
| [DenoRaylib550](https://github.com/JJLDonley/DenoRaylib550) | **5.5** | [Deno](https://deno.land) | MIT |
|
||||||
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
|
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
|
||||||
| [raylib-elle](https://github.com/acquitelol/elle/blob/rewrite/std/raylib.le) | **5.5** | [Elle](https://github.com/acquitelol/elle) | GPL-3.0 |
|
| [raylib-elle](https://github.com/acquitelol/elle/blob/rewrite/std/raylib.le) | **5.5** | [Elle](https://github.com/acquitelol/elle) | GPL-3.0 |
|
||||||
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
|
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 5.5 | [Factor](https://factorcode.org) | BSD |
|
||||||
|
| [raylib4fb](https://github.com/mudhairless/raylib4fb) | **5.5** | [FreeBASIC](https://www.freebasic.net) | Zlib |
|
||||||
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
|
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
|
||||||
| [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib |
|
| [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib |
|
||||||
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
|
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
|
||||||
@ -57,11 +60,11 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||||||
| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 5.6-dev | [Ruby](https://www.ruby-lang.org/en) | Zlib |
|
| [raylib-bindings](https://github.com/vaiorabbit/raylib-bindings) | 5.6-dev | [Ruby](https://www.ruby-lang.org/en) | Zlib |
|
||||||
| [naylib](https://github.com/planetis-m/naylib) | **5.6-dev** | [Nim](https://nim-lang.org) | MIT |
|
| [naylib](https://github.com/planetis-m/naylib) | **5.6-dev** | [Nim](https://nim-lang.org) | MIT |
|
||||||
| [node-raylib](https://github.com/RobLoach/node-raylib) | 4.5 | [Node.js](https://nodejs.org/en) | Zlib |
|
| [node-raylib](https://github.com/RobLoach/node-raylib) | 4.5 | [Node.js](https://nodejs.org/en) | Zlib |
|
||||||
| [raylib-odin](https://github.com/odin-lang/Odin/tree/master/vendor/raylib) | **5.5** | [Odin](https://odin-lang.org) | BSD-3Clause |
|
| [raylib-odin](https://github.com/odin-lang/Odin/tree/master/vendor/raylib) | **5.5** | [Odin](https://odin-lang.org) | Zlib |
|
||||||
| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT |
|
| [raylib_odin_bindings](https://github.com/Deathbat2190/raylib_odin_bindings) | 4.0-dev | [Odin](https://odin-lang.org) | MIT |
|
||||||
| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **5.0** | [OCaml](https://ocaml.org) | MIT |
|
| [raylib-ocaml](https://github.com/tjammer/raylib-ocaml) | **5.0** | [OCaml](https://ocaml.org) | MIT |
|
||||||
| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
|
| [TurboRaylib](https://github.com/turborium/TurboRaylib) | 4.5 | [Object Pascal](https://en.wikipedia.org/wiki/Object_Pascal) | MIT |
|
||||||
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
|
| [Ray4Laz](https://github.com/GuvaCode/Ray4Laz) | **5.5** | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal)/[Delphi](https://en.wikipedia.org/wiki/Delphi_(software)) | Zlib |
|
||||||
| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
|
| [Raylib.4.0.Pascal](https://github.com/sysrpl/Raylib.4.0.Pascal) | 4.0 | [Free Pascal](https://en.wikipedia.org/wiki/Free_Pascal) | Zlib |
|
||||||
| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib |
|
| [pyraylib](https://github.com/Ho011/pyraylib) | 3.7 | [Python](https://www.python.org) | Zlib |
|
||||||
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
|
| [raylib-python-cffi](https://github.com/electronstudio/raylib-python-cffi) | **5.5** | [Python](https://www.python.org) | EPL-2.0 |
|
||||||
@ -84,6 +87,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||||||
| [raylib-v](https://github.com/vlang/raylib) | 5.5 | [V](https://vlang.io) | MIT/Unlicense |
|
| [raylib-v](https://github.com/vlang/raylib) | 5.5 | [V](https://vlang.io) | MIT/Unlicense |
|
||||||
| [raylib.v](https://github.com/irishgreencitrus/raylib.v) | 4.2 | [V](https://vlang.io) | Zlib |
|
| [raylib.v](https://github.com/irishgreencitrus/raylib.v) | 4.2 | [V](https://vlang.io) | Zlib |
|
||||||
| [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **5.0** | [Vala](https://vala.dev) | Zlib |
|
| [raylib-vapi](https://github.com/lxmcf/raylib-vapi) | **5.0** | [Vala](https://vala.dev) | Zlib |
|
||||||
|
| [raylib-wave](https://github.com/wavefnd/raylib-wave) | **auto** |[Wave](http://wave-lang.dev) | Zlib |
|
||||||
| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC |
|
| [raylib-wren](https://github.com/TSnake41/raylib-wren) | 4.5 | [Wren](http://wren.io) | ISC |
|
||||||
| [raylib-zig](https://github.com/raylib-zig/raylib-zig) | **5.6-dev** | [Zig](https://ziglang.org) | MIT |
|
| [raylib-zig](https://github.com/raylib-zig/raylib-zig) | **5.6-dev** | [Zig](https://ziglang.org) | MIT |
|
||||||
| [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT |
|
| [raylib.zig](https://github.com/ryupold/raylib.zig) | **5.1-dev** | [Zig](https://ziglang.org) | MIT |
|
||||||
@ -92,6 +96,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||||||
| [raylib-sunder](https://github.com/ashn-dot-dev/raylib-sunder) | **auto** | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD |
|
| [raylib-sunder](https://github.com/ashn-dot-dev/raylib-sunder) | **auto** | [Sunder](https://github.com/ashn-dot-dev/sunder) | 0BSD |
|
||||||
| [raylib-bqn](https://github.com/Brian-ED/raylib-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT |
|
| [raylib-bqn](https://github.com/Brian-ED/raylib-bqn) | **5.0** | [BQN](https://mlochbaum.github.io/BQN) | MIT |
|
||||||
| [rayjs](https://github.com/mode777/rayjs) | 4.6-dev | [QuickJS](https://bellard.org/quickjs) | MIT |
|
| [rayjs](https://github.com/mode777/rayjs) | 4.6-dev | [QuickJS](https://bellard.org/quickjs) | MIT |
|
||||||
|
| [rayjule](https://github.com/SabeDoesThings/rayjule) | **5.5** | [Jule](https://jule.dev/) | MIT |
|
||||||
| [raylib-raku](https://github.com/vushu/raylib-raku) | **auto** | [Raku](https://www.raku.org) | Artistic License 2.0 |
|
| [raylib-raku](https://github.com/vushu/raylib-raku) | **auto** | [Raku](https://www.raku.org) | Artistic License 2.0 |
|
||||||
| [Raylib.lean](https://github.com/KislyjKisel/Raylib.lean) | **5.5-dev** | [Lean4](https://lean-lang.org) | BSD-3-Clause |
|
| [Raylib.lean](https://github.com/KislyjKisel/Raylib.lean) | **5.5-dev** | [Lean4](https://lean-lang.org) | BSD-3-Clause |
|
||||||
| [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain |
|
| [raylib-cobol](https://codeberg.org/glowiak/raylib-cobol) | **auto** | [COBOL](https://gnucobol.sourceforge.io) | Public domain |
|
||||||
@ -99,6 +104,8 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||||||
| [raylib-jai](https://github.com/ahmedqarmout2/raylib-jai) | **5.5** | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | MIT |
|
| [raylib-jai](https://github.com/ahmedqarmout2/raylib-jai) | **5.5** | [Jai](https://github.com/BSVino/JaiPrimer/blob/master/JaiPrimer.md) | MIT |
|
||||||
| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT |
|
| [fnl-raylib](https://github.com/0riginaln0/fnl-raylib) | **5.5** | [Fennel](https://fennel-lang.org/) | MIT |
|
||||||
| [Rayua](https://github.com/uiua-lang/rayua) | **5.5** | [Uiua](https://www.uiua.org/) | **???** |
|
| [Rayua](https://github.com/uiua-lang/rayua) | **5.5** | [Uiua](https://www.uiua.org/) | **???** |
|
||||||
|
| [Target](https://github.com/FinnDemonCat/Target/tree/main/libs/raylib) | **5.5** | [Dart](https://dart.dev/) | Apache-2.0 license |
|
||||||
|
|
||||||
|
|
||||||
### Utility Wrapers
|
### Utility Wrapers
|
||||||
|
|
||||||
|
|||||||
@ -6,7 +6,7 @@ if(EMSCRIPTEN)
|
|||||||
# When configuring web builds with "emcmake cmake -B build -S .", set PLATFORM to Web by default
|
# When configuring web builds with "emcmake cmake -B build -S .", set PLATFORM to Web by default
|
||||||
SET(PLATFORM Web CACHE STRING "Platform to build for.")
|
SET(PLATFORM Web CACHE STRING "Platform to build for.")
|
||||||
endif()
|
endif()
|
||||||
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM;SDL;RGFW" "Platform to build for.")
|
enum_option(PLATFORM "Desktop;Web;WebRGFW;Android;Raspberry Pi;DRM;SDL;RGFW;Memory" "Platform to build for.")
|
||||||
|
|
||||||
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0;Software" "Force a specific OpenGL Version?")
|
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0;Software" "Force a specific OpenGL Version?")
|
||||||
|
|
||||||
|
|||||||
82
HISTORY.md
@ -419,7 +419,7 @@ Highlights for `raylib 4.5`:
|
|||||||
|
|
||||||
- **`NEW` Support QOA audio format (import/export)**: Just a couple of months ago the new [QOA file format](https://qoaformat.org/) was published, a very simple, portable and open source quite-ok-audio file format. raylib already supports it, added to `raudio` module and including audio loading from file, loading from memory, streaming from file, streaming from memory and **exporting to QOA** audio format. **Because simplicity really matters to raylib!**
|
- **`NEW` Support QOA audio format (import/export)**: Just a couple of months ago the new [QOA file format](https://qoaformat.org/) was published, a very simple, portable and open source quite-ok-audio file format. raylib already supports it, added to `raudio` module and including audio loading from file, loading from memory, streaming from file, streaming from memory and **exporting to QOA** audio format. **Because simplicity really matters to raylib!**
|
||||||
|
|
||||||
- **`NEW` Module for compressed textures loading**: [`rl_gputex`](https://github.com/raysan5/raylib/blob/master/src/external/rl_gputex.h), a portable single-file header-only small library to load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib but it was part of the raylib `rtextures` module, now it has been moved into a separate self-contained library, **improving portability**. Note that this module is only intended to **load compressed data from files, ready to be uploaded to GPU**, no compression/decompression functionality is provided. This change is a first step towards a better modularization of raylib library.
|
- **`NEW` Module for compressed textures loading**: [`rl_gputex`](https://github.com/raysan5/raylib/blob/master/src/external/rltexgpu.h), a portable single-file header-only small library to load compressed texture file-formats (DDS, PKM, KTX, PVR, ASTC). Provided functionality is not new to raylib but it was part of the raylib `rtextures` module, now it has been moved into a separate self-contained library, **improving portability**. Note that this module is only intended to **load compressed data from files, ready to be uploaded to GPU**, no compression/decompression functionality is provided. This change is a first step towards a better modularization of raylib library.
|
||||||
|
|
||||||
- **Reviewed `rlgl` module for automatic limits checking**: Again, [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been reviewed to simplify usage. Now users do not need to worry about reaching the internal render-batch limits when they send their triangles to draw 2d/3d, `rlgl` manages it automatically! This change allows a **great simplification for other modules** like `rshapes`, `rtextures` and `rmodels` that do not need to worry about bufffer overflows and can just define as many vertex as desired!
|
- **Reviewed `rlgl` module for automatic limits checking**: Again, [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) has been reviewed to simplify usage. Now users do not need to worry about reaching the internal render-batch limits when they send their triangles to draw 2d/3d, `rlgl` manages it automatically! This change allows a **great simplification for other modules** like `rshapes`, `rtextures` and `rmodels` that do not need to worry about bufffer overflows and can just define as many vertex as desired!
|
||||||
|
|
||||||
@ -522,3 +522,83 @@ Last but not least, I want to thank **raylib sponsors and all the raylib communi
|
|||||||
**After 11 years of development, `raylib 5.5` is the best raylib ever.**
|
**After 11 years of development, `raylib 5.5` is the best raylib ever.**
|
||||||
|
|
||||||
**Enjoy programming with raylib!** :)
|
**Enjoy programming with raylib!** :)
|
||||||
|
|
||||||
|
notes on raylib 6.0
|
||||||
|
-------------------
|
||||||
|
|
||||||
|
A new `raylib` release is finally ready and, again, this is the **biggest `raylib` release ever**! Thanks to the support of many amazing contributors this release comes packed with many new features and improvements, also thanks to the financial support of [NLnet](https://nlnet.nl/) and the [NGI Zero Commond Fund](https://nlnet.nl/NGI0/) that allow me to work on this project mostly fulltime for the past few months.
|
||||||
|
|
||||||
|
Some astonishing numbers for this release:
|
||||||
|
|
||||||
|
- **+330** closed issues (for a TOTAL of **+2150**!)
|
||||||
|
- **+2000** commits since previous RELEASE (for a TOTAL of **+9760**!)
|
||||||
|
- **+20** new functions ADDED to raylib API (for a TOTAL of **600**!)
|
||||||
|
- **+70** new examples to learn from (for a TOTAL of **+215**!)
|
||||||
|
- **+210** new contributors (for a TOTAL of **+850**!)
|
||||||
|
|
||||||
|
Highlights for `raylib 6.0`:
|
||||||
|
|
||||||
|
- **`NEW` Software Renderer - [`rlsw`](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h)**: The biggest addition of this new release. A new software renderer backend, that allows raylib to run purely on CPU, with no neeed for a GPU. It finally closes the circle of my search for a portable self-contained, with **no-external-dependencies**, graphics library, able to run on any device providing some CPU-power and some RAM memory. It has been possible thanks to the amazing work of **Le Juez Victor** ([@Bigfoot71](https://github.com/Bigfoot71)), who created [`rlsw`](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h), a single-file header-only library implementing OpenGL 1.1+ specification, tailored to fit into raylib [`rlgl`](https://github.com/raysan5/raylib/blob/master/src/rlgl.h) OpenGL wrapper, and allowing to run raylib seamlessly over CPU with **no code changes required on user side**. As expected, software rendering is slower than hardware-accelerated rendering but it is still fast enough to run basic application at 30-60 fps. Actually, it already proved it usefulness on a new [raylib port for ESP32](https://components.espressif.com/components/georgik/raylib/versions/6.0.0/readme) microcontroller by Espressif, useful for industrial applications, and opens the door to the upcoming RISC-V powered devices that start arriving to the marked, and many times come with no GPU. Along the new software renderer, some of the existing platform backends have been adapted to support it (SDL, RGFW, DRM) and also **new platforms backends have been created** to accomodate it (Win32, Emscripten), incluing a new `PLATFORM_MEMORY`, that allows direct rendering to a memory framebuffer.
|
||||||
|
|
||||||
|
- **`NEW` Platform backend: Memory - [`rcore_memory`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_memory.c)**: This new platform has been added along the **software renderer** backend, allowing 2d and 3d rendering over a **platform-agnostic memory framebuffer**, it can run headless and output frames can be directly exported to images. This new backend could also be useful for graphics rendering on servers or process images directly using the memory buffer.
|
||||||
|
|
||||||
|
- **`NEW` Platform backend: Win32 - [`rcore_desktop_win32`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_desktop_win32.c)**: A new **Windows platform backend** and the first step towards a potential replacement/alternative to the platform libraries currently used by raylib (GLFW/SDL/RGFW). This backend follows same API template structure than the other raylib backends, but directly implementing Win32 API calls. It allows initializing OpenGL GPU-accelerated windows and also GDI based windows, useful for the software renderer backend. This new backend approach, following a common template-structure and separating the platform logic by specific OS/Windowing system, will simplify code, improve maintenance, readability and portability for raylib, setting some bases for the future. *NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.*
|
||||||
|
|
||||||
|
- **`NEW` Platform backend: Emscripten - [`rcore_web_emscripten`](https://github.com/raysan5/raylib/blob/master/src/platforms/rcore_web_emscripten.c)**: In the same line as Win32 backend, this new web backend moves away from `libglfw.js` and **directly implements Emscripten/JS functionality**, with **no other dependencies**, adding support for the new software renderer to draw directly on a **non-accelerated 2d canvas** but also supporting a WebGL-hardware-accelerated canvas when required. *NOTE: This backend is new and it could require further testing, use it as an experimental backend for now.*
|
||||||
|
|
||||||
|
- **`REDESIGNED` Fullscreen modes and High-DPI content scaling**: After many years and many related issues, the full-screen and high-dpi content scaling support has been **completely redesigned** from scratch. New design prioritizes **borderless fullscreen modes** and automatically detects current monitor content scaling configuration to scale window and framebuffer accordingly when required. Still, High-DPI support must be requested by user if desired enabling `FLAG_WINDOW_HIGHDPI` on window creation. This new system has been carefully tested on Windows, Linux (X11, Wayland), macOS with multiple monitors and multiple resolutions, including 4K monitors.
|
||||||
|
|
||||||
|
- **`REDESIGNED` Skeletal Animation System**: A new animation system for 3d models has been created to support animation blending, between single frames but also between differents frames on different animations, to allow easy **timed transitions** between animations. This redesign implied reviewing several raylib structures to better accomodate animation data: `Model`, `ModelSkeleton`, `ModelAnimation`, but the API was simplified and support for GPU-skinning was improved with multiple optimizations.
|
||||||
|
|
||||||
|
- **`REDESIGNED` Build Config System - [`config.h`](https://github.com/raysan5/raylib/blob/master/src/config.h)**: raylib allows lot of customization for specific needs (i.e. disabling modules not needed for specific applications like rmodels or raudio) but previous implementation did not allow easely disabling some features from **custom build systems**. New design not only allows disabling features with simple `-DSUPPORT_FILEFORMAT_OBJ=0` on building command-line but also the full system has been reviewed, removing useless flags and exposing new ones.
|
||||||
|
|
||||||
|
- **`NEW` File System API**: Along the years, multiple filesystem functions have been added to raylib API as required but it felt somewhat inconsistent with some pieces missing. In this new release, the full filesystem API has beeen reviewed and reorganized, compiling all the functionality single module: [rcore](https://github.com/raysan5/raylib/blob/master/src/raylib.h#L1126), consequently `utils` module has been removed and build system has been simplified even more; **only 6-7 modules (.c) need to be compiled containing the full raylib library**. This new filesystem API will allow raylib to be used on the creation of custom build systems, as already demostrated with the new `rexm` tool for examples management. At the moment raylib includes **+40 file system management functions**, here a list with the new functions added:
|
||||||
|
```c
|
||||||
|
int FileRename(const char *fileName, const char *fileRename); // Rename file (if exists)
|
||||||
|
int FileRemove(const char *fileName); // Remove file (if exists)
|
||||||
|
int FileCopy(const char *srcPath, const char *dstPath); // Copy file from one path to another, dstPath created if it doesn't exist
|
||||||
|
int FileMove(const char *srcPath, const char *dstPath); // Move file from one directory to another, dstPath created if it doesn't exist
|
||||||
|
int FileTextReplace(const char *fileName, const char *search, const char *replacement); // Replace text in an existing file
|
||||||
|
int FileTextFindIndex(const char *fileName, const char *search); // Find text in existing file
|
||||||
|
```
|
||||||
|
|
||||||
|
- **`NEW` Text Management API**: Along with the new file system functionality, a new set of text management functions has been added, also very useful for text procesing and also used in custom build systems creation using raylib. At the moment raylib includes **+30 text management functions**, here a list with the new functions added:
|
||||||
|
```c
|
||||||
|
char **LoadTextLines(const char *text, int *count); // Load text as separate lines ('\n')
|
||||||
|
void UnloadTextLines(char **text, int lineCount); // Unload text lines
|
||||||
|
const char *TextRemoveSpaces(const char *text); // Remove text spaces, concat words
|
||||||
|
char *GetTextBetween(const char *text, const char *begin, const char *end); // Get text between two strings
|
||||||
|
char *TextReplace(const char *text, const char *search, const char *replacement); // Replace text string with new string
|
||||||
|
char *TextReplaceAlloc(const char *text, const char *search, const char *replacement); // Replace text string with new string, memory must be MemFree()
|
||||||
|
char *TextReplaceBetween(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings
|
||||||
|
char *TextReplaceBetweenAlloc(const char *text, const char *begin, const char *end, const char *replacement); // Replace text between two specific strings, memory must be MemFree()
|
||||||
|
char *TextInsertAlloc(const char *text, const char *insert, int position); // Insert text in a defined byte position, memory must be MemFree()
|
||||||
|
```
|
||||||
|
|
||||||
|
- **`NEW` tool: raylib examples manager - [rexm](https://github.com/raysan5/raylib/tree/master/tools/rexm)**: raylib examples collection is huge, with **more than 200 examples** it was quite difficult to manage: adding, removing, renaming examples was a very costly process involving many files to be modified (including build systems), also the examples did not follow a common header convention neither a structure conventions. For that reason, a new support tool has been created: **rexm**, a raylib examples manager that allows to easely add/remove/rename examples, automatically fix inconsistencies and even **building and automated testing** on multiple platforms.
|
||||||
|
```
|
||||||
|
USAGE:
|
||||||
|
> rexm <command> <example_name> [<example_rename>]
|
||||||
|
|
||||||
|
COMMANDS:
|
||||||
|
create <new_example_name> : Creates an empty example, from internal template
|
||||||
|
add <example_name> : Add existing example to collection
|
||||||
|
rename <old_examples_name> <new_example_name> : Rename an existing example
|
||||||
|
remove <example_name> : Remove an existing example from collection
|
||||||
|
build <example_name> : Build example for Desktop and Web platforms
|
||||||
|
test <example_name> : Build and Test example for Desktop and Web platforms
|
||||||
|
validate : Validate examples collection, generates report
|
||||||
|
update : Validate and update examples collection, generates report
|
||||||
|
```
|
||||||
|
|
||||||
|
- **`NEW` +70 new examples**: Thanks to `rexm` and the simplification on examples management, this new raylib release includes +70 new examples to learn from, most of them contributed by community. Multiple examples have also been renamed for consistency and all examples header and structure have been reviewed and unified.
|
||||||
|
|
||||||
|
Make sure to check raylib [CHANGELOG](https://github.com/raysan5/raylib/blob/master/CHANGELOG) for a detailed list of changes!
|
||||||
|
|
||||||
|
I want to **thank all the contributors (+850!**) that along the years have **greatly improved raylib** and pushed it further and better day after day. And **many thanks to raylib community and all raylib users** for supporting the library along those many years.
|
||||||
|
|
||||||
|
Finally, I want to thank [puffer.ai](https://puffer.ai/) and [comma.ai](https://comma.ai/) for **using raylib and supporting the project** as platinum sponsors, along many others individuals that have been sponsoring raylib along the years. Thanks to all of you for allowing me to keep working on this library!
|
||||||
|
|
||||||
|
**After +12 years of development, `raylib 6.0` is today one of the bests libraries to enjoy games/tools/graphics programming!**
|
||||||
|
|
||||||
|
**Enjoy graphics programming with raylib!** :)
|
||||||
|
|||||||
2
LICENSE
@ -1,4 +1,4 @@
|
|||||||
Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||||
|
|
||||||
This software is provided "as-is", without any express or implied warranty. In no event
|
This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
will the authors be held liable for any damages arising from the use of this software.
|
will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
|||||||
@ -40,6 +40,7 @@ features
|
|||||||
- Written in plain C code (C99) using PascalCase/camelCase notation
|
- Written in plain C code (C99) using PascalCase/camelCase notation
|
||||||
- Hardware accelerated with OpenGL: **1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0**
|
- Hardware accelerated with OpenGL: **1.1, 2.1, 3.3, 4.3, ES 2.0, ES 3.0**
|
||||||
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
|
- **Unique OpenGL abstraction layer** (usable as standalone module): [rlgl](https://github.com/raysan5/raylib/blob/master/src/rlgl.h)
|
||||||
|
- **Software Renderer** backend (no OpenGL required!): [rlsw](https://github.com/raysan5/raylib/blob/master/src/external/rlsw.h)
|
||||||
- Multiple **Fonts** formats supported (TTF, OTF, FNT, BDF, sprite fonts)
|
- Multiple **Fonts** formats supported (TTF, OTF, FNT, BDF, sprite fonts)
|
||||||
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
|
- Multiple texture formats supported, including **compressed formats** (DXT, ETC, ASTC)
|
||||||
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
|
- **Full 3D support**, including 3D Shapes, Models, Billboards, Heightmaps and more!
|
||||||
@ -61,7 +62,7 @@ This is a basic raylib example, it creates a window and draws the text `"Congrat
|
|||||||
|
|
||||||
int main(void)
|
int main(void)
|
||||||
{
|
{
|
||||||
InitWindow(800, 450, "raylib [core] example - basic window");
|
InitWindow(800, 450, "raylib example - basic window");
|
||||||
|
|
||||||
while (!WindowShouldClose())
|
while (!WindowShouldClose())
|
||||||
{
|
{
|
||||||
@ -140,7 +141,7 @@ contributors
|
|||||||
------------
|
------------
|
||||||
|
|
||||||
<a href="https://github.com/raysan5/raylib/graphs/contributors">
|
<a href="https://github.com/raysan5/raylib/graphs/contributors">
|
||||||
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=500&columns=20&anon=1" />
|
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=800&columns=24&anon=0" />
|
||||||
</a>
|
</a>
|
||||||
|
|
||||||
license
|
license
|
||||||
|
|||||||
34
ROADMAP.md
@ -6,6 +6,7 @@ Here is a wishlist with features and ideas to improve the library. Note that fea
|
|||||||
- [GitHub PRs](https://github.com/raysan5/raylib/pulls) open with improvements to be reviewed.
|
- [GitHub PRs](https://github.com/raysan5/raylib/pulls) open with improvements to be reviewed.
|
||||||
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
- [raylib source code](https://github.com/raysan5/raylib/tree/master/src) has multiple *TODO* comments around code with pending things to review or improve.
|
||||||
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
|
- raylib wishlists discussions are open to everyone to ask for improvements, feel free to check and comment:
|
||||||
|
- [raylib 7.0 wishlist](https://github.com/raysan5/raylib/discussions/5710)
|
||||||
- [raylib 6.0 wishlist](https://github.com/raysan5/raylib/discussions/4660)
|
- [raylib 6.0 wishlist](https://github.com/raysan5/raylib/discussions/4660)
|
||||||
- [raylib 5.0 wishlist](https://github.com/raysan5/raylib/discussions/2952)
|
- [raylib 5.0 wishlist](https://github.com/raysan5/raylib/discussions/2952)
|
||||||
- [raylib wishlist 2022](https://github.com/raysan5/raylib/discussions/2272)
|
- [raylib wishlist 2022](https://github.com/raysan5/raylib/discussions/2272)
|
||||||
@ -13,17 +14,29 @@ Here is a wishlist with features and ideas to improve the library. Note that fea
|
|||||||
|
|
||||||
_Current version of raylib is complete and functional but there is always room for improvements._
|
_Current version of raylib is complete and functional but there is always room for improvements._
|
||||||
|
|
||||||
**raylib 5.x**
|
**raylib 7.0**
|
||||||
- [ ] `rcore`: Support additional platforms: iOS, consoles?
|
- [ ] `rcore_desktop_win32`: Improve new Windows platform backend - inputs, highdpi
|
||||||
- [ ] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
|
- [ ] `rcore_desktop_emscripten`: Improve new Web platform backend - inputs, highdpi
|
||||||
- [ ] `rlgl`: Review GLSL shaders naming conventions for consistency
|
- [ ] `rcore_desktop_cocoa`: Create additional platform backend: macOS
|
||||||
- [ ] `textures`: Improve compressed textures support, loading and saving
|
- [ ] `rcore_desktop_x11`: Create additional platform backend: Linux/X11
|
||||||
- [ ] `rmodels`: Improve 3d objects loading, specially animations (obj, gltf)
|
- [ ] `rcore_desktop_wayland`: Create additional platform backend: Linux/Wayland
|
||||||
- [ ] `raudio`: Implement miniaudio high-level provided features
|
- [ ] `rcore`: Investigate alternative embedded platforms and realtime OSs
|
||||||
- [ ] `examples`: Review all examples, add more and better code explanations
|
- [ ] `rlsw`: Software renderer optimizations: mipmaps, platform-specific SIMD
|
||||||
- [ ] Software renderer backend? Maybe using `Image` provided API
|
- [ ] `rtextures`: Consider removing N-patch system, provide as separate example
|
||||||
|
- [ ] `rtextures`: Review blending modes system, provide more options or better samples
|
||||||
|
- [ ] `rtext`: Investigate the recently opened [`Slug`](https://sluglibrary.com/) font rendering algorithm
|
||||||
|
- [ ] `raudio`: Support microphone input, basic API to read microphone
|
||||||
|
- [ ] `rltexgpu`: Improve compressed textures support, loading and saving, improve KTX 2.0
|
||||||
|
- [ ] `rlobj`: Create OBJ loader, supporting material file separately (low priority)
|
||||||
|
|
||||||
**raylib 4.x**
|
**raylib 6.0**
|
||||||
|
- [x] `rlsw`: New Software Renderer backend, pseudo-OpenGL 1.1 implementation
|
||||||
|
- [x] `rcore_emscripten`: New emscripten-only backend, avoiding GLFW dependency
|
||||||
|
- [x] `rlgl`: Review GLSL shaders naming conventions for consistency, redesigned shader API
|
||||||
|
- [x] `rmodels`: Improve 3d objects loading, specially animations (obj, gltf)
|
||||||
|
- [x] `examples`: Review all examples, add more and better code explanations
|
||||||
|
|
||||||
|
**raylib 5.0**
|
||||||
- [x] Split core module into separate platforms?
|
- [x] Split core module into separate platforms?
|
||||||
- [x] Redesign gestures system, improve touch inputs management
|
- [x] Redesign gestures system, improve touch inputs management
|
||||||
- [x] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143), https://github.com/raysan5/raylib/discussions/2507)
|
- [x] Redesign camera module (more flexible) ([#1143](https://github.com/raysan5/raylib/issues/1143), https://github.com/raysan5/raylib/discussions/2507)
|
||||||
@ -31,7 +44,6 @@ _Current version of raylib is complete and functional but there is always room f
|
|||||||
- [x] Focus on HTML5 ([raylib 5k gamejam](https://itch.io/jam/raylib-5k-gamejam)) and embedded platforms (RPI and similar SOCs)
|
- [x] Focus on HTML5 ([raylib 5k gamejam](https://itch.io/jam/raylib-5k-gamejam)) and embedded platforms (RPI and similar SOCs)
|
||||||
- [x] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)
|
- [x] Additional support libraries: [raygui](https://github.com/raysan5/raygui), [rres](https://github.com/raysan5/rres)
|
||||||
|
|
||||||
|
|
||||||
**raylib 4.0**
|
**raylib 4.0**
|
||||||
- [x] Improved consistency and coherency in raylib API
|
- [x] Improved consistency and coherency in raylib API
|
||||||
- [x] Continuous Deployment using GitHub Actions
|
- [x] Continuous Deployment using GitHub Actions
|
||||||
|
|||||||
18
SECURITY.md
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
# Security Policy
|
||||||
|
|
||||||
|
## Supported Versions
|
||||||
|
|
||||||
|
Most considerations of errors and defects can be handled using the project Issues and/or Discussions.
|
||||||
|
|
||||||
|
| Version | Supported |
|
||||||
|
| ------- | ------------------ |
|
||||||
|
| 6.0.x | :white_check_mark: |
|
||||||
|
| < 5.5 | :x: |
|
||||||
|
|
||||||
|
## Reporting a Vulnerability
|
||||||
|
|
||||||
|
Discovered vulnerability can be directly reported using the project Issues and/or Discussions.
|
||||||
|
|
||||||
|
_TODO: Tell them where to go, how often they can expect to get an update on a
|
||||||
|
reported vulnerability, what to expect if the vulnerability is accepted or
|
||||||
|
declined, etc._
|
||||||
@ -1,14 +1,19 @@
|
|||||||
.{
|
.{
|
||||||
.name = .raylib,
|
.name = .raylib,
|
||||||
.version = "5.6.0-dev",
|
.version = "6.0.0",
|
||||||
.minimum_zig_version = "0.15.1",
|
.minimum_zig_version = "0.16.0",
|
||||||
|
|
||||||
.fingerprint = 0x13035e5cb8bc1ac2, // Changing this has security and trust implications.
|
.fingerprint = 0x13035e5cb8bc1ac2, // Changing this has security and trust implications.
|
||||||
|
|
||||||
.dependencies = .{
|
.dependencies = .{
|
||||||
.xcode_frameworks = .{
|
.xcode_frameworks = .{
|
||||||
.url = "git+https://github.com/hexops/xcode-frameworks#9a45f3ac977fd25dff77e58c6de1870b6808c4a7",
|
.url = "https://pkg.machengine.org/xcode-frameworks/8a1cfb373587ea4c9bb1468b7c986462d8d4e10e.tar.gz",
|
||||||
.hash = "N-V-__8AABHMqAWYuRdIlflwi8gksPnlUMQBiSxAqQAAZFms",
|
.hash = "N-V-__8AALShqgXkvqYU6f__FrA22SMWmi2TXCJjNTO1m8XJ",
|
||||||
|
.lazy = true,
|
||||||
|
},
|
||||||
|
.raygui = .{
|
||||||
|
.url = "git+https://github.com/raysan5/raygui#3b2855842ab578a034f827c38cf8f62c042fc983",
|
||||||
|
.hash = "N-V-__8AAHvybwBw1kyBGn0BW_s1RqIpycNjLf_XbE-fpLUF",
|
||||||
.lazy = true,
|
.lazy = true,
|
||||||
},
|
},
|
||||||
.emsdk = .{
|
.emsdk = .{
|
||||||
|
|||||||
@ -9,7 +9,7 @@ endif()
|
|||||||
|
|
||||||
set(RAYLIB_DEPENDENCIES "include(CMakeFindDependencyMacro)")
|
set(RAYLIB_DEPENDENCIES "include(CMakeFindDependencyMacro)")
|
||||||
|
|
||||||
if (${PLATFORM} MATCHES "Desktop")
|
if (${PLATFORM} STREQUAL "Desktop")
|
||||||
set(PLATFORM_CPP "PLATFORM_DESKTOP")
|
set(PLATFORM_CPP "PLATFORM_DESKTOP")
|
||||||
|
|
||||||
if (APPLE)
|
if (APPLE)
|
||||||
@ -27,6 +27,12 @@ if (${PLATFORM} MATCHES "Desktop")
|
|||||||
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
|
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
|
||||||
find_package(OpenGL QUIET)
|
find_package(OpenGL QUIET)
|
||||||
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
|
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
|
||||||
|
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
find_library(GLESV2 GLESv2)
|
||||||
|
find_library(EGL EGL)
|
||||||
|
set(LIBS_PUBLIC m)
|
||||||
|
set(LIBS_PRIVATE ${GLESV2} ${EGL} atomic pthread dl)
|
||||||
elseif (UNIX)
|
elseif (UNIX)
|
||||||
find_library(pthread NAMES pthread)
|
find_library(pthread NAMES pthread)
|
||||||
find_package(OpenGL QUIET)
|
find_package(OpenGL QUIET)
|
||||||
@ -61,14 +67,14 @@ if (${PLATFORM} MATCHES "Desktop")
|
|||||||
endif ()
|
endif ()
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
elseif (${PLATFORM} MATCHES "Web")
|
elseif (${PLATFORM} STREQUAL "Web")
|
||||||
set(PLATFORM_CPP "PLATFORM_WEB")
|
set(PLATFORM_CPP "PLATFORM_WEB")
|
||||||
if(NOT GRAPHICS)
|
if(NOT GRAPHICS)
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
endif()
|
endif()
|
||||||
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
|
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
|
||||||
|
|
||||||
elseif (${PLATFORM} MATCHES "Android")
|
elseif (${PLATFORM} STREQUAL "Android")
|
||||||
set(PLATFORM_CPP "PLATFORM_ANDROID")
|
set(PLATFORM_CPP "PLATFORM_ANDROID")
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
set(CMAKE_POSITION_INDEPENDENT_CODE ON)
|
||||||
@ -88,26 +94,35 @@ elseif (${PLATFORM} MATCHES "Android")
|
|||||||
set(LIBS_PRIVATE log android EGL GLESv2 OpenSLES atomic c)
|
set(LIBS_PRIVATE log android EGL GLESv2 OpenSLES atomic c)
|
||||||
set(LIBS_PUBLIC m)
|
set(LIBS_PUBLIC m)
|
||||||
|
|
||||||
elseif ("${PLATFORM}" MATCHES "DRM")
|
elseif ("${PLATFORM}" STREQUAL "DRM")
|
||||||
set(PLATFORM_CPP "PLATFORM_DRM")
|
set(PLATFORM_CPP "PLATFORM_DRM")
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
|
||||||
|
|
||||||
add_definitions(-D_DEFAULT_SOURCE)
|
add_definitions(-D_DEFAULT_SOURCE)
|
||||||
add_definitions(-DEGL_NO_X11)
|
|
||||||
add_definitions(-DPLATFORM_DRM)
|
add_definitions(-DPLATFORM_DRM)
|
||||||
|
|
||||||
find_library(GLESV2 GLESv2)
|
|
||||||
find_library(EGL EGL)
|
|
||||||
find_library(DRM drm)
|
find_library(DRM drm)
|
||||||
find_library(GBM gbm)
|
|
||||||
|
|
||||||
if (NOT CMAKE_CROSSCOMPILING OR NOT CMAKE_SYSROOT)
|
if (NOT CMAKE_CROSSCOMPILING OR NOT CMAKE_SYSROOT)
|
||||||
include_directories(/usr/include/libdrm)
|
include_directories(/usr/include/libdrm)
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
|
if ("${OPENGL_VERSION}" STREQUAL "Software")
|
||||||
|
# software rendering does not require EGL/GBM.
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_SOFTWARE")
|
||||||
|
set(LIBS_PRIVATE ${DRM} atomic pthread dl)
|
||||||
|
else ()
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
add_definitions(-DEGL_NO_X11)
|
||||||
|
|
||||||
|
find_library(GLESV2 GLESv2)
|
||||||
|
find_library(EGL EGL)
|
||||||
|
find_library(GBM gbm)
|
||||||
|
|
||||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread dl)
|
set(LIBS_PRIVATE ${GLESV2} ${EGL} ${DRM} ${GBM} atomic pthread dl)
|
||||||
|
endif ()
|
||||||
set(LIBS_PUBLIC m)
|
set(LIBS_PUBLIC m)
|
||||||
|
|
||||||
elseif ("${PLATFORM}" MATCHES "SDL")
|
elseif ("${PLATFORM}" STREQUAL "SDL")
|
||||||
# First, check if SDL is included as a subdirectory
|
# First, check if SDL is included as a subdirectory
|
||||||
if(TARGET SDL3::SDL3)
|
if(TARGET SDL3::SDL3)
|
||||||
message(STATUS "Using SDL3 from subdirectory")
|
message(STATUS "Using SDL3 from subdirectory")
|
||||||
@ -137,12 +152,45 @@ elseif ("${PLATFORM}" MATCHES "SDL")
|
|||||||
message(STATUS "Found SDL2 via find_package()")
|
message(STATUS "Found SDL2 via find_package()")
|
||||||
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
|
set(PLATFORM_CPP "PLATFORM_DESKTOP_SDL")
|
||||||
set(LIBS_PUBLIC SDL2::SDL2)
|
set(LIBS_PUBLIC SDL2::SDL2)
|
||||||
set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL3 REQUIRED)")
|
set(RAYLIB_DEPENDENCIES "${RAYLIB_DEPENDENCIES}\nfind_dependency(SDL2 REQUIRED)")
|
||||||
add_compile_definitions(USING_SDL2_PACKAGE)
|
add_compile_definitions(USING_SDL2_PACKAGE)
|
||||||
endif()
|
endif()
|
||||||
endif()
|
endif()
|
||||||
elseif ("${PLATFORM}" MATCHES "RGFW")
|
|
||||||
|
elseif ("${PLATFORM}" STREQUAL "RGFW")
|
||||||
set(PLATFORM_CPP "PLATFORM_DESKTOP_RGFW")
|
set(PLATFORM_CPP "PLATFORM_DESKTOP_RGFW")
|
||||||
|
|
||||||
|
if (APPLE)
|
||||||
|
find_library(COCOA Cocoa)
|
||||||
|
find_library(OPENGL OpenGL)
|
||||||
|
|
||||||
|
set(LIBS_PRIVATE ${COCOA} ${OPENGL})
|
||||||
|
elseif (WIN32)
|
||||||
|
find_package(OpenGL REQUIRED)
|
||||||
|
|
||||||
|
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} gdi32)
|
||||||
|
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
|
||||||
|
message(FATAL_ERROR "RGFW platform does not support QNX. Use PLATFORM=Desktop or PLATFORM=SDL instead.")
|
||||||
|
elseif (UNIX)
|
||||||
|
find_package(X11 REQUIRED)
|
||||||
|
find_package(OpenGL REQUIRED)
|
||||||
|
|
||||||
|
set(LIBS_PRIVATE ${X11_LIBRARIES} ${OPENGL_LIBRARIES})
|
||||||
|
endif ()
|
||||||
|
|
||||||
|
elseif ("${PLATFORM}" STREQUAL "WebRGFW")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_WEB_RGFW")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||||
|
set(CMAKE_STATIC_LIBRARY_SUFFIX ".a")
|
||||||
|
|
||||||
|
elseif ("${PLATFORM}" STREQUAL "Memory")
|
||||||
|
set(PLATFORM_CPP "PLATFORM_MEMORY")
|
||||||
|
set(GRAPHICS "GRAPHICS_API_OPENGL_SOFTWARE")
|
||||||
|
set(OPENGL_VERSION "Software")
|
||||||
|
|
||||||
|
if(WIN32 OR CMAKE_C_COMPILER MATCHES "mingw|mingw32|mingw64")
|
||||||
|
set(LIBS_PRIVATE winmm)
|
||||||
|
endif()
|
||||||
endif ()
|
endif ()
|
||||||
|
|
||||||
if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
||||||
@ -161,7 +209,7 @@ if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
|||||||
elseif (${OPENGL_VERSION} MATCHES "ES 3.0")
|
elseif (${OPENGL_VERSION} MATCHES "ES 3.0")
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES3")
|
set(GRAPHICS "GRAPHICS_API_OPENGL_ES3")
|
||||||
elseif (${OPENGL_VERSION} MATCHES "Software")
|
elseif (${OPENGL_VERSION} MATCHES "Software")
|
||||||
set(GRAPHICS "GRAPHICS_API_OPENGL_11_SOFTWARE")
|
set(GRAPHICS "GRAPHICS_API_OPENGL_SOFTWARE")
|
||||||
endif ()
|
endif ()
|
||||||
if (NOT "${SUGGESTED_GRAPHICS}" STREQUAL "" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}")
|
if (NOT "${SUGGESTED_GRAPHICS}" STREQUAL "" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}")
|
||||||
message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail.")
|
message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail.")
|
||||||
|
|||||||
@ -105,6 +105,9 @@ elseif ("${PLATFORM}" STREQUAL "DRM")
|
|||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||||
|
|
||||||
|
elseif ("${PLATFORM}" MATCHES "Memory")
|
||||||
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||||
|
|
||||||
elseif ("${OPENGL_VERSION}" STREQUAL "Software")
|
elseif ("${OPENGL_VERSION}" STREQUAL "Software")
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||||
@ -189,6 +192,18 @@ foreach (example_source ${example_sources})
|
|||||||
target_link_libraries(${example_name} "-framework OpenGL")
|
target_link_libraries(${example_name} "-framework OpenGL")
|
||||||
endif()
|
endif()
|
||||||
|
|
||||||
|
elseif (${PLATFORM} MATCHES "RGFW")
|
||||||
|
if (APPLE)
|
||||||
|
target_link_libraries(${example_name} "-framework IOKit")
|
||||||
|
target_link_libraries(${example_name} "-framework Cocoa")
|
||||||
|
target_link_libraries(${example_name} "-framework OpenGL")
|
||||||
|
elseif (WIN32)
|
||||||
|
target_link_libraries(${example_name} "-lgdi32")
|
||||||
|
target_link_libraries(${example_name} "-lwinmm")
|
||||||
|
elseif (UNIX)
|
||||||
|
target_link_libraries(${example_name} "-lX11")
|
||||||
|
target_link_libraries(${example_name} "-lXrandr")
|
||||||
|
endif()
|
||||||
endif ()
|
endif ()
|
||||||
endforeach ()
|
endforeach ()
|
||||||
|
|
||||||
|
|||||||
@ -30,7 +30,7 @@
|
|||||||
# > PLATFORM_ANDROID:
|
# > PLATFORM_ANDROID:
|
||||||
# - Android (ARM, ARM64)
|
# - Android (ARM, ARM64)
|
||||||
#
|
#
|
||||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||||
#
|
#
|
||||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
# will the authors be held liable for any damages arising from the use of this software.
|
# will the authors be held liable for any damages arising from the use of this software.
|
||||||
@ -69,7 +69,7 @@ endif
|
|||||||
|
|
||||||
# Define required raylib variables
|
# Define required raylib variables
|
||||||
PROJECT_NAME ?= raylib_examples
|
PROJECT_NAME ?= raylib_examples
|
||||||
RAYLIB_VERSION ?= 5.5.0
|
RAYLIB_VERSION ?= 6.0.0
|
||||||
RAYLIB_PATH ?= ..
|
RAYLIB_PATH ?= ..
|
||||||
|
|
||||||
# Define raylib source code path
|
# Define raylib source code path
|
||||||
@ -90,6 +90,16 @@ BUILD_MODE ?= RELEASE
|
|||||||
# Use external GLFW library instead of rglfw module
|
# Use external GLFW library instead of rglfw module
|
||||||
USE_EXTERNAL_GLFW ?= FALSE
|
USE_EXTERNAL_GLFW ?= FALSE
|
||||||
|
|
||||||
|
# Enable support for X11 by default on Linux when using GLFW
|
||||||
|
# NOTE: Wayland is disabled by default, only enable if you are sure
|
||||||
|
GLFW_LINUX_ENABLE_WAYLAND ?= FALSE
|
||||||
|
GLFW_LINUX_ENABLE_X11 ?= TRUE
|
||||||
|
|
||||||
|
# Enable support for X11 by default on Linux when using RGFW
|
||||||
|
# NOTE: Wayland is disabled by default, only enable if you are sure
|
||||||
|
RGFW_LINUX_ENABLE_WAYLAND ?= FALSE
|
||||||
|
RGFW_LINUX_ENABLE_X11 ?= TRUE
|
||||||
|
|
||||||
# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
|
# PLATFORM_DESKTOP_SDL: It requires SDL library to be provided externally
|
||||||
# WARNING: Library is not included in raylib, it MUST be configured by users
|
# WARNING: Library is not included in raylib, it MUST be configured by users
|
||||||
SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
|
SDL_INCLUDE_PATH ?= $(RAYLIB_SRC_PATH)/external/SDL2/include
|
||||||
@ -145,15 +155,6 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
|||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# RAYLIB_PATH adjustment for LINUX platform
|
|
||||||
# TODO: Do we really need this?
|
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
|
||||||
ifeq ($(PLATFORM_OS),LINUX)
|
|
||||||
RAYLIB_PREFIX ?= ..
|
|
||||||
RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
|
|
||||||
endif
|
|
||||||
endif
|
|
||||||
|
|
||||||
# Default path for raylib on Raspberry Pi
|
# Default path for raylib on Raspberry Pi
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||||
RAYLIB_PATH ?= /home/pi/raylib
|
RAYLIB_PATH ?= /home/pi/raylib
|
||||||
@ -168,8 +169,8 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
|
|||||||
EMSDK_PATH ?= C:/raylib/emsdk
|
EMSDK_PATH ?= C:/raylib/emsdk
|
||||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||||
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit
|
PYTHON_PATH = $(EMSDK_PATH)/python/3.13.3_64bit
|
||||||
NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin
|
NODE_PATH = $(EMSDK_PATH)/node/22.16.0_64bit/bin
|
||||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
@ -205,15 +206,17 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
|||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||||
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
endif
|
endif
|
||||||
|
endif
|
||||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
else
|
else
|
||||||
EMMAKE != type emmake
|
EMMAKE := $(shell command -v emmake)
|
||||||
ifneq (, $(EMMAKE))
|
ifneq (, $(EMMAKE))
|
||||||
MAKE = emmake make
|
MAKE = $(EMMAKE) make
|
||||||
else
|
else
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
endif
|
endif
|
||||||
@ -292,7 +295,7 @@ endif
|
|||||||
|
|
||||||
# Define library paths containing required libs: LDFLAGS
|
# Define library paths containing required libs: LDFLAGS
|
||||||
#------------------------------------------------------------------------------------------------
|
#------------------------------------------------------------------------------------------------
|
||||||
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH)
|
||||||
|
|
||||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
@ -391,14 +394,16 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
|||||||
# NOTE: Required packages: libegl1-mesa-dev
|
# NOTE: Required packages: libegl1-mesa-dev
|
||||||
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
|
LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
|
||||||
|
|
||||||
# On X11 requires also below libraries
|
# On Wayland, additional libraries requires
|
||||||
|
ifeq ($(GLFW_LINUX_ENABLE_WAYLAND),TRUE)
|
||||||
|
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(GLFW_LINUX_ENABLE_X11),TRUE)
|
||||||
|
# On X11, additional libraries required
|
||||||
LDLIBS += -lX11
|
LDLIBS += -lX11
|
||||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||||
|
|
||||||
# On Wayland windowing system, additional libraries requires
|
|
||||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
|
||||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
|
||||||
endif
|
endif
|
||||||
# Explicit link to libc
|
# Explicit link to libc
|
||||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
@ -437,15 +442,16 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
|
|||||||
# NOTE: Required packages: libegl1-mesa-dev
|
# NOTE: Required packages: libegl1-mesa-dev
|
||||||
LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt
|
LDLIBS = -lraylib $(SDL_LIBRARIES) -lGL -lm -lpthread -ldl -lrt
|
||||||
|
|
||||||
# On X11 requires also below libraries
|
# On X11, addition libraries required
|
||||||
LDLIBS += -lX11
|
LDLIBS += -lX11
|
||||||
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
# NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
|
||||||
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
#LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||||
|
|
||||||
# On Wayland windowing system, additional libraries requires
|
# On Wayland, additional libraries requires
|
||||||
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
|
||||||
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||||
endif
|
endif
|
||||||
|
|
||||||
# Explicit link to libc
|
# Explicit link to libc
|
||||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
LDLIBS += -lc
|
LDLIBS += -lc
|
||||||
@ -465,7 +471,15 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
|
|||||||
# Libraries for Debian GNU/Linux desktop compipling
|
# Libraries for Debian GNU/Linux desktop compipling
|
||||||
# NOTE: Required packages: libegl1-mesa-dev
|
# NOTE: Required packages: libegl1-mesa-dev
|
||||||
LDFLAGS += -L../src
|
LDFLAGS += -L../src
|
||||||
LDLIBS = -lraylib -lGL -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lm -lpthread -ldl -lrt
|
LDLIBS = -lraylib -lm
|
||||||
|
|
||||||
|
ifeq ($(RGFW_LINUX_ENABLE_X11),TRUE)
|
||||||
|
LDLIBS += -lGL -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor -lpthread -ldl -lrt
|
||||||
|
endif
|
||||||
|
|
||||||
|
ifeq ($(RGFW_LINUX_ENABLE_WAYLAND),TRUE)
|
||||||
|
LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
|
||||||
|
endif
|
||||||
|
|
||||||
# Explicit link to libc
|
# Explicit link to libc
|
||||||
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
ifeq ($(RAYLIB_LIBTYPE),SHARED)
|
||||||
@ -496,7 +510,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_WIN32)
|
|||||||
# Libraries for Windows desktop compilation
|
# Libraries for Windows desktop compilation
|
||||||
LDFLAGS += -L..\src
|
LDFLAGS += -L..\src
|
||||||
LDLIBS = -lraylib -lgdi32 -lwinmm -lshcore
|
LDLIBS = -lraylib -lgdi32 -lwinmm -lshcore
|
||||||
ifneq ($(GRAPHICS),GRAPHICS_API_OPENGL_11_SOFTWARE)
|
ifneq ($(GRAPHICS),GRAPHICS_API_OPENGL_SOFTWARE)
|
||||||
LDLIBS += -lopengl32
|
LDLIBS += -lopengl32
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
@ -531,7 +545,7 @@ CORE = \
|
|||||||
core/core_delta_time \
|
core/core_delta_time \
|
||||||
core/core_directory_files \
|
core/core_directory_files \
|
||||||
core/core_drop_files \
|
core/core_drop_files \
|
||||||
core/core_high_dpi \
|
core/core_highdpi_demo \
|
||||||
core/core_highdpi_testbed \
|
core/core_highdpi_testbed \
|
||||||
core/core_input_actions \
|
core/core_input_actions \
|
||||||
core/core_input_gamepad \
|
core/core_input_gamepad \
|
||||||
@ -542,6 +556,7 @@ CORE = \
|
|||||||
core/core_input_mouse_wheel \
|
core/core_input_mouse_wheel \
|
||||||
core/core_input_multitouch \
|
core/core_input_multitouch \
|
||||||
core/core_input_virtual_controls \
|
core/core_input_virtual_controls \
|
||||||
|
core/core_keyboard_testbed \
|
||||||
core/core_monitor_detector \
|
core/core_monitor_detector \
|
||||||
core/core_random_sequence \
|
core/core_random_sequence \
|
||||||
core/core_random_values \
|
core/core_random_values \
|
||||||
@ -557,6 +572,7 @@ CORE = \
|
|||||||
core/core_window_flags \
|
core/core_window_flags \
|
||||||
core/core_window_letterbox \
|
core/core_window_letterbox \
|
||||||
core/core_window_should_close \
|
core/core_window_should_close \
|
||||||
|
core/core_window_web \
|
||||||
core/core_world_screen
|
core/core_world_screen
|
||||||
|
|
||||||
SHAPES = \
|
SHAPES = \
|
||||||
@ -574,7 +590,9 @@ SHAPES = \
|
|||||||
shapes/shapes_easings_ball \
|
shapes/shapes_easings_ball \
|
||||||
shapes/shapes_easings_box \
|
shapes/shapes_easings_box \
|
||||||
shapes/shapes_easings_rectangles \
|
shapes/shapes_easings_rectangles \
|
||||||
|
shapes/shapes_easings_testbed \
|
||||||
shapes/shapes_following_eyes \
|
shapes/shapes_following_eyes \
|
||||||
|
shapes/shapes_hilbert_curve \
|
||||||
shapes/shapes_kaleidoscope \
|
shapes/shapes_kaleidoscope \
|
||||||
shapes/shapes_lines_bezier \
|
shapes/shapes_lines_bezier \
|
||||||
shapes/shapes_lines_drawing \
|
shapes/shapes_lines_drawing \
|
||||||
@ -604,7 +622,9 @@ TEXTURES = \
|
|||||||
textures/textures_blend_modes \
|
textures/textures_blend_modes \
|
||||||
textures/textures_bunnymark \
|
textures/textures_bunnymark \
|
||||||
textures/textures_cellular_automata \
|
textures/textures_cellular_automata \
|
||||||
|
textures/textures_clipboard_image \
|
||||||
textures/textures_fog_of_war \
|
textures/textures_fog_of_war \
|
||||||
|
textures/textures_framebuffer_rendering \
|
||||||
textures/textures_gif_player \
|
textures/textures_gif_player \
|
||||||
textures/textures_image_channel \
|
textures/textures_image_channel \
|
||||||
textures/textures_image_drawing \
|
textures/textures_image_drawing \
|
||||||
@ -615,6 +635,7 @@ TEXTURES = \
|
|||||||
textures/textures_image_rotate \
|
textures/textures_image_rotate \
|
||||||
textures/textures_image_text \
|
textures/textures_image_text \
|
||||||
textures/textures_logo_raylib \
|
textures/textures_logo_raylib \
|
||||||
|
textures/textures_magnifying_glass \
|
||||||
textures/textures_mouse_painting \
|
textures/textures_mouse_painting \
|
||||||
textures/textures_npatch_drawing \
|
textures/textures_npatch_drawing \
|
||||||
textures/textures_particles_blending \
|
textures/textures_particles_blending \
|
||||||
@ -649,8 +670,10 @@ TEXT = \
|
|||||||
text/text_writing_anim
|
text/text_writing_anim
|
||||||
|
|
||||||
MODELS = \
|
MODELS = \
|
||||||
|
models/models_animation_blend_custom \
|
||||||
|
models/models_animation_blending \
|
||||||
models/models_animation_gpu_skinning \
|
models/models_animation_gpu_skinning \
|
||||||
models/models_animation_playing \
|
models/models_animation_timing \
|
||||||
models/models_basic_voxel \
|
models/models_basic_voxel \
|
||||||
models/models_billboard_rendering \
|
models/models_billboard_rendering \
|
||||||
models/models_bone_socket \
|
models/models_bone_socket \
|
||||||
@ -663,6 +686,7 @@ MODELS = \
|
|||||||
models/models_heightmap_rendering \
|
models/models_heightmap_rendering \
|
||||||
models/models_loading \
|
models/models_loading \
|
||||||
models/models_loading_gltf \
|
models/models_loading_gltf \
|
||||||
|
models/models_loading_iqm \
|
||||||
models/models_loading_m3d \
|
models/models_loading_m3d \
|
||||||
models/models_loading_vox \
|
models/models_loading_vox \
|
||||||
models/models_mesh_generation \
|
models/models_mesh_generation \
|
||||||
@ -681,6 +705,7 @@ SHADERS = \
|
|||||||
shaders/shaders_ascii_rendering \
|
shaders/shaders_ascii_rendering \
|
||||||
shaders/shaders_basic_lighting \
|
shaders/shaders_basic_lighting \
|
||||||
shaders/shaders_basic_pbr \
|
shaders/shaders_basic_pbr \
|
||||||
|
shaders/shaders_cel_shading \
|
||||||
shaders/shaders_color_correction \
|
shaders/shaders_color_correction \
|
||||||
shaders/shaders_custom_uniform \
|
shaders/shaders_custom_uniform \
|
||||||
shaders/shaders_deferred_rendering \
|
shaders/shaders_deferred_rendering \
|
||||||
@ -701,6 +726,7 @@ SHADERS = \
|
|||||||
shaders/shaders_palette_switch \
|
shaders/shaders_palette_switch \
|
||||||
shaders/shaders_postprocessing \
|
shaders/shaders_postprocessing \
|
||||||
shaders/shaders_raymarching_rendering \
|
shaders/shaders_raymarching_rendering \
|
||||||
|
shaders/shaders_rlgl_compute \
|
||||||
shaders/shaders_rounded_rectangle \
|
shaders/shaders_rounded_rectangle \
|
||||||
shaders/shaders_shadowmap_rendering \
|
shaders/shaders_shadowmap_rendering \
|
||||||
shaders/shaders_shapes_textures \
|
shaders/shaders_shapes_textures \
|
||||||
@ -721,15 +747,8 @@ AUDIO = \
|
|||||||
audio/audio_sound_multi \
|
audio/audio_sound_multi \
|
||||||
audio/audio_sound_positioning \
|
audio/audio_sound_positioning \
|
||||||
audio/audio_spectrum_visualizer \
|
audio/audio_spectrum_visualizer \
|
||||||
|
audio/audio_stream_callback \
|
||||||
audio/audio_stream_effects
|
audio/audio_stream_effects
|
||||||
|
|
||||||
OTHERS = \
|
|
||||||
others/easings_testbed \
|
|
||||||
others/embedded_files_loading \
|
|
||||||
others/raylib_opengl_interop \
|
|
||||||
others/rlgl_compute_shader \
|
|
||||||
others/rlgl_standalone \
|
|
||||||
others/web_basic_window
|
|
||||||
#EXAMPLES_LIST_END
|
#EXAMPLES_LIST_END
|
||||||
|
|
||||||
# Define processes to execute
|
# Define processes to execute
|
||||||
|
|||||||
@ -2,7 +2,7 @@
|
|||||||
#
|
#
|
||||||
# raylib makefile for Android project (APK building)
|
# raylib makefile for Android project (APK building)
|
||||||
#
|
#
|
||||||
# Copyright (c) 2017-2025 Ramon Santamaria (@raysan5)
|
# Copyright (c) 2017-2026 Ramon Santamaria (@raysan5)
|
||||||
#
|
#
|
||||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
# will the authors be held liable for any damages arising from the use of this software.
|
# will the authors be held liable for any damages arising from the use of this software.
|
||||||
|
|||||||
@ -30,7 +30,7 @@
|
|||||||
# > PLATFORM_ANDROID:
|
# > PLATFORM_ANDROID:
|
||||||
# - Android (ARM, ARM64)
|
# - Android (ARM, ARM64)
|
||||||
#
|
#
|
||||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||||
#
|
#
|
||||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||||
# will the authors be held liable for any damages arising from the use of this software.
|
# will the authors be held liable for any damages arising from the use of this software.
|
||||||
@ -69,7 +69,7 @@ endif
|
|||||||
|
|
||||||
# Define required raylib variables
|
# Define required raylib variables
|
||||||
PROJECT_NAME ?= raylib_examples
|
PROJECT_NAME ?= raylib_examples
|
||||||
RAYLIB_VERSION ?= 5.5.0
|
RAYLIB_VERSION ?= 6.0.0
|
||||||
RAYLIB_PATH ?= ..
|
RAYLIB_PATH ?= ..
|
||||||
|
|
||||||
# Define raylib source code path
|
# Define raylib source code path
|
||||||
@ -168,8 +168,8 @@ ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_R
|
|||||||
EMSDK_PATH ?= C:/raylib/emsdk
|
EMSDK_PATH ?= C:/raylib/emsdk
|
||||||
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
|
||||||
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
CLANG_PATH = $(EMSDK_PATH)/upstream/bin
|
||||||
PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-nuget_64bit
|
PYTHON_PATH = $(EMSDK_PATH)/python/3.13.3_64bit
|
||||||
NODE_PATH = $(EMSDK_PATH)/node/20.18.0_64bit/bin
|
NODE_PATH = $(EMSDK_PATH)/node/22.16.0_64bit/bin
|
||||||
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH)
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
@ -208,12 +208,12 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
|||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
endif
|
endif
|
||||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||||
ifeq ($(OS),Windows_NT)
|
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
else
|
else
|
||||||
EMMAKE != type emmake
|
EMMAKE := $(shell command -v emmake)
|
||||||
ifneq (, $(EMMAKE))
|
ifneq (, $(EMMAKE))
|
||||||
MAKE = emmake make
|
MAKE = $(EMMAKE) make
|
||||||
else
|
else
|
||||||
MAKE = mingw32-make
|
MAKE = mingw32-make
|
||||||
endif
|
endif
|
||||||
@ -519,7 +519,7 @@ CORE = \
|
|||||||
core/core_delta_time \
|
core/core_delta_time \
|
||||||
core/core_directory_files \
|
core/core_directory_files \
|
||||||
core/core_drop_files \
|
core/core_drop_files \
|
||||||
core/core_high_dpi \
|
core/core_highdpi_demo \
|
||||||
core/core_highdpi_testbed \
|
core/core_highdpi_testbed \
|
||||||
core/core_input_actions \
|
core/core_input_actions \
|
||||||
core/core_input_gamepad \
|
core/core_input_gamepad \
|
||||||
@ -530,6 +530,7 @@ CORE = \
|
|||||||
core/core_input_mouse_wheel \
|
core/core_input_mouse_wheel \
|
||||||
core/core_input_multitouch \
|
core/core_input_multitouch \
|
||||||
core/core_input_virtual_controls \
|
core/core_input_virtual_controls \
|
||||||
|
core/core_keyboard_testbed \
|
||||||
core/core_monitor_detector \
|
core/core_monitor_detector \
|
||||||
core/core_random_sequence \
|
core/core_random_sequence \
|
||||||
core/core_random_values \
|
core/core_random_values \
|
||||||
@ -545,6 +546,7 @@ CORE = \
|
|||||||
core/core_window_flags \
|
core/core_window_flags \
|
||||||
core/core_window_letterbox \
|
core/core_window_letterbox \
|
||||||
core/core_window_should_close \
|
core/core_window_should_close \
|
||||||
|
core/core_window_web \
|
||||||
core/core_world_screen
|
core/core_world_screen
|
||||||
|
|
||||||
SHAPES = \
|
SHAPES = \
|
||||||
@ -562,7 +564,9 @@ SHAPES = \
|
|||||||
shapes/shapes_easings_ball \
|
shapes/shapes_easings_ball \
|
||||||
shapes/shapes_easings_box \
|
shapes/shapes_easings_box \
|
||||||
shapes/shapes_easings_rectangles \
|
shapes/shapes_easings_rectangles \
|
||||||
|
shapes/shapes_easings_testbed \
|
||||||
shapes/shapes_following_eyes \
|
shapes/shapes_following_eyes \
|
||||||
|
shapes/shapes_hilbert_curve \
|
||||||
shapes/shapes_kaleidoscope \
|
shapes/shapes_kaleidoscope \
|
||||||
shapes/shapes_lines_bezier \
|
shapes/shapes_lines_bezier \
|
||||||
shapes/shapes_lines_drawing \
|
shapes/shapes_lines_drawing \
|
||||||
@ -592,7 +596,9 @@ TEXTURES = \
|
|||||||
textures/textures_blend_modes \
|
textures/textures_blend_modes \
|
||||||
textures/textures_bunnymark \
|
textures/textures_bunnymark \
|
||||||
textures/textures_cellular_automata \
|
textures/textures_cellular_automata \
|
||||||
|
textures/textures_clipboard_image \
|
||||||
textures/textures_fog_of_war \
|
textures/textures_fog_of_war \
|
||||||
|
textures/textures_framebuffer_rendering \
|
||||||
textures/textures_gif_player \
|
textures/textures_gif_player \
|
||||||
textures/textures_image_channel \
|
textures/textures_image_channel \
|
||||||
textures/textures_image_drawing \
|
textures/textures_image_drawing \
|
||||||
@ -603,6 +609,7 @@ TEXTURES = \
|
|||||||
textures/textures_image_rotate \
|
textures/textures_image_rotate \
|
||||||
textures/textures_image_text \
|
textures/textures_image_text \
|
||||||
textures/textures_logo_raylib \
|
textures/textures_logo_raylib \
|
||||||
|
textures/textures_magnifying_glass \
|
||||||
textures/textures_mouse_painting \
|
textures/textures_mouse_painting \
|
||||||
textures/textures_npatch_drawing \
|
textures/textures_npatch_drawing \
|
||||||
textures/textures_particles_blending \
|
textures/textures_particles_blending \
|
||||||
@ -637,8 +644,10 @@ TEXT = \
|
|||||||
text/text_writing_anim
|
text/text_writing_anim
|
||||||
|
|
||||||
MODELS = \
|
MODELS = \
|
||||||
|
models/models_animation_blend_custom \
|
||||||
|
models/models_animation_blending \
|
||||||
models/models_animation_gpu_skinning \
|
models/models_animation_gpu_skinning \
|
||||||
models/models_animation_playing \
|
models/models_animation_timing \
|
||||||
models/models_basic_voxel \
|
models/models_basic_voxel \
|
||||||
models/models_billboard_rendering \
|
models/models_billboard_rendering \
|
||||||
models/models_bone_socket \
|
models/models_bone_socket \
|
||||||
@ -651,6 +660,7 @@ MODELS = \
|
|||||||
models/models_heightmap_rendering \
|
models/models_heightmap_rendering \
|
||||||
models/models_loading \
|
models/models_loading \
|
||||||
models/models_loading_gltf \
|
models/models_loading_gltf \
|
||||||
|
models/models_loading_iqm \
|
||||||
models/models_loading_m3d \
|
models/models_loading_m3d \
|
||||||
models/models_loading_vox \
|
models/models_loading_vox \
|
||||||
models/models_mesh_generation \
|
models/models_mesh_generation \
|
||||||
@ -669,6 +679,7 @@ SHADERS = \
|
|||||||
shaders/shaders_ascii_rendering \
|
shaders/shaders_ascii_rendering \
|
||||||
shaders/shaders_basic_lighting \
|
shaders/shaders_basic_lighting \
|
||||||
shaders/shaders_basic_pbr \
|
shaders/shaders_basic_pbr \
|
||||||
|
shaders/shaders_cel_shading \
|
||||||
shaders/shaders_color_correction \
|
shaders/shaders_color_correction \
|
||||||
shaders/shaders_custom_uniform \
|
shaders/shaders_custom_uniform \
|
||||||
shaders/shaders_deferred_rendering \
|
shaders/shaders_deferred_rendering \
|
||||||
@ -689,6 +700,7 @@ SHADERS = \
|
|||||||
shaders/shaders_palette_switch \
|
shaders/shaders_palette_switch \
|
||||||
shaders/shaders_postprocessing \
|
shaders/shaders_postprocessing \
|
||||||
shaders/shaders_raymarching_rendering \
|
shaders/shaders_raymarching_rendering \
|
||||||
|
shaders/shaders_rlgl_compute \
|
||||||
shaders/shaders_rounded_rectangle \
|
shaders/shaders_rounded_rectangle \
|
||||||
shaders/shaders_shadowmap_rendering \
|
shaders/shaders_shadowmap_rendering \
|
||||||
shaders/shaders_shapes_textures \
|
shaders/shaders_shapes_textures \
|
||||||
@ -709,6 +721,7 @@ AUDIO = \
|
|||||||
audio/audio_sound_multi \
|
audio/audio_sound_multi \
|
||||||
audio/audio_sound_positioning \
|
audio/audio_sound_positioning \
|
||||||
audio/audio_spectrum_visualizer \
|
audio/audio_spectrum_visualizer \
|
||||||
|
audio/audio_stream_callback \
|
||||||
audio/audio_stream_effects
|
audio/audio_stream_effects
|
||||||
|
|
||||||
# Default target entry
|
# Default target entry
|
||||||
@ -783,7 +796,7 @@ core/core_directory_files: core/core_directory_files.c
|
|||||||
core/core_drop_files: core/core_drop_files.c
|
core/core_drop_files: core/core_drop_files.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_high_dpi: core/core_high_dpi.c
|
core/core_highdpi_demo: core/core_highdpi_demo.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_highdpi_testbed: core/core_highdpi_testbed.c
|
core/core_highdpi_testbed: core/core_highdpi_testbed.c
|
||||||
@ -818,6 +831,9 @@ core/core_input_multitouch: core/core_input_multitouch.c
|
|||||||
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
core/core_keyboard_testbed: core/core_keyboard_testbed.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_monitor_detector: core/core_monitor_detector.c
|
core/core_monitor_detector: core/core_monitor_detector.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
@ -865,6 +881,9 @@ core/core_window_letterbox: core/core_window_letterbox.c
|
|||||||
core/core_window_should_close: core/core_window_should_close.c
|
core/core_window_should_close: core/core_window_should_close.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
core/core_window_web: core/core_window_web.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
core/core_world_screen: core/core_world_screen.c
|
core/core_world_screen: core/core_world_screen.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
@ -911,9 +930,15 @@ shapes/shapes_easings_box: shapes/shapes_easings_box.c
|
|||||||
shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
|
shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
shapes/shapes_easings_testbed: shapes/shapes_easings_testbed.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
|
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
shapes/shapes_hilbert_curve: shapes/shapes_hilbert_curve.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
|
shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
@ -1002,9 +1027,15 @@ textures/textures_bunnymark: textures/textures_bunnymark.c
|
|||||||
textures/textures_cellular_automata: textures/textures_cellular_automata.c
|
textures/textures_cellular_automata: textures/textures_cellular_automata.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
textures/textures_clipboard_image: textures/textures_clipboard_image.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
textures/textures_fog_of_war: textures/textures_fog_of_war.c
|
textures/textures_fog_of_war: textures/textures_fog_of_war.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
|
textures/textures_framebuffer_rendering: textures/textures_framebuffer_rendering.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
textures/textures_gif_player: textures/textures_gif_player.c
|
textures/textures_gif_player: textures/textures_gif_player.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif
|
--preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif
|
||||||
@ -1047,6 +1078,11 @@ textures/textures_logo_raylib: textures/textures_logo_raylib.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
|
||||||
|
|
||||||
|
textures/textures_magnifying_glass: textures/textures_magnifying_glass.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file textures/resources/raybunny.png@resources/raybunny.png \
|
||||||
|
--preload-file textures/resources/parrots.png@resources/parrots.png
|
||||||
|
|
||||||
textures/textures_mouse_painting: textures/textures_mouse_painting.c
|
textures/textures_mouse_painting: textures/textures_mouse_painting.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
@ -1117,7 +1153,10 @@ text/text_font_filters: text/text_font_filters.c
|
|||||||
--preload-file text/resources/KAISG.ttf@resources/KAISG.ttf
|
--preload-file text/resources/KAISG.ttf@resources/KAISG.ttf
|
||||||
|
|
||||||
text/text_font_loading: text/text_font_loading.c
|
text/text_font_loading: text/text_font_loading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file text/resources/pixantiqua.fnt@resources/pixantiqua.fnt \
|
||||||
|
--preload-file text/resources/pixantiqua.png@resources/pixantiqua.png \
|
||||||
|
--preload-file text/resources/pixantiqua.ttf@resources/pixantiqua.ttf
|
||||||
|
|
||||||
text/text_font_sdf: text/text_font_sdf.c
|
text/text_font_sdf: text/text_font_sdf.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@ -1176,17 +1215,27 @@ text/text_writing_anim: text/text_writing_anim.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
# Compile MODELS examples
|
# Compile MODELS examples
|
||||||
|
models/models_animation_blend_custom: models/models_animation_blend_custom.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
|
||||||
|
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
||||||
|
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
||||||
|
|
||||||
|
models/models_animation_blending: models/models_animation_blending.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb \
|
||||||
|
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
||||||
|
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
||||||
|
|
||||||
models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
|
models/models_animation_gpu_skinning: models/models_animation_gpu_skinning.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
|
--preload-file models/resources/models/gltf/greenman.glb@resources/models/gltf/greenman.glb \
|
||||||
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
--preload-file models/resources/shaders/glsl100/skinning.vs@resources/shaders/glsl100/skinning.vs \
|
||||||
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
--preload-file models/resources/shaders/glsl100/skinning.fs@resources/shaders/glsl100/skinning.fs
|
||||||
|
|
||||||
models/models_animation_playing: models/models_animation_playing.c
|
models/models_animation_timing: models/models_animation_timing.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
|
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
|
||||||
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
|
|
||||||
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
|
|
||||||
|
|
||||||
models/models_basic_voxel: models/models_basic_voxel.c
|
models/models_basic_voxel: models/models_basic_voxel.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
@ -1241,6 +1290,12 @@ models/models_loading_gltf: models/models_loading_gltf.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
|
--preload-file models/resources/models/gltf/robot.glb@resources/models/gltf/robot.glb
|
||||||
|
|
||||||
|
models/models_loading_iqm: models/models_loading_iqm.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
|
||||||
|
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
|
||||||
|
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
|
||||||
|
|
||||||
models/models_loading_m3d: models/models_loading_m3d.c
|
models/models_loading_m3d: models/models_loading_m3d.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d
|
--preload-file models/resources/models/m3d/cesium_man.m3d@resources/models/m3d/cesium_man.m3d
|
||||||
@ -1325,6 +1380,14 @@ 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_mra.png@resources/road_mra.png \
|
||||||
--preload-file shaders/resources/road_n.png@resources/road_n.png
|
--preload-file shaders/resources/road_n.png@resources/road_n.png
|
||||||
|
|
||||||
|
shaders/shaders_cel_shading: shaders/shaders_cel_shading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file shaders/resources/models/old_car_new.glb@resources/models/old_car_new.glb \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/cel.vs@resources/shaders/glsl100/cel.vs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/cel.fs@resources/shaders/glsl100/cel.fs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/outline_hull.vs@resources/shaders/glsl100/outline_hull.vs \
|
||||||
|
--preload-file shaders/resources/shaders/glsl100/outline_hull.fs@resources/shaders/glsl100/outline_hull.fs
|
||||||
|
|
||||||
shaders/shaders_color_correction: shaders/shaders_color_correction.c
|
shaders/shaders_color_correction: shaders/shaders_color_correction.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/parrots.png@resources/parrots.png \
|
--preload-file shaders/resources/parrots.png@resources/parrots.png \
|
||||||
@ -1367,15 +1430,15 @@ shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
|
|||||||
shaders/shaders_game_of_life: shaders/shaders_game_of_life.c
|
shaders/shaders_game_of_life: shaders/shaders_game_of_life.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/game_of_life.fs@resources/shaders/glsl100/game_of_life.fs \
|
--preload-file shaders/resources/shaders/glsl100/game_of_life.fs@resources/shaders/glsl100/game_of_life.fs \
|
||||||
--preload-file shaders/resources/game_of_life/acorn.png@resources/game_of_life/acorn.png \
|
--preload-file shaders/resources/game_of_life/r_pentomino.png@resources/game_of_life/r_pentomino.png \
|
||||||
--preload-file shaders/resources/game_of_life/breeder.png@resources/game_of_life/breeder.png \
|
|
||||||
--preload-file shaders/resources/game_of_life/glider.png@resources/game_of_life/glider.png \
|
--preload-file shaders/resources/game_of_life/glider.png@resources/game_of_life/glider.png \
|
||||||
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
|
--preload-file shaders/resources/game_of_life/acorn.png@resources/game_of_life/acorn.png \
|
||||||
|
--preload-file shaders/resources/game_of_life/spaceships.png@resources/game_of_life/spaceships.png \
|
||||||
|
--preload-file shaders/resources/game_of_life/still_lifes.png@resources/game_of_life/still_lifes.png \
|
||||||
--preload-file shaders/resources/game_of_life/oscillators.png@resources/game_of_life/oscillators.png \
|
--preload-file shaders/resources/game_of_life/oscillators.png@resources/game_of_life/oscillators.png \
|
||||||
--preload-file shaders/resources/game_of_life/puffer_train.png@resources/game_of_life/puffer_train.png \
|
--preload-file shaders/resources/game_of_life/puffer_train.png@resources/game_of_life/puffer_train.png \
|
||||||
--preload-file shaders/resources/game_of_life/r_pentomino.png@resources/game_of_life/r_pentomino.png \
|
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
|
||||||
--preload-file shaders/resources/game_of_life/spaceships.png@resources/game_of_life/spaceships.png \
|
--preload-file shaders/resources/game_of_life/breeder.png@resources/game_of_life/breeder.png
|
||||||
--preload-file shaders/resources/game_of_life/still_lifes.png@resources/game_of_life/still_lifes.png
|
|
||||||
|
|
||||||
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
|
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@ -1449,6 +1512,9 @@ shaders/shaders_raymarching_rendering: shaders/shaders_raymarching_rendering.c
|
|||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
|
--preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
|
||||||
|
|
||||||
|
shaders/shaders_rlgl_compute: shaders/shaders_rlgl_compute.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c
|
shaders/shaders_rounded_rectangle: shaders/shaders_rounded_rectangle.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
|
--preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
|
||||||
@ -1507,7 +1573,8 @@ audio/audio_mixed_processor: audio/audio_mixed_processor.c
|
|||||||
--preload-file audio/resources/coin.wav@resources/coin.wav
|
--preload-file audio/resources/coin.wav@resources/coin.wav
|
||||||
|
|
||||||
audio/audio_module_playing: audio/audio_module_playing.c
|
audio/audio_module_playing: audio/audio_module_playing.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
|
--preload-file audio/resources/mini1111.xm@resources/mini1111.xm
|
||||||
|
|
||||||
audio/audio_music_stream: audio/audio_music_stream.c
|
audio/audio_music_stream: audio/audio_music_stream.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
@ -1534,6 +1601,9 @@ audio/audio_spectrum_visualizer: audio/audio_spectrum_visualizer.c
|
|||||||
--preload-file audio/resources/shaders/glsl100/fft.fs@resources/shaders/glsl100/fft.fs \
|
--preload-file audio/resources/shaders/glsl100/fft.fs@resources/shaders/glsl100/fft.fs \
|
||||||
--preload-file audio/resources/country.mp3@resources/country.mp3
|
--preload-file audio/resources/country.mp3@resources/country.mp3
|
||||||
|
|
||||||
|
audio/audio_stream_callback: audio/audio_stream_callback.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||||
|
|
||||||
audio/audio_stream_effects: audio/audio_stream_effects.c
|
audio/audio_stream_effects: audio/audio_stream_effects.c
|
||||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||||
--preload-file audio/resources/country.mp3@resources/country.mp3
|
--preload-file audio/resources/country.mp3@resources/country.mp3
|
||||||
|
|||||||
@ -17,23 +17,23 @@ 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 [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`)
|
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||||
|
|
||||||
## EXAMPLES COLLECTION [TOTAL: 205]
|
## EXAMPLES COLLECTION [TOTAL: 212]
|
||||||
|
|
||||||
### category: core [47]
|
### category: core [49]
|
||||||
|
|
||||||
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
|
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
|
||||||
|
|
||||||
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_basic_window](core/core_basic_window.c) | <img src="core/core_basic_window.png" alt="core_basic_window" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_delta_time](core/core_delta_time.c) | <img src="core/core_delta_time.png" alt="core_delta_time" width="80"> | ⭐☆☆☆ | 5.5 | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
| [core_delta_time](core/core_delta_time.c) | <img src="core/core_delta_time.png" alt="core_delta_time" width="80"> | ⭐☆☆☆ | 5.5 | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
||||||
| [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_input_keys](core/core_input_keys.c) | <img src="core/core_input_keys.png" alt="core_input_keys" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="80"> | ⭐☆☆☆ | 1.0 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_input_mouse](core/core_input_mouse.c) | <img src="core/core_input_mouse.png" alt="core_input_mouse" width="80"> | ⭐☆☆☆ | 1.0 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="80"> | ⭐☆☆☆ | 1.1 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_input_mouse_wheel](core/core_input_mouse_wheel.c) | <img src="core/core_input_mouse_wheel.png" alt="core_input_mouse_wheel" width="80"> | ⭐☆☆☆ | 1.1 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="80"> | ⭐☆☆☆ | 1.1 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_input_gamepad](core/core_input_gamepad.c) | <img src="core/core_input_gamepad.png" alt="core_input_gamepad" width="80"> | ⭐☆☆☆ | 1.1 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="80"> | ⭐☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
|
| [core_input_multitouch](core/core_input_multitouch.c) | <img src="core/core_input_multitouch.png" alt="core_input_multitouch" width="80"> | ⭐☆☆☆ | 2.1 | 2.5 | [Berni](https://github.com/Berni8k) |
|
||||||
| [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="80"> | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_input_gestures](core/core_input_gestures.c) | <img src="core/core_input_gestures.png" alt="core_input_gestures" width="80"> | ⭐⭐☆☆ | 1.4 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_input_gestures_testbed](core/core_input_gestures_testbed.c) | <img src="core/core_input_gestures_testbed.png" alt="core_input_gestures_testbed" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.6-dev | [ubkp](https://github.com/ubkp) |
|
| [core_input_gestures_testbed](core/core_input_gestures_testbed.c) | <img src="core/core_input_gestures_testbed.png" alt="core_input_gestures_testbed" width="80"> | ⭐⭐⭐☆ | 5.0 | 6.0 | [ubkp](https://github.com/ubkp) |
|
||||||
| [core_input_virtual_controls](core/core_input_virtual_controls.c) | <img src="core/core_input_virtual_controls.png" alt="core_input_virtual_controls" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [GreenSnakeLinux](https://github.com/GreenSnakeLinux) |
|
| [core_input_virtual_controls](core/core_input_virtual_controls.c) | <img src="core/core_input_virtual_controls.png" alt="core_input_virtual_controls" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [GreenSnakeLinux](https://github.com/GreenSnakeLinux) |
|
||||||
| [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="80"> | ⭐⭐☆☆ | 1.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_2d_camera](core/core_2d_camera.c) | <img src="core/core_2d_camera.png" alt="core_2d_camera" width="80"> | ⭐⭐☆☆ | 1.5 | 3.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | <img src="core/core_2d_camera_mouse_zoom.png" alt="core_2d_camera_mouse_zoom" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| [core_2d_camera_mouse_zoom](core/core_2d_camera_mouse_zoom.c) | <img src="core/core_2d_camera_mouse_zoom.png" alt="core_2d_camera_mouse_zoom" width="80"> | ⭐⭐☆☆ | 4.2 | 4.2 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
@ -61,19 +61,21 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
|||||||
| [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
|
| [core_smooth_pixelperfect](core/core_smooth_pixelperfect.c) | <img src="core/core_smooth_pixelperfect.png" alt="core_smooth_pixelperfect" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Giancamillo Alessandroni](https://github.com/NotManyIdeasDev) |
|
||||||
| [core_random_sequence](core/core_random_sequence.c) | <img src="core/core_random_sequence.png" alt="core_random_sequence" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
|
| [core_random_sequence](core/core_random_sequence.c) | <img src="core/core_random_sequence.png" alt="core_random_sequence" width="80"> | ⭐☆☆☆ | 5.0 | 5.0 | [Dalton Overmyer](https://github.com/REDl3east) |
|
||||||
| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_automation_events](core/core_automation_events.c) | <img src="core/core_automation_events.png" alt="core_automation_events" width="80"> | ⭐⭐⭐☆ | 5.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
|
| [core_highdpi_demo](core/core_highdpi_demo.c) | <img src="core/core_highdpi_demo.png" alt="core_highdpi_demo" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
|
||||||
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_viewport_scaling](core/core_viewport_scaling.c) | <img src="core/core_viewport_scaling.png" alt="core_viewport_scaling" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
|
| [core_viewport_scaling](core/core_viewport_scaling.c) | <img src="core/core_viewport_scaling.png" alt="core_viewport_scaling" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
|
||||||
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
|
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
|
||||||
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
||||||
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ananth S](https://github.com/Ananth1839) |
|
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Ananth S](https://github.com/Ananth1839) |
|
||||||
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
||||||
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
| [core_window_web](core/core_window_web.c) | <img src="core/core_window_web.png" alt="core_window_web" width="80"> | ⭐☆☆☆ | 1.3 | 5.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
|
||||||
### category: shapes [38]
|
### category: shapes [40]
|
||||||
|
|
||||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||||
|
|
||||||
@ -92,7 +94,7 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
|||||||
| [shapes_easings_ball](shapes/shapes_easings_ball.c) | <img src="shapes/shapes_easings_ball.png" alt="shapes_easings_ball" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [shapes_easings_ball](shapes/shapes_easings_ball.c) | <img src="shapes/shapes_easings_ball.png" alt="shapes_easings_ball" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [shapes_easings_box](shapes/shapes_easings_box.c) | <img src="shapes/shapes_easings_box.png" alt="shapes_easings_box" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [shapes_easings_box](shapes/shapes_easings_box.c) | <img src="shapes/shapes_easings_box.png" alt="shapes_easings_box" width="80"> | ⭐⭐☆☆ | 2.5 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [shapes_easings_rectangles](shapes/shapes_easings_rectangles.c) | <img src="shapes/shapes_easings_rectangles.png" alt="shapes_easings_rectangles" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [shapes_easings_rectangles](shapes/shapes_easings_rectangles.c) | <img src="shapes/shapes_easings_rectangles.png" alt="shapes_easings_rectangles" width="80"> | ⭐⭐⭐☆ | 2.0 | 2.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [shapes_recursive_tree](shapes/shapes_recursive_tree.c) | <img src="shapes/shapes_recursive_tree.png" alt="shapes_recursive_tree" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
| [shapes_recursive_tree](shapes/shapes_recursive_tree.c) | <img src="shapes/shapes_recursive_tree.png" alt="shapes_recursive_tree" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
|
||||||
| [shapes_ring_drawing](shapes/shapes_ring_drawing.c) | <img src="shapes/shapes_ring_drawing.png" alt="shapes_ring_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
| [shapes_ring_drawing](shapes/shapes_ring_drawing.c) | <img src="shapes/shapes_ring_drawing.png" alt="shapes_ring_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
| [shapes_circle_sector_drawing](shapes/shapes_circle_sector_drawing.c) | <img src="shapes/shapes_circle_sector_drawing.png" alt="shapes_circle_sector_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
| [shapes_circle_sector_drawing](shapes/shapes_circle_sector_drawing.c) | <img src="shapes/shapes_circle_sector_drawing.png" alt="shapes_circle_sector_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
| [shapes_rounded_rectangle_drawing](shapes/shapes_rounded_rectangle_drawing.c) | <img src="shapes/shapes_rounded_rectangle_drawing.png" alt="shapes_rounded_rectangle_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
| [shapes_rounded_rectangle_drawing](shapes/shapes_rounded_rectangle_drawing.c) | <img src="shapes/shapes_rounded_rectangle_drawing.png" alt="shapes_rounded_rectangle_drawing" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
@ -102,28 +104,32 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
|||||||
| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
|
| [shapes_digital_clock](shapes/shapes_digital_clock.c) | <img src="shapes/shapes_digital_clock.png" alt="shapes_digital_clock" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
|
||||||
| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) |
|
| [shapes_double_pendulum](shapes/shapes_double_pendulum.c) | <img src="shapes/shapes_double_pendulum.png" alt="shapes_double_pendulum" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [JoeCheong](https://github.com/Joecheong2006) |
|
||||||
| [shapes_dashed_line](shapes/shapes_dashed_line.c) | <img src="shapes/shapes_dashed_line.png" alt="shapes_dashed_line" width="80"> | ⭐☆☆☆ | 5.5 | 5.5 | [Luís Almeida](https://github.com/luis605) |
|
| [shapes_dashed_line](shapes/shapes_dashed_line.c) | <img src="shapes/shapes_dashed_line.png" alt="shapes_dashed_line" width="80"> | ⭐☆☆☆ | 5.5 | 5.5 | [Luís Almeida](https://github.com/luis605) |
|
||||||
| [shapes_triangle_strip](shapes/shapes_triangle_strip.c) | <img src="shapes/shapes_triangle_strip.png" alt="shapes_triangle_strip" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
| [shapes_triangle_strip](shapes/shapes_triangle_strip.c) | <img src="shapes/shapes_triangle_strip.png" alt="shapes_triangle_strip" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
|
||||||
| [shapes_vector_angle](shapes/shapes_vector_angle.c) | <img src="shapes/shapes_vector_angle.png" alt="shapes_vector_angle" width="80"> | ⭐⭐☆☆ | 1.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [shapes_vector_angle](shapes/shapes_vector_angle.c) | <img src="shapes/shapes_vector_angle.png" alt="shapes_vector_angle" width="80"> | ⭐⭐☆☆ | 1.0 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [shapes_pie_chart](shapes/shapes_pie_chart.c) | <img src="shapes/shapes_pie_chart.png" alt="shapes_pie_chart" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Gideon Serfontein](https://github.com/GideonSerf) |
|
| [shapes_pie_chart](shapes/shapes_pie_chart.c) | <img src="shapes/shapes_pie_chart.png" alt="shapes_pie_chart" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Gideon Serfontein](https://github.com/GideonSerf) |
|
||||||
| [shapes_kaleidoscope](shapes/shapes_kaleidoscope.c) | <img src="shapes/shapes_kaleidoscope.png" alt="shapes_kaleidoscope" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
| [shapes_kaleidoscope](shapes/shapes_kaleidoscope.c) | <img src="shapes/shapes_kaleidoscope.png" alt="shapes_kaleidoscope" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
||||||
| [shapes_clock_of_clocks](shapes/shapes_clock_of_clocks.c) | <img src="shapes/shapes_clock_of_clocks.png" alt="shapes_clock_of_clocks" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
| [shapes_clock_of_clocks](shapes/shapes_clock_of_clocks.c) | <img src="shapes/shapes_clock_of_clocks.png" alt="shapes_clock_of_clocks" width="80"> | ⭐⭐☆☆ | 5.5 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||||
| [shapes_math_sine_cosine](shapes/shapes_math_sine_cosine.c) | <img src="shapes/shapes_math_sine_cosine.png" alt="shapes_math_sine_cosine" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
| [shapes_math_sine_cosine](shapes/shapes_math_sine_cosine.c) | <img src="shapes/shapes_math_sine_cosine.png" alt="shapes_math_sine_cosine" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
|
||||||
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 5.6-dev | [Balamurugan R](https://github.com/Bala050814) |
|
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 6.0 | [Balamurugan R](https://github.com/Bala050814) |
|
||||||
| [shapes_simple_particles](shapes/shapes_simple_particles.c) | <img src="shapes/shapes_simple_particles.png" alt="shapes_simple_particles" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
| [shapes_simple_particles](shapes/shapes_simple_particles.c) | <img src="shapes/shapes_simple_particles.png" alt="shapes_simple_particles" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||||
| [shapes_starfield_effect](shapes/shapes_starfield_effect.c) | <img src="shapes/shapes_starfield_effect.png" alt="shapes_starfield_effect" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
| [shapes_starfield_effect](shapes/shapes_starfield_effect.c) | <img src="shapes/shapes_starfield_effect.png" alt="shapes_starfield_effect" width="80"> | ⭐⭐☆☆ | 5.5 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||||
| [shapes_lines_drawing](shapes/shapes_lines_drawing.c) | <img src="shapes/shapes_lines_drawing.png" alt="shapes_lines_drawing" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
| [shapes_lines_drawing](shapes/shapes_lines_drawing.c) | <img src="shapes/shapes_lines_drawing.png" alt="shapes_lines_drawing" width="80"> | ⭐☆☆☆ | 6.0 | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
||||||
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Kris](https://github.com/krispy-snacc) |
|
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 6.0 | 5.6 | [Kris](https://github.com/krispy-snacc) |
|
||||||
| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
||||||
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
||||||
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
| [shapes_ball_physics](shapes/shapes_ball_physics.c) | <img src="shapes/shapes_ball_physics.png" alt="shapes_ball_physics" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [David Buzatto](https://github.com/davidbuzatto) |
|
||||||
| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
| [shapes_penrose_tile](shapes/shapes_penrose_tile.c) | <img src="shapes/shapes_penrose_tile.png" alt="shapes_penrose_tile" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 6.0 | [David Buzatto](https://github.com/davidbuzatto) |
|
||||||
|
| [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
|
||||||
|
| [shapes_easings_testbed](shapes/shapes_easings_testbed.c) | <img src="shapes/shapes_easings_testbed.png" alt="shapes_easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Juan Miguel López](https://github.com/flashback-fx) |
|
||||||
|
|
||||||
### category: textures [29]
|
### category: textures [32]
|
||||||
|
|
||||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
||||||
|
|
||||||
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
|
| [textures_clipboard_image](textures/textures_clipboard_image.c) | <img src="textures/textures_clipboard_image.png" alt="textures_clipboard_image" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Maicon Santana](https://github.com/maiconpintoabreu) |
|
||||||
|
| [textures_magnifying_glass](textures/textures_magnifying_glass.c) | <img src="textures/textures_magnifying_glass.png" alt="textures_magnifying_glass" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Luke Vaughan](https://github.com/badram) |
|
||||||
| [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [textures_logo_raylib](textures/textures_logo_raylib.c) | <img src="textures/textures_logo_raylib.png" alt="textures_logo_raylib" width="80"> | ⭐☆☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="80"> | ⭐⭐⭐☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [textures_srcrec_dstrec](textures/textures_srcrec_dstrec.c) | <img src="textures/textures_srcrec_dstrec.png" alt="textures_srcrec_dstrec" width="80"> | ⭐⭐⭐☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [textures_image_drawing](textures/textures_image_drawing.c) | <img src="textures/textures_image_drawing.png" alt="textures_image_drawing" width="80"> | ⭐⭐☆☆ | 1.4 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
@ -151,8 +157,9 @@ Examples using raylib textures functionality, including image/textures loading/g
|
|||||||
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [textures_screen_buffer](textures/textures_screen_buffer.c) | <img src="textures/textures_screen_buffer.png" alt="textures_screen_buffer" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
|
| [textures_screen_buffer](textures/textures_screen_buffer.c) | <img src="textures/textures_screen_buffer.png" alt="textures_screen_buffer" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
|
||||||
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
| [textures_sprite_stacking](textures/textures_sprite_stacking.c) | <img src="textures/textures_sprite_stacking.png" alt="textures_sprite_stacking" width="80"> | ⭐⭐☆☆ | 5.6-dev | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
| [textures_sprite_stacking](textures/textures_sprite_stacking.c) | <img src="textures/textures_sprite_stacking.png" alt="textures_sprite_stacking" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
||||||
| [textures_cellular_automata](textures/textures_cellular_automata.c) | <img src="textures/textures_cellular_automata.png" alt="textures_cellular_automata" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
| [textures_cellular_automata](textures/textures_cellular_automata.c) | <img src="textures/textures_cellular_automata.png" alt="textures_cellular_automata" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||||
|
| [textures_framebuffer_rendering](textures/textures_framebuffer_rendering.c) | <img src="textures/textures_framebuffer_rendering.png" alt="textures_framebuffer_rendering" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jack Boakes](https://github.com/jackboakes) |
|
||||||
|
|
||||||
### category: text [16]
|
### category: text [16]
|
||||||
|
|
||||||
@ -173,17 +180,17 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
|||||||
| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vadim Gunko](https://github.com/GuvaCode) |
|
| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 5.6 | [Vadim Gunko](https://github.com/GuvaCode) |
|
||||||
| [text_3d_drawing](text/text_3d_drawing.c) | <img src="text/text_3d_drawing.png" alt="text_3d_drawing" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
| [text_3d_drawing](text/text_3d_drawing.c) | <img src="text/text_3d_drawing.png" alt="text_3d_drawing" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||||
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
|
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Wagner Barongello](https://github.com/SultansOfCode) |
|
||||||
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||||
| [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [David Buzatto](https://github.com/davidbuzatto) |
|
| [text_strings_management](text/text_strings_management.c) | <img src="text/text_strings_management.png" alt="text_strings_management" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [David Buzatto](https://github.com/davidbuzatto) |
|
||||||
|
|
||||||
### category: models [27]
|
### category: models [30]
|
||||||
|
|
||||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
||||||
|
|
||||||
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| [models_animation_playing](models/models_animation_playing.c) | <img src="models/models_animation_playing.png" alt="models_animation_playing" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
|
| [models_loading_iqm](models/models_loading_iqm.c) | <img src="models/models_loading_iqm.png" alt="models_loading_iqm" width="80"> | ⭐⭐☆☆ | 2.5 | 3.5 | [Culacant](https://github.com/culacant) |
|
||||||
| [models_billboard_rendering](models/models_billboard_rendering.c) | <img src="models/models_billboard_rendering.png" alt="models_billboard_rendering" width="80"> | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [models_billboard_rendering](models/models_billboard_rendering.c) | <img src="models/models_billboard_rendering.png" alt="models_billboard_rendering" width="80"> | ⭐⭐⭐☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐☆☆☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [models_box_collisions](models/models_box_collisions.c) | <img src="models/models_box_collisions.png" alt="models_box_collisions" width="80"> | ⭐☆☆☆ | 1.3 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [models_cubicmap_rendering](models/models_cubicmap_rendering.c) | <img src="models/models_cubicmap_rendering.png" alt="models_cubicmap_rendering" width="80"> | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [models_cubicmap_rendering](models/models_cubicmap_rendering.c) | <img src="models/models_cubicmap_rendering.png" alt="models_cubicmap_rendering" width="80"> | ⭐⭐☆☆ | 1.8 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
@ -205,19 +212,22 @@ Examples using raylib models functionality, including models loading/generation
|
|||||||
| [models_textured_cube](models/models_textured_cube.c) | <img src="models/models_textured_cube.png" alt="models_textured_cube" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [models_textured_cube](models/models_textured_cube.c) | <img src="models/models_textured_cube.png" alt="models_textured_cube" width="80"> | ⭐⭐☆☆ | 4.5 | 4.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
|
| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
|
||||||
| [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_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-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
|
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Timothy van der Valk](https://github.com/arceryz) |
|
||||||
| [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_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) |
|
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 6.0 | 6.0 | [Jopestpe](https://github.com/jopestpe) |
|
||||||
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 6.0 | 6.0 | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||||
| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Robin](https://github.com/RobinsAviary) |
|
||||||
|
| [models_animation_blend_custom](models/models_animation_blend_custom.c) | <img src="models/models_animation_blend_custom.png" alt="models_animation_blend_custom" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 6.0 | [dmitrii-brand](https://github.com/dmitrii-brand) |
|
||||||
|
| [models_animation_blending](models/models_animation_blending.c) | <img src="models/models_animation_blending.png" alt="models_animation_blending" width="80"> | ⭐⭐⭐⭐️ | 5.5 | 6.0 | [Kirandeep](https://github.com/Kirandeep-Singh-Khehra) |
|
||||||
|
| [models_animation_timing](models/models_animation_timing.c) | <img src="models/models_animation_timing.png" alt="models_animation_timing" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
|
|
||||||
### category: shaders [33]
|
### category: shaders [35]
|
||||||
|
|
||||||
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.h) module.
|
||||||
|
|
||||||
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
||||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| [shaders_ascii_rendering](shaders/shaders_ascii_rendering.c) | <img src="shaders/shaders_ascii_rendering.png" alt="shaders_ascii_rendering" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Maicon Santana](https://github.com/maiconpintoabreu) |
|
| [shaders_ascii_rendering](shaders/shaders_ascii_rendering.c) | <img src="shaders/shaders_ascii_rendering.png" alt="shaders_ascii_rendering" width="80"> | ⭐⭐☆☆ | 5.5 | 6.0 | [Maicon Santana](https://github.com/maiconpintoabreu) |
|
||||||
| [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐⭐⭐⭐️ | 3.0 | 4.2 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_basic_lighting](shaders/shaders_basic_lighting.c) | <img src="shaders/shaders_basic_lighting.png" alt="shaders_basic_lighting" width="80"> | ⭐⭐⭐⭐️ | 3.0 | 4.2 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐⭐☆☆ | 1.3 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [shaders_model_shader](shaders/shaders_model_shader.c) | <img src="shaders/shaders_model_shader.png" alt="shaders_model_shader" width="80"> | ⭐⭐☆☆ | 1.3 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐⭐☆☆ | 1.7 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [shaders_shapes_textures](shaders/shaders_shapes_textures.c) | <img src="shaders/shaders_shapes_textures.png" alt="shaders_shapes_textures" width="80"> | ⭐⭐☆☆ | 1.7 | 3.7 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
@ -229,15 +239,15 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
|||||||
| [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) |
|
| [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) |
|
||||||
| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
|
| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
|
||||||
| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
|
| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
|
||||||
| [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_mandelbrot_set](shaders/shaders_mandelbrot_set.c) | <img src="shaders/shaders_mandelbrot_set.png" alt="shaders_mandelbrot_set" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [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) |
|
| [shaders_color_correction](shaders/shaders_color_correction.c) | <img src="shaders/shaders_color_correction.png" alt="shaders_color_correction" width="80"> | ⭐⭐☆☆ | 6.0 | 6.0 | [Jordi Santonja](https://github.com/JordSant) |
|
||||||
| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) | <img src="shaders/shaders_eratosthenes_sieve.png" alt="shaders_eratosthenes_sieve" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
|
| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) | <img src="shaders/shaders_eratosthenes_sieve.png" alt="shaders_eratosthenes_sieve" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
|
||||||
| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | <img src="shaders/shaders_fog_rendering.png" alt="shaders_fog_rendering" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | <img src="shaders/shaders_fog_rendering.png" alt="shaders_fog_rendering" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| [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_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_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_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_rendering](shaders/shaders_normalmap_rendering.c) | <img src="shaders/shaders_normalmap_rendering.png" alt="shaders_normalmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
|
| [shaders_normalmap_rendering](shaders/shaders_normalmap_rendering.c) | <img src="shaders/shaders_normalmap_rendering.png" alt="shaders_normalmap_rendering" width="80"> | ⭐⭐⭐⭐️ | 6.0 | 6.0 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
|
||||||
| [shaders_spotlight_rendering](shaders/shaders_spotlight_rendering.c) | <img src="shaders/shaders_spotlight_rendering.png" alt="shaders_spotlight_rendering" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
| [shaders_spotlight_rendering](shaders/shaders_spotlight_rendering.c) | <img src="shaders/shaders_spotlight_rendering.png" alt="shaders_spotlight_rendering" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||||
| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | <img src="shaders/shaders_deferred_rendering.png" alt="shaders_deferred_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
|
| [shaders_deferred_rendering](shaders/shaders_deferred_rendering.c) | <img src="shaders/shaders_deferred_rendering.png" alt="shaders_deferred_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
|
||||||
| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) | <img src="shaders/shaders_hybrid_rendering.png" alt="shaders_hybrid_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
| [shaders_hybrid_rendering](shaders/shaders_hybrid_rendering.c) | <img src="shaders/shaders_hybrid_rendering.png" alt="shaders_hybrid_rendering" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
||||||
@ -248,10 +258,12 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
|||||||
| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
|
| [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐⭐⭐⭐️ | 5.0 | 5.5 | [Afan OLOVCIC](https://github.com/_DevDad) |
|
||||||
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
|
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
|
||||||
| [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_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_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Luís Almeida](https://github.com/luis605) |
|
||||||
| [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
| [shaders_game_of_life](shaders/shaders_game_of_life.c) | <img src="shaders/shaders_game_of_life.png" alt="shaders_game_of_life" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Jordi Santonja](https://github.com/JordSant) |
|
||||||
|
| [shaders_rlgl_compute](shaders/shaders_rlgl_compute.c) | <img src="shaders/shaders_rlgl_compute.png" alt="shaders_rlgl_compute" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
||||||
|
| [shaders_cel_shading](shaders/shaders_cel_shading.c) | <img src="shaders/shaders_cel_shading.png" alt="shaders_cel_shading" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Gleb A](https://github.com/ggrizzly) |
|
||||||
|
|
||||||
### category: audio [9]
|
### category: audio [10]
|
||||||
|
|
||||||
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.
|
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.
|
||||||
|
|
||||||
@ -259,26 +271,14 @@ Examples using raylib audio functionality, including sound/music loading and pla
|
|||||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
||||||
| [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐☆☆☆ | 1.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐☆☆☆ | 1.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐☆☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐☆☆☆ | 1.3 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐⭐⭐☆ | 1.6 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐⭐⭐☆ | 1.6 | 6.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐☆☆☆ | 1.1 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐☆☆☆ | 1.1 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
|
| [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
|
||||||
| [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
| [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||||
| [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
| [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||||
| [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
|
| [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
|
||||||
| [audio_spectrum_visualizer](audio/audio_spectrum_visualizer.c) | <img src="audio/audio_spectrum_visualizer.png" alt="audio_spectrum_visualizer" width="80"> | ⭐⭐⭐☆ | 6.0 | 5.6-dev | [IANN](https://github.com/meisei4) |
|
| [audio_spectrum_visualizer](audio/audio_spectrum_visualizer.c) | <img src="audio/audio_spectrum_visualizer.png" alt="audio_spectrum_visualizer" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [IANN](https://github.com/meisei4) |
|
||||||
|
| [audio_stream_callback](audio/audio_stream_callback.c) | <img src="audio/audio_stream_callback.png" alt="audio_stream_callback" width="80"> | ⭐⭐⭐☆ | 6.0 | 6.0 | [Dan Hoang](https://github.com/dan-hoang) |
|
||||||
### category: others [6]
|
|
||||||
|
|
||||||
Examples showing raylib misc functionality that does not fit in other categories, like standalone modules usage or examples integrating external libraries.
|
|
||||||
|
|
||||||
| example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|
|
||||||
|-----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
|
|
||||||
| [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐⭐⭐⭐️ | 1.6 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
|
||||||
| [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐⭐⭐⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
|
|
||||||
| [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
|
|
||||||
| [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐⭐⭐⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
|
|
||||||
| [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐⭐☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
|
|
||||||
| [web_basic_window](others/web_basic_window.c) | <img src="others/web_basic_window.png" alt="web_basic_window" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
|
||||||
|
|
||||||
Some example missing? As always, contributions are welcome, feel free to send new examples!
|
Some example missing? As always, contributions are welcome, feel free to send new examples!
|
||||||
Here is an [examples template](examples_template.c) with instructions to start with!
|
Here is an [examples template](examples_template.c) with instructions to start with!
|
||||||
|
|||||||
238
examples/audio/audio_amp_envelope.c
Normal file
@ -0,0 +1,238 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - amp envelope
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
|
*
|
||||||
|
* Example contributed by Arbinda Rizki Muhammad (@arbipink) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2026 Arbinda Rizki Muhammad (@arbipink)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define RAYGUI_IMPLEMENTATION
|
||||||
|
#include "raygui.h"
|
||||||
|
|
||||||
|
#include <math.h> // Required for: sinf()
|
||||||
|
|
||||||
|
#define BUFFER_SIZE 4096
|
||||||
|
#define SAMPLE_RATE 44100
|
||||||
|
|
||||||
|
// Wave state
|
||||||
|
typedef enum {
|
||||||
|
IDLE,
|
||||||
|
ATTACK,
|
||||||
|
DECAY,
|
||||||
|
SUSTAIN,
|
||||||
|
RELEASE
|
||||||
|
} ADSRState;
|
||||||
|
|
||||||
|
// Grouping all ADSR parameters and state into a struct
|
||||||
|
typedef struct {
|
||||||
|
float attackTime;
|
||||||
|
float decayTime;
|
||||||
|
float sustainLevel;
|
||||||
|
float releaseTime;
|
||||||
|
float currentValue;
|
||||||
|
ADSRState state;
|
||||||
|
} Envelope;
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime);
|
||||||
|
static void UpdateEnvelope(Envelope *env);
|
||||||
|
static void DrawADSRGraph(Envelope *env, Rectangle bounds);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - amp envelope");
|
||||||
|
|
||||||
|
InitAudioDevice();
|
||||||
|
|
||||||
|
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
|
||||||
|
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
|
||||||
|
float buffer[BUFFER_SIZE] = { 0 };
|
||||||
|
|
||||||
|
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
|
||||||
|
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
|
||||||
|
|
||||||
|
// Init Phase
|
||||||
|
float audioTime = 0.0f;
|
||||||
|
|
||||||
|
// Initialize the struct
|
||||||
|
Envelope env = {
|
||||||
|
.attackTime = 1.0f,
|
||||||
|
.decayTime = 1.0f,
|
||||||
|
.sustainLevel = 0.5f,
|
||||||
|
.releaseTime = 1.0f,
|
||||||
|
.currentValue = 0.0f,
|
||||||
|
.state = IDLE
|
||||||
|
};
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose())
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) env.state = ATTACK;
|
||||||
|
|
||||||
|
if (IsKeyReleased(KEY_SPACE) && (env.state != IDLE)) env.state = RELEASE;
|
||||||
|
|
||||||
|
if (IsAudioStreamProcessed(stream))
|
||||||
|
{
|
||||||
|
if ((env.state != IDLE) || (env.currentValue > 0.0f))
|
||||||
|
{
|
||||||
|
for (int i = 0; i < BUFFER_SIZE; i++)
|
||||||
|
{
|
||||||
|
UpdateEnvelope(&env);
|
||||||
|
FillAudioBuffer(i, buffer, env.currentValue, &audioTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Clear buffer if silent to avoid looping noise
|
||||||
|
for (int i = 0; i < BUFFER_SIZE; i++) buffer[i] = 0;
|
||||||
|
audioTime = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!IsAudioStreamPlaying(stream)) PlayAudioStream(stream);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
GuiSliderBar((Rectangle){ 100, 60, 400, 30 }, "Attack (s)", TextFormat("%2.2fs", env.attackTime), &env.attackTime, 0.1f, 3.0f);
|
||||||
|
GuiSliderBar((Rectangle){ 100, 100, 400, 30 }, "Decay (s)", TextFormat("%2.2fs", env.decayTime), &env.decayTime, 0.1f, 3.0f);
|
||||||
|
GuiSliderBar((Rectangle){ 100, 140, 400, 30 }, "Sustain", TextFormat("%2.2f", env.sustainLevel), &env.sustainLevel, 0.0f, 1.0f);
|
||||||
|
GuiSliderBar((Rectangle){ 100, 180, 400, 30 }, "Release (s)", TextFormat("%2.2fs", env.releaseTime), &env.releaseTime, 0.1f, 3.0f);
|
||||||
|
|
||||||
|
DrawADSRGraph(&env, (Rectangle){ 100, 250, 400, 100 });
|
||||||
|
|
||||||
|
DrawCircleV((Vector2){ 520, 350 - (env.currentValue * 100) }, 5, MAROON);
|
||||||
|
DrawText(TextFormat("Current Gain: %2.2f", env.currentValue), 535, 345 - (env.currentValue * 100), 10, MAROON);
|
||||||
|
|
||||||
|
DrawText("Press SPACE to PLAY the sound!", 200, 400, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadAudioStream(stream);
|
||||||
|
CloseAudioDevice();
|
||||||
|
|
||||||
|
CloseWindow();
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static void FillAudioBuffer(int i, float *buffer, float envelopeValue, float *audioTime)
|
||||||
|
{
|
||||||
|
int frequency = 440;
|
||||||
|
buffer[i] = envelopeValue*sinf(2.0f*PI*frequency*(*audioTime));
|
||||||
|
*audioTime += (1.0f/SAMPLE_RATE);
|
||||||
|
}
|
||||||
|
|
||||||
|
static void UpdateEnvelope(Envelope *env)
|
||||||
|
{
|
||||||
|
// Calculate the time delta for ONE sample (1/44100)
|
||||||
|
float sampleTime = 1.0f/SAMPLE_RATE;
|
||||||
|
|
||||||
|
switch(env->state)
|
||||||
|
{
|
||||||
|
case ATTACK:
|
||||||
|
{
|
||||||
|
env->currentValue += (1.0f/env->attackTime)*sampleTime;
|
||||||
|
if (env->currentValue >= 1.0f)
|
||||||
|
{
|
||||||
|
env->currentValue = 1.0f;
|
||||||
|
env->state = DECAY;
|
||||||
|
}
|
||||||
|
|
||||||
|
} break;
|
||||||
|
case DECAY:
|
||||||
|
{
|
||||||
|
env->currentValue -= ((1.0f - env->sustainLevel)/env->decayTime)*sampleTime;
|
||||||
|
if (env->currentValue <= env->sustainLevel)
|
||||||
|
{
|
||||||
|
env->currentValue = env->sustainLevel;
|
||||||
|
env->state = SUSTAIN;
|
||||||
|
}
|
||||||
|
|
||||||
|
} break;
|
||||||
|
case SUSTAIN:
|
||||||
|
{
|
||||||
|
env->currentValue = env->sustainLevel;
|
||||||
|
|
||||||
|
} break;
|
||||||
|
case RELEASE:
|
||||||
|
{
|
||||||
|
env->currentValue -= (env->sustainLevel/env->releaseTime)*sampleTime;
|
||||||
|
if (env->currentValue <= 0.001f) // Use a small threshold to avoid infinite tail
|
||||||
|
{
|
||||||
|
env->currentValue = 0.0f;
|
||||||
|
env->state = IDLE;
|
||||||
|
}
|
||||||
|
|
||||||
|
} break;
|
||||||
|
default: break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
static void DrawADSRGraph(Envelope *env, Rectangle bounds)
|
||||||
|
{
|
||||||
|
DrawRectangleRec(bounds, Fade(LIGHTGRAY, 0.3f));
|
||||||
|
DrawRectangleLinesEx(bounds, 1, GRAY);
|
||||||
|
|
||||||
|
// Fixed visual width for sustain stage since it's an amplitude not a time value
|
||||||
|
float sustainWidth = 1.0f;
|
||||||
|
|
||||||
|
// Total time to visualize (sum of A, D, R + a padding for Sustain)
|
||||||
|
float totalTime = env->attackTime + env->decayTime + sustainWidth + env->releaseTime;
|
||||||
|
|
||||||
|
float scaleX = bounds.width/totalTime;
|
||||||
|
float scaleY = bounds.height;
|
||||||
|
|
||||||
|
Vector2 start = { bounds.x, bounds.y + bounds.height };
|
||||||
|
Vector2 peak = { start.x + (env->attackTime*scaleX), bounds.y };
|
||||||
|
Vector2 sustain = { peak.x + (env->decayTime*scaleX), bounds.y + (1.0f - env->sustainLevel)*scaleY };
|
||||||
|
Vector2 rel = { sustain.x + (sustainWidth*scaleX), sustain.y };
|
||||||
|
Vector2 end = { rel.x + (env->releaseTime*scaleX), bounds.y + bounds.height };
|
||||||
|
|
||||||
|
DrawLineV(start, peak, SKYBLUE);
|
||||||
|
DrawLineV(peak, sustain, BLUE);
|
||||||
|
DrawLineV(sustain, rel, DARKBLUE);
|
||||||
|
DrawLineV(rel, end, ORANGE);
|
||||||
|
|
||||||
|
DrawText("ADSR Visualizer", bounds.x, bounds.y - 20, 10, DARKGRAY);
|
||||||
|
}
|
||||||
BIN
examples/audio/audio_amp_envelope.png
Normal file
|
After Width: | Height: | Size: 11 KiB |
@ -113,7 +113,7 @@ int main(void)
|
|||||||
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
|
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
|
||||||
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
|
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
|
||||||
DrawRectangleLines(300, 100, 200, 12, GRAY);
|
DrawRectangleLines(300, 100, 200, 12, GRAY);
|
||||||
DrawRectangle(300 + (pan + 1.0)/2.0f*200 - 5, 92, 10, 28, DARKGRAY);
|
DrawRectangle((int)(300 + (pan + 1.0f)/2.0f*200 - 5), 92, 10, 28, DARKGRAY);
|
||||||
|
|
||||||
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
||||||
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
|
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
|
||||||
@ -125,7 +125,7 @@ int main(void)
|
|||||||
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
|
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
|
||||||
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
|
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
|
||||||
DrawRectangleLines(300, 360, 200, 12, GRAY);
|
DrawRectangleLines(300, 360, 200, 12, GRAY);
|
||||||
DrawRectangle(300 + volume*200 - 5, 352, 10, 28, DARKGRAY);
|
DrawRectangle((int)(300 + volume*200 - 5), 352, 10, 28, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|||||||
@ -4,53 +4,22 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 1.6, last time updated with raylib 4.2
|
* Example originally created with raylib 1.6, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
|
* Example created by Ramon Santamaria (@raysan5) and reviewed by James Hofmann (@triplefox)
|
||||||
*
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
|
* Copyright (c) 2015-2026 Ramon Santamaria (@raysan5) and James Hofmann (@triplefox)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
#include <stdlib.h> // Required for: malloc(), free()
|
#define BUFFER_SIZE 4096
|
||||||
#include <math.h> // Required for: sinf()
|
#define SAMPLE_RATE 44100
|
||||||
#include <string.h> // Required for: memcpy()
|
|
||||||
|
|
||||||
#define MAX_SAMPLES 512
|
|
||||||
#define MAX_SAMPLES_PER_UPDATE 4096
|
|
||||||
|
|
||||||
// Cycles per second (hz)
|
|
||||||
float frequency = 440.0f;
|
|
||||||
|
|
||||||
// Audio frequency, for smoothing
|
|
||||||
float audioFrequency = 440.0f;
|
|
||||||
|
|
||||||
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
|
|
||||||
float oldFrequency = 1.0f;
|
|
||||||
|
|
||||||
// Index for audio rendering
|
|
||||||
float sineIdx = 0.0f;
|
|
||||||
|
|
||||||
// Audio input processing callback
|
|
||||||
void AudioInputCallback(void *buffer, unsigned int frames)
|
|
||||||
{
|
|
||||||
audioFrequency = frequency + (audioFrequency - frequency)*0.95f;
|
|
||||||
|
|
||||||
float incr = audioFrequency/44100.0f;
|
|
||||||
short *d = (short *)buffer;
|
|
||||||
|
|
||||||
for (unsigned int i = 0; i < frames; i++)
|
|
||||||
{
|
|
||||||
d[i] = (short)(32000.0f*sinf(2*PI*sineIdx));
|
|
||||||
sineIdx += incr;
|
|
||||||
if (sineIdx > 1.0f) sineIdx -= 1.0f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
@ -64,43 +33,24 @@ int main(void)
|
|||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw stream");
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw stream");
|
||||||
|
|
||||||
InitAudioDevice(); // Initialize audio device
|
InitAudioDevice();
|
||||||
|
|
||||||
SetAudioStreamBufferSizeDefault(MAX_SAMPLES_PER_UPDATE);
|
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
|
||||||
|
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
|
||||||
|
float buffer[BUFFER_SIZE] = {};
|
||||||
|
|
||||||
// Init raw audio stream (sample rate: 44100, sample size: 16bit-short, channels: 1-mono)
|
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
|
||||||
AudioStream stream = LoadAudioStream(44100, 16, 1);
|
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
|
||||||
|
float pan = 0.0f;
|
||||||
|
SetAudioStreamPan(stream, pan);
|
||||||
|
PlayAudioStream(stream);
|
||||||
|
|
||||||
SetAudioStreamCallback(stream, AudioInputCallback);
|
int sineFrequency = 440;
|
||||||
|
int newSineFrequency = 440;
|
||||||
|
int sineIndex = 0;
|
||||||
|
double sineStartTime = 0.0;
|
||||||
|
|
||||||
// Buffer for the single cycle waveform we are synthesizing
|
SetTargetFPS(30);
|
||||||
short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
|
|
||||||
|
|
||||||
// Frame buffer, describing the waveform when repeated over the course of a frame
|
|
||||||
short *writeBuf = (short *)malloc(sizeof(short)*MAX_SAMPLES_PER_UPDATE);
|
|
||||||
|
|
||||||
PlayAudioStream(stream); // Start processing stream buffer (no data loaded currently)
|
|
||||||
|
|
||||||
// Position read in to determine next frequency
|
|
||||||
Vector2 mousePosition = { -100.0f, -100.0f };
|
|
||||||
|
|
||||||
/*
|
|
||||||
// Cycles per second (hz)
|
|
||||||
float frequency = 440.0f;
|
|
||||||
|
|
||||||
// Previous value, used to test if sine needs to be rewritten, and to smoothly modulate frequency
|
|
||||||
float oldFrequency = 1.0f;
|
|
||||||
|
|
||||||
// Cursor to read and copy the samples of the sine wave buffer
|
|
||||||
int readCursor = 0;
|
|
||||||
*/
|
|
||||||
|
|
||||||
// Computed size in samples of the sine wave
|
|
||||||
int waveLength = 1;
|
|
||||||
|
|
||||||
Vector2 position = { 0, 0 };
|
|
||||||
|
|
||||||
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
@ -108,91 +58,76 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
mousePosition = GetMousePosition();
|
|
||||||
|
|
||||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
if (IsKeyDown(KEY_UP))
|
||||||
{
|
{
|
||||||
float fp = (float)(mousePosition.y);
|
newSineFrequency += 10;
|
||||||
frequency = 40.0f + (float)(fp);
|
if (newSineFrequency > 12500) newSineFrequency = 12500;
|
||||||
|
}
|
||||||
|
|
||||||
float pan = (float)(mousePosition.x)/(float)screenWidth;
|
if (IsKeyDown(KEY_DOWN))
|
||||||
|
{
|
||||||
|
newSineFrequency -= 10;
|
||||||
|
if (newSineFrequency < 20) newSineFrequency = 20;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyDown(KEY_LEFT))
|
||||||
|
{
|
||||||
|
pan -= 0.01f;
|
||||||
|
if (pan < -1.0f) pan = -1.0f;
|
||||||
SetAudioStreamPan(stream, pan);
|
SetAudioStreamPan(stream, pan);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Rewrite the sine wave
|
if (IsKeyDown(KEY_RIGHT))
|
||||||
// Compute two cycles to allow the buffer padding, simplifying any modulation, resampling, etc.
|
|
||||||
if (frequency != oldFrequency)
|
|
||||||
{
|
{
|
||||||
// Compute wavelength. Limit size in both directions
|
pan += 0.01f;
|
||||||
//int oldWavelength = waveLength;
|
if (pan > 1.0f) pan = 1.0f;
|
||||||
waveLength = (int)(22050/frequency);
|
SetAudioStreamPan(stream, pan);
|
||||||
if (waveLength > MAX_SAMPLES/2) waveLength = MAX_SAMPLES/2;
|
|
||||||
if (waveLength < 1) waveLength = 1;
|
|
||||||
|
|
||||||
// Write sine wave
|
|
||||||
for (int i = 0; i < waveLength*2; i++)
|
|
||||||
{
|
|
||||||
data[i] = (short)(sinf(((2*PI*(float)i/waveLength)))*32000);
|
|
||||||
}
|
|
||||||
// Make sure the rest of the line is flat
|
|
||||||
for (int j = waveLength*2; j < MAX_SAMPLES; j++)
|
|
||||||
{
|
|
||||||
data[j] = (short)0;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Scale read cursor's position to minimize transition artifacts
|
|
||||||
//readCursor = (int)(readCursor*((float)waveLength/(float)oldWavelength));
|
|
||||||
oldFrequency = frequency;
|
|
||||||
}
|
|
||||||
|
|
||||||
/*
|
|
||||||
// Refill audio stream if required
|
|
||||||
if (IsAudioStreamProcessed(stream))
|
if (IsAudioStreamProcessed(stream))
|
||||||
{
|
{
|
||||||
// Synthesize a buffer that is exactly the requested size
|
for (int i = 0; i < BUFFER_SIZE; i++)
|
||||||
int writeCursor = 0;
|
|
||||||
|
|
||||||
while (writeCursor < MAX_SAMPLES_PER_UPDATE)
|
|
||||||
{
|
{
|
||||||
// Start by trying to write the whole chunk at once
|
int wavelength = SAMPLE_RATE/sineFrequency;
|
||||||
int writeLength = MAX_SAMPLES_PER_UPDATE-writeCursor;
|
buffer[i] = sin(2*PI*sineIndex/wavelength);
|
||||||
|
sineIndex++;
|
||||||
|
|
||||||
// Limit to the maximum readable size
|
if (sineIndex >= wavelength)
|
||||||
int readLength = waveLength-readCursor;
|
{
|
||||||
|
sineFrequency = newSineFrequency;
|
||||||
if (writeLength > readLength) writeLength = readLength;
|
sineIndex = 0;
|
||||||
|
sineStartTime = GetTime();
|
||||||
// Write the slice
|
}
|
||||||
memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
|
|
||||||
|
|
||||||
// Update cursors and loop audio
|
|
||||||
readCursor = (readCursor + writeLength)%waveLength;
|
|
||||||
|
|
||||||
writeCursor += writeLength;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Copy finished frame to audio stream
|
UpdateAudioStream(stream, buffer, BUFFER_SIZE);
|
||||||
UpdateAudioStream(stream, writeBuf, MAX_SAMPLES_PER_UPDATE);
|
|
||||||
}
|
}
|
||||||
*/
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText(TextFormat("sine frequency: %i",(int)frequency), GetScreenWidth() - 220, 10, 20, RED);
|
DrawText(TextFormat("sine frequency: %i", sineFrequency), screenWidth - 220, 10, 20, RED);
|
||||||
DrawText("click mouse button to change frequency or pan", 10, 10, 20, DARKGRAY);
|
DrawText(TextFormat("pan: %.2f", pan), screenWidth - 220, 30, 20, RED);
|
||||||
|
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
|
||||||
|
DrawText("Left/right to pan", 10, 30, 20, DARKGRAY);
|
||||||
|
|
||||||
// Draw the current buffer state proportionate to the screen
|
int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE;
|
||||||
|
int windowSize = 0.1f*SAMPLE_RATE;
|
||||||
|
int wavelength = SAMPLE_RATE/sineFrequency;
|
||||||
|
|
||||||
|
// Draw a sine wave with the same frequency as the one being sent to the audio stream
|
||||||
for (int i = 0; i < screenWidth; i++)
|
for (int i = 0; i < screenWidth; i++)
|
||||||
{
|
{
|
||||||
position.x = (float)i;
|
int t0 = windowStart + i*windowSize/screenWidth;
|
||||||
position.y = 250 + 50*data[i*MAX_SAMPLES/screenWidth]/32000.0f;
|
int t1 = windowStart + (i + 1)*windowSize/screenWidth;
|
||||||
|
Vector2 startPos = { i, 250 + 50*sin(2*PI*t0/wavelength) };
|
||||||
DrawPixelV(position, RED);
|
Vector2 endPos = { i + 1, 250 + 50*sin(2*PI*t1/wavelength) };
|
||||||
|
DrawLineV(startPos, endPos, RED);
|
||||||
}
|
}
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
@ -201,9 +136,6 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
free(data); // Unload sine wave data
|
|
||||||
free(writeBuf); // Unload write buffer
|
|
||||||
|
|
||||||
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
@ -68,7 +68,7 @@ int main(void)
|
|||||||
.z = 5.0f*sinf(th)
|
.z = 5.0f*sinf(th)
|
||||||
};
|
};
|
||||||
|
|
||||||
SetSoundPosition(camera, sound, spherePos, 20.0f);
|
SetSoundPosition(camera, sound, spherePos, 1.0f);
|
||||||
|
|
||||||
if (!IsSoundPlaying(sound)) PlaySound(sound);
|
if (!IsSoundPlaying(sound)) PlaySound(sound);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 6.0, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Inspired by Inigo Quilez's https://www.shadertoy.com/
|
* Inspired by Inigo Quilez's https://www.shadertoy.com/
|
||||||
* Resources/specification: https://gist.github.com/soulthreads/2efe50da4be1fb5f7ab60ff14ca434b8
|
* Resources/specification: https://gist.github.com/soulthreads/2efe50da4be1fb5f7ab60ff14ca434b8
|
||||||
@ -115,7 +115,7 @@ int main(void)
|
|||||||
.tapbackPos = 0.01f
|
.tapbackPos = 0.01f
|
||||||
};
|
};
|
||||||
|
|
||||||
size_t wavCursor = 0;
|
unsigned int wavCursor = 0;
|
||||||
const short *wavPCM16 = wav.data;
|
const short *wavPCM16 = wav.data;
|
||||||
|
|
||||||
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
|
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
|
||||||
@ -274,8 +274,8 @@ static void CaptureFrame(FFTData *fftData, const float *audioSamples)
|
|||||||
|
|
||||||
static void RenderFrame(const FFTData *fftData, Image *fftImage)
|
static void RenderFrame(const FFTData *fftData, Image *fftImage)
|
||||||
{
|
{
|
||||||
double framesSinceTapback = floor(fftData->tapbackPos/WINDOW_TIME);
|
float framesSinceTapback = floorf((float)(fftData->tapbackPos/WINDOW_TIME));
|
||||||
framesSinceTapback = Clamp(framesSinceTapback, 0.0, fftData->fftHistoryLen - 1);
|
framesSinceTapback = Clamp(framesSinceTapback, 0.0f, (float)(fftData->fftHistoryLen - 1));
|
||||||
|
|
||||||
int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback)%fftData->fftHistoryLen;
|
int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback)%fftData->fftHistoryLen;
|
||||||
if (historyPosition < 0) historyPosition += fftData->fftHistoryLen;
|
if (historyPosition < 0) historyPosition += fftData->fftHistoryLen;
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
246
examples/audio/audio_stream_callback.c
Normal file
@ -0,0 +1,246 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [audio] example - stream callback
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
|
*
|
||||||
|
* Example created by Dan Hoang (@dan-hoang) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* NOTE: Example sends a wave to the audio device,
|
||||||
|
* user gets the choice of four waves: sine, square, triangle, and sawtooth
|
||||||
|
* A stream is set up to play to the audio device; stream is hooked to a callback that
|
||||||
|
* generates a wave, that is determined by user choice
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2026 Dan Hoang (@dan-hoang)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include <stdlib.h>
|
||||||
|
#include <math.h>
|
||||||
|
|
||||||
|
#define BUFFER_SIZE 4096
|
||||||
|
#define SAMPLE_RATE 44100
|
||||||
|
|
||||||
|
// Wave type
|
||||||
|
typedef enum {
|
||||||
|
SINE,
|
||||||
|
SQUARE,
|
||||||
|
TRIANGLE,
|
||||||
|
SAWTOOTH
|
||||||
|
} WaveType;
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static void SineCallback(void *framesOut, unsigned int frameCount);
|
||||||
|
static void SquareCallback(void *framesOut, unsigned int frameCount);
|
||||||
|
static void TriangleCallback(void *framesOut, unsigned int frameCount);
|
||||||
|
static void SawtoothCallback(void *framesOut, unsigned int frameCount);
|
||||||
|
|
||||||
|
static int waveFrequency = 440;
|
||||||
|
static int newWaveFrequency = 440;
|
||||||
|
static int waveIndex = 0;
|
||||||
|
|
||||||
|
// Buffer to keep the last second of uploaded audio,
|
||||||
|
// part of which will be drawn on the screen
|
||||||
|
static float buffer[SAMPLE_RATE] = { 0 };
|
||||||
|
static AudioCallback waveCallbacks[] = { SineCallback, SquareCallback, TriangleCallback, SawtoothCallback };
|
||||||
|
static char *waveTypesAsString[] = { "sine", "square", "triangle", "sawtooth" };
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [audio] example - stream callback");
|
||||||
|
|
||||||
|
InitAudioDevice();
|
||||||
|
|
||||||
|
// Set the number of samples the stream will keep in memory at a time to BUFFER_SIZE
|
||||||
|
SetAudioStreamBufferSizeDefault(BUFFER_SIZE);
|
||||||
|
|
||||||
|
// Init raw audio stream (sample rate: 44100, sample size: 32bit-float, channels: 1-mono)
|
||||||
|
AudioStream stream = LoadAudioStream(SAMPLE_RATE, 32, 1);
|
||||||
|
PlayAudioStream(stream);
|
||||||
|
|
||||||
|
// Configure it so that waveCallbacks[waveType] is called whenever stream is out of samples
|
||||||
|
WaveType waveType = SINE;
|
||||||
|
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
|
||||||
|
|
||||||
|
SetTargetFPS(30);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyDown(KEY_UP))
|
||||||
|
{
|
||||||
|
newWaveFrequency += 10;
|
||||||
|
if (newWaveFrequency > 12500) newWaveFrequency = 12500;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyDown(KEY_DOWN))
|
||||||
|
{
|
||||||
|
newWaveFrequency -= 10;
|
||||||
|
if (newWaveFrequency < 20) newWaveFrequency = 20;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_LEFT))
|
||||||
|
{
|
||||||
|
if (waveType == SINE) waveType = SAWTOOTH;
|
||||||
|
else if (waveType == SQUARE) waveType = SINE;
|
||||||
|
else if (waveType == TRIANGLE) waveType = SQUARE;
|
||||||
|
else waveType = TRIANGLE;
|
||||||
|
|
||||||
|
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_RIGHT))
|
||||||
|
{
|
||||||
|
if (waveType == SINE) waveType = SQUARE;
|
||||||
|
else if (waveType == SQUARE) waveType = TRIANGLE;
|
||||||
|
else if (waveType == TRIANGLE) waveType = SAWTOOTH;
|
||||||
|
else waveType = SINE;
|
||||||
|
|
||||||
|
SetAudioStreamCallback(stream, waveCallbacks[waveType]);
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
DrawText(TextFormat("frequency: %i", newWaveFrequency), screenWidth - 220, 10, 20, RED);
|
||||||
|
DrawText(TextFormat("wave type: %s", waveTypesAsString[waveType]), screenWidth - 220, 30, 20, RED);
|
||||||
|
DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
|
||||||
|
DrawText("Left/right to change wave type", 10, 30, 20, DARKGRAY);
|
||||||
|
|
||||||
|
// Draw the last 10 ms of uploaded audio
|
||||||
|
for (int i = 0; i < screenWidth; i++)
|
||||||
|
{
|
||||||
|
Vector2 startPos = { i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
|
||||||
|
Vector2 endPos = { i + 1, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
|
||||||
|
DrawLineV(startPos, endPos, RED);
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||||
|
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static void SineCallback(void *framesOut, unsigned int frameCount)
|
||||||
|
{
|
||||||
|
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||||
|
|
||||||
|
// Synthesize the sine wave
|
||||||
|
for (int i = 0; i < frameCount; i++)
|
||||||
|
{
|
||||||
|
((float *)framesOut)[i] = sin(2*PI*waveIndex/wavelength);
|
||||||
|
|
||||||
|
waveIndex++;
|
||||||
|
|
||||||
|
if (waveIndex >= wavelength)
|
||||||
|
{
|
||||||
|
waveFrequency = newWaveFrequency;
|
||||||
|
waveIndex = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Save the synthesized samples for later drawing
|
||||||
|
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||||
|
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SquareCallback(void *framesOut, unsigned int frameCount)
|
||||||
|
{
|
||||||
|
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||||
|
|
||||||
|
// Synthesize the square wave
|
||||||
|
for (int i = 0; i < frameCount; i++)
|
||||||
|
{
|
||||||
|
((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1 : -1;
|
||||||
|
waveIndex++;
|
||||||
|
|
||||||
|
if (waveIndex >= wavelength)
|
||||||
|
{
|
||||||
|
waveFrequency = newWaveFrequency;
|
||||||
|
waveIndex = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Save the synthesized samples for later drawing
|
||||||
|
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||||
|
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
static void TriangleCallback(void *framesOut, unsigned int frameCount)
|
||||||
|
{
|
||||||
|
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||||
|
|
||||||
|
// Synthesize the triangle wave
|
||||||
|
for (int i = 0; i < frameCount; i++)
|
||||||
|
{
|
||||||
|
((float *)framesOut)[i] = (waveIndex < wavelength/2)? (-1 + 2.0f*waveIndex/(wavelength/2)) : (1 - 2.0f*(waveIndex - wavelength/2)/(wavelength/2));
|
||||||
|
waveIndex++;
|
||||||
|
|
||||||
|
if (waveIndex >= wavelength)
|
||||||
|
{
|
||||||
|
waveFrequency = newWaveFrequency;
|
||||||
|
waveIndex = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Save the synthesized samples for later drawing
|
||||||
|
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||||
|
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||||
|
}
|
||||||
|
|
||||||
|
static void SawtoothCallback(void *framesOut, unsigned int frameCount)
|
||||||
|
{
|
||||||
|
int wavelength = SAMPLE_RATE/waveFrequency;
|
||||||
|
|
||||||
|
// Synthesize the sawtooth wave
|
||||||
|
for (int i = 0; i < frameCount; i++)
|
||||||
|
{
|
||||||
|
((float *)framesOut)[i] = -1 + 2.0f*waveIndex/wavelength;
|
||||||
|
waveIndex++;
|
||||||
|
|
||||||
|
if (waveIndex >= wavelength)
|
||||||
|
{
|
||||||
|
waveFrequency = newWaveFrequency;
|
||||||
|
waveIndex = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Save the synthesized samples for later drawing
|
||||||
|
for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
|
||||||
|
for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
|
||||||
|
}
|
||||||
BIN
examples/audio/audio_stream_callback.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
6051
examples/audio/raygui.h
Normal file
@ -125,8 +125,8 @@ int main(void)
|
|||||||
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||||
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||||
|
|
||||||
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
DrawText("Free 2D camera controls:", 20, 20, 10, BLACK);
|
||||||
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
DrawText("- Right/Left to move player", 40, 40, 10, DARKGRAY);
|
||||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||||
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
||||||
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 8.3 KiB |
@ -148,10 +148,11 @@ int main(void)
|
|||||||
DrawText("Controls:", 20, 20, 10, BLACK);
|
DrawText("Controls:", 20, 20, 10, BLACK);
|
||||||
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
|
DrawText("- Right/Left to move", 40, 40, 10, DARKGRAY);
|
||||||
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
|
DrawText("- Space to jump", 40, 60, 10, DARKGRAY);
|
||||||
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, DARKGRAY);
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, DARKGRAY);
|
||||||
DrawText("- C to change camera mode", 40, 100, 10, DARKGRAY);
|
DrawText("- R to reset position + zoom", 40, 100, 10, DARKGRAY);
|
||||||
DrawText("Current camera mode:", 20, 120, 10, BLACK);
|
DrawText("- C to change camera mode", 40, 120, 10, DARKGRAY);
|
||||||
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, DARKGRAY);
|
DrawText("Current camera mode:", 20, 140, 10, BLACK);
|
||||||
|
DrawText(cameraDescriptions[cameraOption], 40, 160, 10, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@ -226,10 +227,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
|
|||||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
||||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
||||||
|
|
||||||
if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
|
||||||
if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
|
||||||
if (min.x > 0) camera->offset.x = width/2 - min.x;
|
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
|
||||||
if (min.y > 0) camera->offset.y = height/2 - min.y;
|
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||||
|
|||||||
@ -225,10 +225,10 @@ int main(void)
|
|||||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
|
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
|
||||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
|
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
|
||||||
|
|
||||||
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
|
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
|
||||||
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
|
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
|
||||||
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
|
if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
|
||||||
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
|
if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Events management
|
// Events management
|
||||||
|
|||||||
@ -22,7 +22,7 @@
|
|||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by Ananth S (@Ananth1839) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Ananth S (@Ananth1839) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
@ -60,7 +60,7 @@ int main(void)
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (btnComputeHashes)
|
if (btnComputeHashes)
|
||||||
{
|
{
|
||||||
int textInputLen = strlen(textInput);
|
int textInputLen = (int)strlen(textInput);
|
||||||
|
|
||||||
// Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
|
// Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
|
||||||
base64Text = EncodeDataBase64((unsigned char *)textInput, textInputLen, &base64TextSize);
|
base64Text = EncodeDataBase64((unsigned char *)textInput, textInputLen, &base64TextSize);
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 5.5, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
|
|||||||
@ -37,10 +37,18 @@ int main(void)
|
|||||||
char directory[MAX_FILEPATH_SIZE] = { 0 };
|
char directory[MAX_FILEPATH_SIZE] = { 0 };
|
||||||
strcpy(directory, GetWorkingDirectory());
|
strcpy(directory, GetWorkingDirectory());
|
||||||
|
|
||||||
FilePathList files = LoadDirectoryFiles(directory);
|
// Load file-paths on current working directory
|
||||||
|
// NOTE: LoadDirectoryFiles() loads files and directories by default,
|
||||||
|
// use LoadDirectoryFilesEx() for custom filters and recursive directories loading
|
||||||
|
//FilePathList files = LoadDirectoryFiles(directory);
|
||||||
|
FilePathList files = LoadDirectoryFilesEx(directory, ".png;.c", false);
|
||||||
|
|
||||||
int btnBackPressed = false;
|
int btnBackPressed = false;
|
||||||
|
|
||||||
|
int listScrollIndex = 0;
|
||||||
|
int listItemActive = -1;
|
||||||
|
int listItemFocused = -1;
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@ -62,28 +70,16 @@ int main(void)
|
|||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText(directory, 100, 40, 20, DARKGRAY);
|
btnBackPressed = GuiButton((Rectangle){ 40.0f, 10.0f, 48, 28 }, "<");
|
||||||
|
|
||||||
btnBackPressed = GuiButton((Rectangle){ 40.0f, 38.0f, 48, 24 }, "<");
|
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
|
||||||
|
GuiLabel((Rectangle){ 40 + 48 + 10, 10, 700, 28 }, directory);
|
||||||
|
GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
|
||||||
|
|
||||||
for (int i = 0; i < (int)files.count; i++)
|
GuiSetStyle(LISTVIEW, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
|
||||||
{
|
GuiSetStyle(LISTVIEW, TEXT_PADDING, 40);
|
||||||
Color color = Fade(LIGHTGRAY, 0.3f);
|
GuiListViewEx((Rectangle){ 0, 50, (float)GetScreenWidth(), (float)GetScreenHeight() - 50 },
|
||||||
|
files.paths, files.count, &listScrollIndex, &listItemActive, &listItemFocused);
|
||||||
if (!IsPathFile(files.paths[i]) && DirectoryExists(files.paths[i]))
|
|
||||||
{
|
|
||||||
if (GuiButton((Rectangle){0.0f, 85.0f + 40.0f*(float)i, screenWidth, 40}, ""))
|
|
||||||
{
|
|
||||||
TextCopy(directory, files.paths[i]);
|
|
||||||
UnloadDirectoryFiles(files);
|
|
||||||
files = LoadDirectoryFiles(directory);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
DrawRectangle(0, 85 + 40*i, screenWidth, 40, color);
|
|
||||||
DrawText(GetFileName(files.paths[i]), 120, 100 + 40*i, 10, GRAY);
|
|
||||||
}
|
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|||||||
@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [core] example - high dpi
|
* raylib [core] example - highdpi demo
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
@ -33,7 +33,7 @@ int main(void)
|
|||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
|
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - high dpi");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi demo");
|
||||||
SetWindowMinSize(450, 450);
|
SetWindowMinSize(450, 450);
|
||||||
|
|
||||||
int logicalGridDescY = 120;
|
int logicalGridDescY = 120;
|
||||||
|
Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.2 KiB |
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by Ramon Santamaria (@raysan5) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Ramon Santamaria (@raysan5) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
@ -27,9 +27,14 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
SetConfigFlags(FLAG_WINDOW_HIGHDPI | FLAG_WINDOW_RESIZABLE);
|
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
|
||||||
|
|
||||||
|
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||||
|
Vector2 mousePos = GetMousePosition();
|
||||||
|
int currentMonitor = GetCurrentMonitor();
|
||||||
|
Vector2 windowPos = GetWindowPosition();
|
||||||
|
|
||||||
int gridSpacing = 40; // Grid spacing in pixels
|
int gridSpacing = 40; // Grid spacing in pixels
|
||||||
|
|
||||||
SetTargetFPS(60);
|
SetTargetFPS(60);
|
||||||
@ -40,7 +45,13 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
// TODO: Update variables / Implement example logic at this point
|
mousePos = GetMousePosition();
|
||||||
|
currentMonitor = GetCurrentMonitor();
|
||||||
|
scaleDpi = GetWindowScaleDPI();
|
||||||
|
windowPos = GetWindowPosition();
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) ToggleBorderlessWindowed();
|
||||||
|
if (IsKeyPressed(KEY_F)) ToggleFullscreen();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@ -50,11 +61,35 @@ int main(void)
|
|||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
// Draw grid
|
// Draw grid
|
||||||
for (int h = 0; h < 20; h++) DrawLine(0, h*gridSpacing, GetRenderWidth(), h*gridSpacing, LIGHTGRAY);
|
for (int h = 0; h < GetScreenHeight()/gridSpacing + 1; h++)
|
||||||
for (int v = 0; v < 40; v++) DrawLine(v*gridSpacing, 0, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
|
{
|
||||||
|
DrawText(TextFormat("%02i", h*gridSpacing), 4, h*gridSpacing - 4, 10, GRAY);
|
||||||
|
DrawLine(24, h*gridSpacing, GetScreenWidth(), h*gridSpacing, LIGHTGRAY);
|
||||||
|
}
|
||||||
|
for (int v = 0; v < GetScreenWidth()/gridSpacing + 1; v++)
|
||||||
|
{
|
||||||
|
DrawText(TextFormat("%02i", v*gridSpacing), v*gridSpacing - 10, 4, 10, GRAY);
|
||||||
|
DrawLine(v*gridSpacing, 20, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
|
||||||
|
}
|
||||||
|
|
||||||
// Draw UI info
|
// Draw UI info
|
||||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 10, 10, 20, BLACK);
|
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
|
||||||
|
GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY);
|
||||||
|
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
|
||||||
|
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
|
||||||
|
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
|
||||||
|
DrawText(TextFormat("SCALE FACTOR: %.2fx%.2f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
|
||||||
|
|
||||||
|
// Draw reference rectangles, top-left and bottom-right corners
|
||||||
|
DrawRectangle(0, 0, 30, 60, RED);
|
||||||
|
DrawRectangle(GetScreenWidth() - 30, GetScreenHeight() - 60, 30, 60, BLUE);
|
||||||
|
|
||||||
|
// Draw mouse position
|
||||||
|
DrawCircleV(GetMousePosition(), 20, MAROON);
|
||||||
|
DrawRectangleRec((Rectangle) { mousePos.x - 25, mousePos.y, 50, 2 }, BLACK);
|
||||||
|
DrawRectangleRec((Rectangle) { mousePos.x, mousePos.y - 25, 2, 50 }, BLACK);
|
||||||
|
DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), mousePos.x - 44,
|
||||||
|
(mousePos.y > GetScreenHeight() - 60)? (int)mousePos.y - 46 : (int)mousePos.y + 30, 20, BLACK);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 18 KiB |
@ -117,7 +117,7 @@ int main(void)
|
|||||||
|
|
||||||
DrawRectangleV(position, size, releaseAction? BLUE : RED);
|
DrawRectangleV(position, size, releaseAction? BLUE : RED);
|
||||||
|
|
||||||
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE);
|
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Arrow keys", 10, 10, 20, WHITE);
|
||||||
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
|
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
|
|||||||
@ -24,7 +24,8 @@
|
|||||||
// NOTE: Gamepad name ID depends on drivers and OS
|
// NOTE: Gamepad name ID depends on drivers and OS
|
||||||
#define XBOX_ALIAS_1 "xbox"
|
#define XBOX_ALIAS_1 "xbox"
|
||||||
#define XBOX_ALIAS_2 "x-box"
|
#define XBOX_ALIAS_2 "x-box"
|
||||||
#define PS_ALIAS "playstation"
|
#define PS_ALIAS_1 "playstation"
|
||||||
|
#define PS_ALIAS_2 "sony"
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
@ -67,7 +68,7 @@ int main(void)
|
|||||||
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
|
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
|
||||||
Vector2 mousePosition = GetMousePosition();
|
Vector2 mousePosition = GetMousePosition();
|
||||||
|
|
||||||
vibrateButton = (Rectangle){ 10, 70 + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
|
vibrateButton = (Rectangle){ 10, 70.0f + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
@ -148,7 +149,8 @@ int main(void)
|
|||||||
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
//DrawText(TextFormat("Xbox axis LT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_LEFT_TRIGGER)), 10, 40, 10, BLACK);
|
||||||
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
//DrawText(TextFormat("Xbox axis RT: %02.02f", GetGamepadAxisMovement(gamepad, GAMEPAD_AXIS_RIGHT_TRIGGER)), 10, 60, 10, BLACK);
|
||||||
}
|
}
|
||||||
else if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS) > -1)
|
else if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_1) > -1) ||
|
||||||
|
(TextFindIndex(TextToLower(GetGamepadName(gamepad)), PS_ALIAS_2) > -1))
|
||||||
{
|
{
|
||||||
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
DrawTexture(texPs3Pad, 0, 0, DARKGRAY);
|
||||||
|
|
||||||
@ -262,7 +264,7 @@ int main(void)
|
|||||||
|
|
||||||
// Draw vibrate button
|
// Draw vibrate button
|
||||||
DrawRectangleRec(vibrateButton, SKYBLUE);
|
DrawRectangleRec(vibrateButton, SKYBLUE);
|
||||||
DrawText("VIBRATE", vibrateButton.x + 14, vibrateButton.y + 1, 10, DARKGRAY);
|
DrawText("VIBRATE", (int)(vibrateButton.x + 14), (int)(vibrateButton.y + 1), 10, DARKGRAY);
|
||||||
|
|
||||||
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★★☆] 3/4
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.0, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 5.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by ubkp (@ubkp) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by ubkp (@ubkp) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
|
|||||||
@ -51,11 +51,31 @@ int main(void)
|
|||||||
{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
|
{ padPosition.x, padPosition.y + buttonRadius*1.5f } // Down
|
||||||
};
|
};
|
||||||
|
|
||||||
const char *buttonLabels[BUTTON_MAX] = {
|
Vector2 arrowTris[4][3] = {
|
||||||
"Y", // Up
|
// Up
|
||||||
"X", // Left
|
{
|
||||||
"B", // Right
|
{ buttonPositions[0].x, buttonPositions[0].y - 12 },
|
||||||
"A" // Down
|
{ buttonPositions[0].x - 9, buttonPositions[0].y + 9 },
|
||||||
|
{ buttonPositions[0].x + 9, buttonPositions[0].y + 9 }
|
||||||
|
},
|
||||||
|
// Left
|
||||||
|
{
|
||||||
|
{ buttonPositions[1].x + 9, buttonPositions[1].y - 9 },
|
||||||
|
{ buttonPositions[1].x - 12, buttonPositions[1].y },
|
||||||
|
{ buttonPositions[1].x + 9, buttonPositions[1].y + 9 }
|
||||||
|
},
|
||||||
|
// Right
|
||||||
|
{
|
||||||
|
{ buttonPositions[2].x + 12, buttonPositions[2].y },
|
||||||
|
{ buttonPositions[2].x - 9, buttonPositions[2].y - 9 },
|
||||||
|
{ buttonPositions[2].x - 9, buttonPositions[2].y + 9 }
|
||||||
|
},
|
||||||
|
// Down
|
||||||
|
{
|
||||||
|
{ buttonPositions[3].x - 9, buttonPositions[3].y - 9 },
|
||||||
|
{ buttonPositions[3].x, buttonPositions[3].y + 12 },
|
||||||
|
{ buttonPositions[3].x + 9, buttonPositions[3].y - 9 }
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
Color buttonLabelColors[BUTTON_MAX] = {
|
Color buttonLabelColors[BUTTON_MAX] = {
|
||||||
@ -128,9 +148,12 @@ int main(void)
|
|||||||
{
|
{
|
||||||
DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK);
|
DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton)? DARKGRAY : BLACK);
|
||||||
|
|
||||||
DrawText(buttonLabels[i],
|
DrawTriangle(
|
||||||
(int)buttonPositions[i].x - 7, (int)buttonPositions[i].y - 8,
|
arrowTris[i][0],
|
||||||
20, buttonLabelColors[i]);
|
arrowTris[i][1],
|
||||||
|
arrowTris[i][2],
|
||||||
|
buttonLabelColors[i]
|
||||||
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY);
|
DrawText("move the player with D-Pad buttons", 10, 10, 20, DARKGRAY);
|
||||||
|
|||||||
333
examples/core/core_keyboard_testbed.c
Normal file
@ -0,0 +1,333 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - keyboard testbed
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
|
*
|
||||||
|
* NOTE: raylib defined keys refer to ENG-US Keyboard layout,
|
||||||
|
* mapping to other layouts is up to the user
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2026 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define KEY_REC_SPACING 4 // Space in pixels between key rectangles
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static const char *GetKeyText(int key);
|
||||||
|
static void GuiKeyboardKey(Rectangle bounds, int key);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard testbed");
|
||||||
|
SetExitKey(KEY_NULL); // Avoid exit on KEY_ESCAPE
|
||||||
|
|
||||||
|
// Keyboard line 01
|
||||||
|
int line01KeyWidths[15] = { 0 };
|
||||||
|
for (int i = 0; i < 15; i++) line01KeyWidths[i] = 45;
|
||||||
|
line01KeyWidths[13] = 62; // PRINTSCREEN
|
||||||
|
int line01Keys[15] = {
|
||||||
|
KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5,
|
||||||
|
KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11,
|
||||||
|
KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE
|
||||||
|
};
|
||||||
|
|
||||||
|
// Keyboard line 02
|
||||||
|
int line02KeyWidths[15] = { 0 };
|
||||||
|
for (int i = 0; i < 15; i++) line02KeyWidths[i] = 45;
|
||||||
|
line02KeyWidths[0] = 25; // GRAVE
|
||||||
|
line02KeyWidths[13] = 82; // BACKSPACE
|
||||||
|
int line02Keys[15] = {
|
||||||
|
KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR,
|
||||||
|
KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE,
|
||||||
|
KEY_ZERO, KEY_MINUS, KEY_EQUAL, KEY_BACKSPACE, KEY_DELETE };
|
||||||
|
|
||||||
|
// Keyboard line 03
|
||||||
|
int line03KeyWidths[15] = { 0 };
|
||||||
|
for (int i = 0; i < 15; i++) line03KeyWidths[i] = 45;
|
||||||
|
line03KeyWidths[0] = 50; // TAB
|
||||||
|
line03KeyWidths[13] = 57; // BACKSLASH
|
||||||
|
int line03Keys[15] = {
|
||||||
|
KEY_TAB, KEY_Q, KEY_W, KEY_E, KEY_R, KEY_T, KEY_Y,
|
||||||
|
KEY_U, KEY_I, KEY_O, KEY_P, KEY_LEFT_BRACKET,
|
||||||
|
KEY_RIGHT_BRACKET, KEY_BACKSLASH, KEY_INSERT
|
||||||
|
};
|
||||||
|
|
||||||
|
// Keyboard line 04
|
||||||
|
int line04KeyWidths[14] = { 0 };
|
||||||
|
for (int i = 0; i < 14; i++) line04KeyWidths[i] = 45;
|
||||||
|
line04KeyWidths[0] = 68; // CAPS
|
||||||
|
line04KeyWidths[12] = 88; // ENTER
|
||||||
|
int line04Keys[14] = {
|
||||||
|
KEY_CAPS_LOCK, KEY_A, KEY_S, KEY_D, KEY_F, KEY_G,
|
||||||
|
KEY_H, KEY_J, KEY_K, KEY_L, KEY_SEMICOLON,
|
||||||
|
KEY_APOSTROPHE, KEY_ENTER, KEY_PAGE_UP
|
||||||
|
};
|
||||||
|
|
||||||
|
// Keyboard line 05
|
||||||
|
int line05KeyWidths[14] = { 0 };
|
||||||
|
for (int i = 0; i < 14; i++) line05KeyWidths[i] = 45;
|
||||||
|
line05KeyWidths[0] = 80; // LSHIFT
|
||||||
|
line05KeyWidths[11] = 76; // RSHIFT
|
||||||
|
int line05Keys[14] = {
|
||||||
|
KEY_LEFT_SHIFT, KEY_Z, KEY_X, KEY_C, KEY_V, KEY_B,
|
||||||
|
KEY_N, KEY_M, KEY_COMMA, KEY_PERIOD, /*KEY_MINUS*/
|
||||||
|
KEY_SLASH, KEY_RIGHT_SHIFT, KEY_UP, KEY_PAGE_DOWN
|
||||||
|
};
|
||||||
|
|
||||||
|
// Keyboard line 06
|
||||||
|
int line06KeyWidths[11] = { 0 };
|
||||||
|
for (int i = 0; i < 11; i++) line06KeyWidths[i] = 45;
|
||||||
|
line06KeyWidths[0] = 80; // LCTRL
|
||||||
|
line06KeyWidths[3] = 208; // SPACE
|
||||||
|
line06KeyWidths[7] = 60; // RCTRL
|
||||||
|
int line06Keys[11] = {
|
||||||
|
KEY_LEFT_CONTROL, KEY_LEFT_SUPER, KEY_LEFT_ALT,
|
||||||
|
KEY_SPACE, KEY_RIGHT_ALT, 162, KEY_NULL,
|
||||||
|
KEY_RIGHT_CONTROL, KEY_LEFT, KEY_DOWN, KEY_RIGHT
|
||||||
|
};
|
||||||
|
|
||||||
|
Vector2 keyboardOffset = { 26, 80 };
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
int key = GetKeyPressed(); // Get pressed keycode
|
||||||
|
if (key > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: KEY PRESSED: %d", key);
|
||||||
|
|
||||||
|
int ch = GetCharPressed(); // Get pressed char for text input, using OS mapping
|
||||||
|
if (ch > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: CHAR PRESSED: %c (%d)", ch, ch);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
DrawText("KEYBOARD LAYOUT: ENG-US", 26, 38, 20, LIGHTGRAY);
|
||||||
|
|
||||||
|
// Keyboard line 01 - 15 keys
|
||||||
|
// ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, IMP, CLOSE
|
||||||
|
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||||
|
{
|
||||||
|
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y, (float)line01KeyWidths[i], 30.0f }, line01Keys[i]);
|
||||||
|
recOffsetX += line01KeyWidths[i] + KEY_REC_SPACING;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keyboard line 02 - 15 keys
|
||||||
|
// `, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, BACKSPACE, DEL
|
||||||
|
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||||
|
{
|
||||||
|
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + KEY_REC_SPACING, (float)line02KeyWidths[i], 38.0f }, line02Keys[i]);
|
||||||
|
recOffsetX += line02KeyWidths[i] + KEY_REC_SPACING;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keyboard line 03 - 15 keys
|
||||||
|
// TAB, Q, W, E, R, T, Y, U, I, O, P, [, ], \, INS
|
||||||
|
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||||
|
{
|
||||||
|
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38 + KEY_REC_SPACING*2, (float)line03KeyWidths[i], 38.0f }, line03Keys[i]);
|
||||||
|
recOffsetX += line03KeyWidths[i] + KEY_REC_SPACING;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keyboard line 04 - 14 keys
|
||||||
|
// MAYUS, A, S, D, F, G, H, J, K, L, ;, ', ENTER, REPAG
|
||||||
|
for (int i = 0, recOffsetX = 0; i < 14; i++)
|
||||||
|
{
|
||||||
|
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*2 + KEY_REC_SPACING*3, (float)line04KeyWidths[i], 38.0f }, line04Keys[i]);
|
||||||
|
recOffsetX += line04KeyWidths[i] + KEY_REC_SPACING;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keyboard line 05 - 14 keys
|
||||||
|
// LSHIFT, Z, X, C, V, B, N, M, ,, ., /, RSHIFT, UP, AVPAG
|
||||||
|
for (int i = 0, recOffsetX = 0; i < 14; i++)
|
||||||
|
{
|
||||||
|
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*3 + KEY_REC_SPACING*4, (float)line05KeyWidths[i], 38.0f }, line05Keys[i]);
|
||||||
|
recOffsetX += line05KeyWidths[i] + KEY_REC_SPACING;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Keyboard line 06 - 11 keys
|
||||||
|
// LCTRL, WIN, LALT, SPACE, ALTGR, \, FN, RCTRL, LEFT, DOWN, RIGHT
|
||||||
|
for (int i = 0, recOffsetX = 0; i < 11; i++)
|
||||||
|
{
|
||||||
|
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*4 + KEY_REC_SPACING*5, (float)line06KeyWidths[i], 38.0f }, line06Keys[i]);
|
||||||
|
recOffsetX += line06KeyWidths[i] + KEY_REC_SPACING;
|
||||||
|
}
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Get keyboard keycode as text (US keyboard)
|
||||||
|
// NOTE: Mapping for other keyboard layouts can be done here
|
||||||
|
static const char *GetKeyText(int key)
|
||||||
|
{
|
||||||
|
switch (key)
|
||||||
|
{
|
||||||
|
case KEY_APOSTROPHE : return "'"; // Key: '
|
||||||
|
case KEY_COMMA : return ","; // Key: ,
|
||||||
|
case KEY_MINUS : return "-"; // Key: -
|
||||||
|
case KEY_PERIOD : return "."; // Key: .
|
||||||
|
case KEY_SLASH : return "/"; // Key: /
|
||||||
|
case KEY_ZERO : return "0"; // Key: 0
|
||||||
|
case KEY_ONE : return "1"; // Key: 1
|
||||||
|
case KEY_TWO : return "2"; // Key: 2
|
||||||
|
case KEY_THREE : return "3"; // Key: 3
|
||||||
|
case KEY_FOUR : return "4"; // Key: 4
|
||||||
|
case KEY_FIVE : return "5"; // Key: 5
|
||||||
|
case KEY_SIX : return "6"; // Key: 6
|
||||||
|
case KEY_SEVEN : return "7"; // Key: 7
|
||||||
|
case KEY_EIGHT : return "8"; // Key: 8
|
||||||
|
case KEY_NINE : return "9"; // Key: 9
|
||||||
|
case KEY_SEMICOLON : return ";"; // Key: ;
|
||||||
|
case KEY_EQUAL : return "="; // Key: =
|
||||||
|
case KEY_A : return "A"; // Key: A | a
|
||||||
|
case KEY_B : return "B"; // Key: B | b
|
||||||
|
case KEY_C : return "C"; // Key: C | c
|
||||||
|
case KEY_D : return "D"; // Key: D | d
|
||||||
|
case KEY_E : return "E"; // Key: E | e
|
||||||
|
case KEY_F : return "F"; // Key: F | f
|
||||||
|
case KEY_G : return "G"; // Key: G | g
|
||||||
|
case KEY_H : return "H"; // Key: H | h
|
||||||
|
case KEY_I : return "I"; // Key: I | i
|
||||||
|
case KEY_J : return "J"; // Key: J | j
|
||||||
|
case KEY_K : return "K"; // Key: K | k
|
||||||
|
case KEY_L : return "L"; // Key: L | l
|
||||||
|
case KEY_M : return "M"; // Key: M | m
|
||||||
|
case KEY_N : return "N"; // Key: N | n
|
||||||
|
case KEY_O : return "O"; // Key: O | o
|
||||||
|
case KEY_P : return "P"; // Key: P | p
|
||||||
|
case KEY_Q : return "Q"; // Key: Q | q
|
||||||
|
case KEY_R : return "R"; // Key: R | r
|
||||||
|
case KEY_S : return "S"; // Key: S | s
|
||||||
|
case KEY_T : return "T"; // Key: T | t
|
||||||
|
case KEY_U : return "U"; // Key: U | u
|
||||||
|
case KEY_V : return "V"; // Key: V | v
|
||||||
|
case KEY_W : return "W"; // Key: W | w
|
||||||
|
case KEY_X : return "X"; // Key: X | x
|
||||||
|
case KEY_Y : return "Y"; // Key: Y | y
|
||||||
|
case KEY_Z : return "Z"; // Key: Z | z
|
||||||
|
case KEY_LEFT_BRACKET : return "["; // Key: [
|
||||||
|
case KEY_BACKSLASH : return "\\"; // Key: '\'
|
||||||
|
case KEY_RIGHT_BRACKET : return "]"; // Key: ]
|
||||||
|
case KEY_GRAVE : return "`"; // Key: `
|
||||||
|
case KEY_SPACE : return "SPACE"; // Key: Space
|
||||||
|
case KEY_ESCAPE : return "ESC"; // Key: Esc
|
||||||
|
case KEY_ENTER : return "ENTER"; // Key: Enter
|
||||||
|
case KEY_TAB : return "TAB"; // Key: Tab
|
||||||
|
case KEY_BACKSPACE : return "BACK"; // Key: Backspace
|
||||||
|
case KEY_INSERT : return "INS"; // Key: Ins
|
||||||
|
case KEY_DELETE : return "DEL"; // Key: Del
|
||||||
|
case KEY_RIGHT : return "RIGHT"; // Key: Cursor right
|
||||||
|
case KEY_LEFT : return "LEFT"; // Key: Cursor left
|
||||||
|
case KEY_DOWN : return "DOWN"; // Key: Cursor down
|
||||||
|
case KEY_UP : return "UP"; // Key: Cursor up
|
||||||
|
case KEY_PAGE_UP : return "PGUP"; // Key: Page up
|
||||||
|
case KEY_PAGE_DOWN : return "PGDOWN"; // Key: Page down
|
||||||
|
case KEY_HOME : return "HOME"; // Key: Home
|
||||||
|
case KEY_END : return "END"; // Key: End
|
||||||
|
case KEY_CAPS_LOCK : return "CAPS"; // Key: Caps lock
|
||||||
|
case KEY_SCROLL_LOCK : return "LOCK"; // Key: Scroll down
|
||||||
|
case KEY_NUM_LOCK : return "NUMLOCK"; // Key: Num lock
|
||||||
|
case KEY_PRINT_SCREEN : return "PRINTSCR"; // Key: Print screen
|
||||||
|
case KEY_PAUSE : return "PAUSE"; // Key: Pause
|
||||||
|
case KEY_F1 : return "F1"; // Key: F1
|
||||||
|
case KEY_F2 : return "F2"; // Key: F2
|
||||||
|
case KEY_F3 : return "F3"; // Key: F3
|
||||||
|
case KEY_F4 : return "F4"; // Key: F4
|
||||||
|
case KEY_F5 : return "F5"; // Key: F5
|
||||||
|
case KEY_F6 : return "F6"; // Key: F6
|
||||||
|
case KEY_F7 : return "F7"; // Key: F7
|
||||||
|
case KEY_F8 : return "F8"; // Key: F8
|
||||||
|
case KEY_F9 : return "F9"; // Key: F9
|
||||||
|
case KEY_F10 : return "F10"; // Key: F10
|
||||||
|
case KEY_F11 : return "F11"; // Key: F11
|
||||||
|
case KEY_F12 : return "F12"; // Key: F12
|
||||||
|
case KEY_LEFT_SHIFT : return "LSHIFT"; // Key: Shift left
|
||||||
|
case KEY_LEFT_CONTROL : return "LCTRL"; // Key: Control left
|
||||||
|
case KEY_LEFT_ALT : return "LALT"; // Key: Alt left
|
||||||
|
case KEY_LEFT_SUPER : return "WIN"; // Key: Super left
|
||||||
|
case KEY_RIGHT_SHIFT : return "RSHIFT"; // Key: Shift right
|
||||||
|
case KEY_RIGHT_CONTROL : return "RCTRL"; // Key: Control right
|
||||||
|
case KEY_RIGHT_ALT : return "ALTGR"; // Key: Alt right
|
||||||
|
case KEY_RIGHT_SUPER : return "RSUPER"; // Key: Super right
|
||||||
|
case KEY_KB_MENU : return "KBMENU"; // Key: KB menu
|
||||||
|
case KEY_KP_0 : return "KP0"; // Key: Keypad 0
|
||||||
|
case KEY_KP_1 : return "KP1"; // Key: Keypad 1
|
||||||
|
case KEY_KP_2 : return "KP2"; // Key: Keypad 2
|
||||||
|
case KEY_KP_3 : return "KP3"; // Key: Keypad 3
|
||||||
|
case KEY_KP_4 : return "KP4"; // Key: Keypad 4
|
||||||
|
case KEY_KP_5 : return "KP5"; // Key: Keypad 5
|
||||||
|
case KEY_KP_6 : return "KP6"; // Key: Keypad 6
|
||||||
|
case KEY_KP_7 : return "KP7"; // Key: Keypad 7
|
||||||
|
case KEY_KP_8 : return "KP8"; // Key: Keypad 8
|
||||||
|
case KEY_KP_9 : return "KP9"; // Key: Keypad 9
|
||||||
|
case KEY_KP_DECIMAL : return "KPDEC"; // Key: Keypad .
|
||||||
|
case KEY_KP_DIVIDE : return "KPDIV"; // Key: Keypad /
|
||||||
|
case KEY_KP_MULTIPLY : return "KPMUL"; // Key: Keypad *
|
||||||
|
case KEY_KP_SUBTRACT : return "KPSUB"; // Key: Keypad -
|
||||||
|
case KEY_KP_ADD : return "KPADD"; // Key: Keypad +
|
||||||
|
case KEY_KP_ENTER : return "KPENTER"; // Key: Keypad Enter
|
||||||
|
case KEY_KP_EQUAL : return "KPEQU"; // Key: Keypad =
|
||||||
|
default: return "";
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw keyboard key
|
||||||
|
static void GuiKeyboardKey(Rectangle bounds, int key)
|
||||||
|
{
|
||||||
|
if (key == KEY_NULL) DrawRectangleLinesEx(bounds, 2.0f, LIGHTGRAY);
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (IsKeyDown(key))
|
||||||
|
{
|
||||||
|
DrawRectangleLinesEx(bounds, 2.0f, MAROON);
|
||||||
|
DrawText(GetKeyText(key), (int)(bounds.x + 4), (int)(bounds.y + 4), 10, MAROON);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
DrawRectangleLinesEx(bounds, 2.0f, DARKGRAY);
|
||||||
|
DrawText(GetKeyText(key), (int)(bounds.x + 4), (int)(bounds.y + 4), 10, DARKGRAY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (CheckCollisionPointRec(GetMousePosition(), bounds))
|
||||||
|
{
|
||||||
|
DrawRectangleRec(bounds, Fade(RED, 0.2f));
|
||||||
|
DrawRectangleLinesEx(bounds, 3.0f, RED);
|
||||||
|
}
|
||||||
|
}
|
||||||
BIN
examples/core/core_keyboard_testbed.png
Normal file
|
After Width: | Height: | Size: 17 KiB |
@ -96,8 +96,6 @@ int main(void)
|
|||||||
{
|
{
|
||||||
DrawRectangleRec(rectangles[i].rect, rectangles[i].color);
|
DrawRectangleRec(rectangles[i].rect, rectangles[i].color);
|
||||||
|
|
||||||
DrawText("Press SPACE to shuffle the sequence", 10, screenHeight - 96, 20, BLACK);
|
|
||||||
|
|
||||||
DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, BLACK);
|
DrawText("Press SPACE to shuffle the current sequence", 10, screenHeight - 96, 20, BLACK);
|
||||||
DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, BLACK);
|
DrawText("Press UP to add a rectangle and generate a new sequence", 10, screenHeight - 64, 20, BLACK);
|
||||||
DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, BLACK);
|
DrawText("Press DOWN to remove a rectangle and generate a new sequence", 10, screenHeight - 32, 20, BLACK);
|
||||||
@ -113,7 +111,7 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
free(rectangles);
|
RL_FREE(rectangles);
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
|||||||
@ -112,16 +112,16 @@ int main(void)
|
|||||||
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
|
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
|
||||||
{
|
{
|
||||||
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
|
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
|
||||||
gameWidth = resolutionList[resolutionIndex].x;
|
gameWidth = (int)resolutionList[resolutionIndex].x;
|
||||||
gameHeight = resolutionList[resolutionIndex].y;
|
gameHeight = (int)resolutionList[resolutionIndex].y;
|
||||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
|
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
|
||||||
{
|
{
|
||||||
resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
|
resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
|
||||||
gameWidth = resolutionList[resolutionIndex].x;
|
gameWidth = (int)resolutionList[resolutionIndex].x;
|
||||||
gameHeight = resolutionList[resolutionIndex].y;
|
gameHeight = (int)resolutionList[resolutionIndex].y;
|
||||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -145,7 +145,7 @@ int main(void)
|
|||||||
// Draw our scene to the render texture
|
// Draw our scene to the render texture
|
||||||
BeginTextureMode(target);
|
BeginTextureMode(target);
|
||||||
ClearBackground(WHITE);
|
ClearBackground(WHITE);
|
||||||
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
|
DrawCircleV(textureMousePosition, 20.0f, LIME);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
// Draw render texture to main framebuffer
|
// Draw render texture to main framebuffer
|
||||||
@ -159,7 +159,7 @@ int main(void)
|
|||||||
// Draw info box
|
// Draw info box
|
||||||
Rectangle infoRect = (Rectangle){5, 5, 330, 105};
|
Rectangle infoRect = (Rectangle){5, 5, 330, 105};
|
||||||
DrawRectangleRec(infoRect, Fade(LIGHTGRAY, 0.7f));
|
DrawRectangleRec(infoRect, Fade(LIGHTGRAY, 0.7f));
|
||||||
DrawRectangleLines(infoRect.x, infoRect.y, infoRect.width, infoRect.height, BLUE);
|
DrawRectangleLinesEx(infoRect, 1, BLUE);
|
||||||
|
|
||||||
DrawText(TextFormat("Window Resolution: %d x %d", screenWidth, screenHeight), 15, 15, 10, BLACK);
|
DrawText(TextFormat("Window Resolution: %d x %d", screenWidth, screenHeight), 15, 15, 10, BLACK);
|
||||||
DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
|
DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
|
||||||
@ -177,10 +177,10 @@ int main(void)
|
|||||||
DrawRectangleRec(increaseTypeButton, SKYBLUE);
|
DrawRectangleRec(increaseTypeButton, SKYBLUE);
|
||||||
DrawRectangleRec(decreaseResolutionButton, SKYBLUE);
|
DrawRectangleRec(decreaseResolutionButton, SKYBLUE);
|
||||||
DrawRectangleRec(increaseResolutionButton, SKYBLUE);
|
DrawRectangleRec(increaseResolutionButton, SKYBLUE);
|
||||||
DrawText("<", decreaseTypeButton.x + 3, decreaseTypeButton.y + 1, 10, BLACK);
|
DrawText("<", (int)decreaseTypeButton.x + 3, (int)decreaseTypeButton.y + 1, 10, BLACK);
|
||||||
DrawText(">", increaseTypeButton.x + 3, increaseTypeButton.y + 1, 10, BLACK);
|
DrawText(">", (int)increaseTypeButton.x + 3, (int)increaseTypeButton.y + 1, 10, BLACK);
|
||||||
DrawText("<", decreaseResolutionButton.x + 3, decreaseResolutionButton.y + 1, 10, BLACK);
|
DrawText("<", (int)decreaseResolutionButton.x + 3, (int)decreaseResolutionButton.y + 1, 10, BLACK);
|
||||||
DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK);
|
DrawText(">", (int)increaseResolutionButton.x + 3, (int)increaseResolutionButton.y + 1, 10, BLACK);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
|
|||||||
|
|
||||||
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||||
{
|
{
|
||||||
const float resizeRatio = (float)(screenHeight/gameHeight);
|
const float resizeRatio = (float)screenHeight/gameHeight;
|
||||||
sourceRect->x = 0.0f;
|
sourceRect->x = 0.0f;
|
||||||
sourceRect->y = 0.0f;
|
sourceRect->y = 0.0f;
|
||||||
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
|
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
|
||||||
@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
|
|||||||
|
|
||||||
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||||
{
|
{
|
||||||
const float resizeRatio = (float)(screenWidth/gameWidth);
|
const float resizeRatio = (float)screenWidth/gameWidth;
|
||||||
sourceRect->x = 0.0f;
|
sourceRect->x = 0.0f;
|
||||||
sourceRect->y = 0.0f;
|
sourceRect->y = 0.0f;
|
||||||
sourceRect->width = (float)gameWidth;
|
sourceRect->width = (float)gameWidth;
|
||||||
@ -308,7 +308,7 @@ static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *s
|
|||||||
}
|
}
|
||||||
|
|
||||||
UnloadRenderTexture(*target);
|
UnloadRenderTexture(*target);
|
||||||
*target = LoadRenderTexture(sourceRect->width, -sourceRect->height);
|
*target = LoadRenderTexture((int)sourceRect->width, -(int)sourceRect->height);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Example how to calculate position on RenderTexture
|
// Example how to calculate position on RenderTexture
|
||||||
|
|||||||
@ -1,14 +1,14 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [others] example - basic window
|
* raylib [core] example - window web
|
||||||
*
|
|
||||||
* This example has been adapted to compile for PLATFORM_WEB and PLATFORM_DESKTOP
|
|
||||||
* As you will notice, code structure is slightly different to the other examples
|
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 1.3, last time updated with raylib 5.5
|
* Example originally created with raylib 1.3, last time updated with raylib 5.5
|
||||||
*
|
*
|
||||||
|
* This example has been adapted to compile for PLATFORM_WEB and PLATFORM_DESKTOP
|
||||||
|
* As you will notice, code structure is slightly different to the other examples
|
||||||
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
@ -40,7 +40,7 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [others] example - web basic window");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - window web");
|
||||||
|
|
||||||
#if defined(PLATFORM_WEB)
|
#if defined(PLATFORM_WEB)
|
||||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||||
@ -79,7 +79,7 @@ void UpdateDrawFrame(void)
|
|||||||
|
|
||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
DrawText("Welcome to raylib web structure!", 220, 200, 20, SKYBLUE);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BIN
examples/core/core_window_web.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
@ -1,8 +1,8 @@
|
|||||||
GLFW_ICON ICON "raylib.ico"
|
GLFW_ICON ICON "raylib.ico"
|
||||||
|
|
||||||
1 VERSIONINFO
|
1 VERSIONINFO
|
||||||
FILEVERSION 5,5,0,0
|
FILEVERSION 6,0,0,0
|
||||||
PRODUCTVERSION 5,5,0,0
|
PRODUCTVERSION 6,0,0,0
|
||||||
BEGIN
|
BEGIN
|
||||||
BLOCK "StringFileInfo"
|
BLOCK "StringFileInfo"
|
||||||
BEGIN
|
BEGIN
|
||||||
@ -11,12 +11,12 @@ BEGIN
|
|||||||
BEGIN
|
BEGIN
|
||||||
VALUE "CompanyName", "raylib technologies"
|
VALUE "CompanyName", "raylib technologies"
|
||||||
VALUE "FileDescription", "raylib application (www.raylib.com)"
|
VALUE "FileDescription", "raylib application (www.raylib.com)"
|
||||||
VALUE "FileVersion", "5.5.0"
|
VALUE "FileVersion", "6.0.0"
|
||||||
VALUE "InternalName", "raylib-example"
|
VALUE "InternalName", "raylib-example"
|
||||||
VALUE "LegalCopyright", "(c) 2025 Ramon Santamaria (@raysan5)"
|
VALUE "LegalCopyright", "(c) 2026 Ramon Santamaria (@raysan5)"
|
||||||
VALUE "OriginalFilename", "raylib-example"
|
VALUE "OriginalFilename", "raylib-example"
|
||||||
VALUE "ProductName", "raylib-example"
|
VALUE "ProductName", "raylib-example"
|
||||||
VALUE "ProductVersion", "5.5.0"
|
VALUE "ProductVersion", "6.0.0"
|
||||||
END
|
END
|
||||||
END
|
END
|
||||||
BLOCK "VarFileInfo"
|
BLOCK "VarFileInfo"
|
||||||
|
|||||||
@ -1,21 +1,23 @@
|
|||||||
#
|
#
|
||||||
# raylib examples list used to generate/update collection
|
# raylib examples list with available .c example files
|
||||||
# examples must be provided as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
|
#
|
||||||
|
# WARNING: List is not ordered by example name but by the display order on web,
|
||||||
|
# so it can not be automatically generated scanning available .c code files, only updated
|
||||||
|
# new examples are added at the end of each category; it's up to the user to reorder them as desired
|
||||||
|
#
|
||||||
|
# examples data is listed as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
|
||||||
#
|
#
|
||||||
# This list is used as the main reference by [rexm] tool for examples collection validation and management
|
# This list is used as the main reference by [rexm] tool for examples collection validation and management
|
||||||
# New examples must be added to this list and any possible rename must be made on this list first
|
|
||||||
#
|
|
||||||
# WARNING: List is not ordered by example name but by the display order on web
|
|
||||||
#
|
#
|
||||||
core;core_basic_window;★☆☆☆;1.0;1.0;2013;2025;"Ramon Santamaria";@raysan5
|
core;core_basic_window;★☆☆☆;1.0;1.0;2013;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_delta_time;★☆☆☆;5.5;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
core;core_delta_time;★☆☆☆;5.5;6.0;2025;2025;"Robin";@RobinsAviary
|
||||||
core;core_input_keys;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
core;core_input_keys;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_input_mouse;★☆☆☆;1.0;5.5;2014;2025;"Ramon Santamaria";@raysan5
|
core;core_input_mouse;★☆☆☆;1.0;5.5;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_input_mouse_wheel;★☆☆☆;1.1;1.3;2014;2025;"Ramon Santamaria";@raysan5
|
core;core_input_mouse_wheel;★☆☆☆;1.1;1.3;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_input_gamepad;★☆☆☆;1.1;4.2;2013;2025;"Ramon Santamaria";@raysan5
|
core;core_input_gamepad;★☆☆☆;1.1;4.2;2013;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_input_multitouch;★☆☆☆;2.1;2.5;2019;2025;"Berni";@Berni8k
|
core;core_input_multitouch;★☆☆☆;2.1;2.5;2019;2025;"Berni";@Berni8k
|
||||||
core;core_input_gestures;★★☆☆;1.4;4.2;2016;2025;"Ramon Santamaria";@raysan5
|
core;core_input_gestures;★★☆☆;1.4;4.2;2016;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_input_gestures_testbed;★★★☆;5.0;5.6-dev;2023;2025;"ubkp";@ubkp
|
core;core_input_gestures_testbed;★★★☆;5.0;6.0;2023;2025;"ubkp";@ubkp
|
||||||
core;core_input_virtual_controls;★★☆☆;5.0;5.0;2024;2025;"GreenSnakeLinux";@GreenSnakeLinux
|
core;core_input_virtual_controls;★★☆☆;5.0;5.0;2024;2025;"GreenSnakeLinux";@GreenSnakeLinux
|
||||||
core;core_2d_camera;★★☆☆;1.5;3.0;2016;2025;"Ramon Santamaria";@raysan5
|
core;core_2d_camera;★★☆☆;1.5;3.0;2016;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_2d_camera_mouse_zoom;★★☆☆;4.2;4.2;2022;2025;"Jeffery Myers";@JeffM2501
|
core;core_2d_camera_mouse_zoom;★★☆☆;4.2;4.2;2022;2025;"Jeffery Myers";@JeffM2501
|
||||||
@ -43,17 +45,19 @@ core;core_custom_frame_control;★★★★;4.0;4.0;2021;2025;"Ramon Santamaria"
|
|||||||
core;core_smooth_pixelperfect;★★★☆;3.7;4.0;2021;2025;"Giancamillo Alessandroni";@NotManyIdeasDev
|
core;core_smooth_pixelperfect;★★★☆;3.7;4.0;2021;2025;"Giancamillo Alessandroni";@NotManyIdeasDev
|
||||||
core;core_random_sequence;★☆☆☆;5.0;5.0;2023;2025;"Dalton Overmyer";@REDl3east
|
core;core_random_sequence;★☆☆☆;5.0;5.0;2023;2025;"Dalton Overmyer";@REDl3east
|
||||||
core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
|
core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
|
core;core_highdpi_demo;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
|
||||||
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
core;core_render_texture;★☆☆☆;6.0;6.0;2025;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
|
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_viewport_scaling;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
core;core_viewport_scaling;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
||||||
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
|
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
|
||||||
core;core_directory_files;★☆☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
core;core_directory_files;★☆☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
||||||
core;core_highdpi_testbed;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
core;core_highdpi_testbed;★☆☆☆;6.0;6.0;2025;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_screen_recording;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
core;core_screen_recording;★★☆☆;6.0;6.0;2025;2025;"Ramon Santamaria";@raysan5
|
||||||
core;core_clipboard_text;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ananth S";@Ananth1839
|
core;core_clipboard_text;★★☆☆;6.0;6.0;2025;2025;"Ananth S";@Ananth1839
|
||||||
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
|
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
|
||||||
core;core_compute_hash;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
core;core_compute_hash;★★☆☆;6.0;6.0;2025;2025;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_keyboard_testbed;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
|
||||||
|
core;core_window_web;★☆☆☆;1.3;5.5;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
|
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
|
||||||
@ -67,7 +71,7 @@ shapes;shapes_following_eyes;★★☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@
|
|||||||
shapes;shapes_easings_ball;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_easings_ball;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_easings_box;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_easings_box;★★☆☆;2.5;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_easings_rectangles;★★★☆;2.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_easings_rectangles;★★★☆;2.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_recursive_tree;★★★☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
shapes;shapes_recursive_tree;★★★☆;6.0;6.0;2025;2025;"Jopestpe";@jopestpe
|
||||||
shapes;shapes_ring_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
|
shapes;shapes_ring_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
|
||||||
shapes;shapes_circle_sector_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
|
shapes;shapes_circle_sector_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
|
||||||
shapes;shapes_rounded_rectangle_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
|
shapes;shapes_rounded_rectangle_drawing;★★★☆;2.5;2.5;2018;2025;"Vlad Adrian";@demizdor
|
||||||
@ -77,21 +81,25 @@ shapes;shapes_splines_drawing;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";
|
|||||||
shapes;shapes_digital_clock;★★★★;5.5;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
|
shapes;shapes_digital_clock;★★★★;5.5;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
|
||||||
shapes;shapes_double_pendulum;★★☆☆;5.5;5.5;2025;2025;"JoeCheong";@Joecheong2006
|
shapes;shapes_double_pendulum;★★☆☆;5.5;5.5;2025;2025;"JoeCheong";@Joecheong2006
|
||||||
shapes;shapes_dashed_line;★☆☆☆;5.5;5.5;2025;2025;"Luís Almeida";@luis605
|
shapes;shapes_dashed_line;★☆☆☆;5.5;5.5;2025;2025;"Luís Almeida";@luis605
|
||||||
shapes;shapes_triangle_strip;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
shapes;shapes_triangle_strip;★★☆☆;6.0;6.0;2025;2025;"Jopestpe";@jopestpe
|
||||||
shapes;shapes_vector_angle;★★☆☆;1.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
|
shapes;shapes_vector_angle;★★☆☆;1.0;5.0;2023;2025;"Ramon Santamaria";@raysan5
|
||||||
shapes;shapes_pie_chart;★★★☆;5.5;5.6;2025;2025;"Gideon Serfontein";@GideonSerf
|
shapes;shapes_pie_chart;★★★☆;5.5;5.6;2025;2025;"Gideon Serfontein";@GideonSerf
|
||||||
shapes;shapes_kaleidoscope;★★☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
shapes;shapes_kaleidoscope;★★☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
||||||
shapes;shapes_clock_of_clocks;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
shapes;shapes_clock_of_clocks;★★☆☆;5.5;6.0;2025;2025;"JP Mortiboys";@themushroompirates
|
||||||
shapes;shapes_math_sine_cosine;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
shapes;shapes_math_sine_cosine;★★☆☆;6.0;6.0;2025;2025;"Jopestpe";@jopestpe
|
||||||
shapes;shapes_mouse_trail;★☆☆☆;5.6;5.6-dev;2025;2025;"Balamurugan R";@Bala050814
|
shapes;shapes_mouse_trail;★☆☆☆;5.6;6.0;2025;2025;"Balamurugan R";@Bala050814
|
||||||
shapes;shapes_simple_particles;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
shapes;shapes_simple_particles;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||||
shapes;shapes_starfield_effect;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
shapes;shapes_starfield_effect;★★☆☆;5.5;6.0;2025;2025;"JP Mortiboys";@themushroompirates
|
||||||
shapes;shapes_lines_drawing;★☆☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
|
shapes;shapes_lines_drawing;★☆☆☆;6.0;5.6;2025;2025;"Robin";@RobinsAviary
|
||||||
shapes;shapes_math_angle_rotation;★☆☆☆;5.6-dev;5.6;2025;2025;"Kris";@krispy-snacc
|
shapes;shapes_math_angle_rotation;★☆☆☆;6.0;5.6;2025;2025;"Kris";@krispy-snacc
|
||||||
shapes;shapes_rlgl_color_wheel;★★★☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
shapes;shapes_rlgl_color_wheel;★★★☆;6.0;6.0;2025;2025;"Robin";@RobinsAviary
|
||||||
shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
shapes;shapes_rlgl_triangle;★★☆☆;6.0;6.0;2025;2025;"Robin";@RobinsAviary
|
||||||
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
shapes;shapes_ball_physics;★★☆☆;6.0;6.0;2025;2025;"David Buzatto";@davidbuzatto
|
||||||
shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
shapes;shapes_penrose_tile;★★★★;5.5;6.0;2025;2025;"David Buzatto";@davidbuzatto
|
||||||
|
shapes;shapes_hilbert_curve;★★★☆;5.6;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
|
||||||
|
shapes;shapes_easings_testbed;★★★☆;2.5;2.5;2019;2025;"Juan Miguel López";@flashback-fx
|
||||||
|
textures;textures_clipboard_image;★☆☆☆;6.0;6.0;2026;2026;"Maicon Santana";@maiconpintoabreu
|
||||||
|
textures;textures_magnifying_glass;★★★☆;5.6;5.6;2026;2026;"Luke Vaughan";@badram
|
||||||
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
|
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
|
||||||
@ -119,8 +127,9 @@ textures;textures_image_channel;★★☆☆;5.5;5.5;2024;2025;"Bruno Cabral";@b
|
|||||||
textures;textures_image_rotate;★★☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
textures;textures_image_rotate;★★☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
textures;textures_screen_buffer;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
textures;textures_screen_buffer;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
||||||
textures;textures_textured_curve;★★★☆;4.5;4.5;2022;2025;"Jeffery Myers";@JeffM2501
|
textures;textures_textured_curve;★★★☆;4.5;4.5;2022;2025;"Jeffery Myers";@JeffM2501
|
||||||
textures;textures_sprite_stacking;★★☆☆;5.6-dev;6.0;2025;2025;"Robin";@RobinsAviary
|
textures;textures_sprite_stacking;★★☆☆;6.0;6.0;2025;2025;"Robin";@RobinsAviary
|
||||||
textures;textures_cellular_automata;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
textures;textures_cellular_automata;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||||
|
textures;textures_framebuffer_rendering;★★☆☆;5.6;5.6;2026;2026;"Jack Boakes";@jackboakes
|
||||||
text;text_sprite_fonts;★☆☆☆;1.7;3.7;2017;2025;"Ramon Santamaria";@raysan5
|
text;text_sprite_fonts;★☆☆☆;1.7;3.7;2017;2025;"Ramon Santamaria";@raysan5
|
||||||
text;text_font_spritefont;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
text;text_font_spritefont;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
text;text_font_filters;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
text;text_font_filters;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
@ -134,10 +143,10 @@ text;text_unicode_emojis;★★★★;2.5;4.0;2019;2025;"Vlad Adrian";@demizdor
|
|||||||
text;text_unicode_ranges;★★★★;5.5;5.6;2025;2025;"Vadim Gunko";@GuvaCode
|
text;text_unicode_ranges;★★★★;5.5;5.6;2025;2025;"Vadim Gunko";@GuvaCode
|
||||||
text;text_3d_drawing;★★★★;3.5;4.0;2021;2025;"Vlad Adrian";@demizdor
|
text;text_3d_drawing;★★★★;3.5;4.0;2021;2025;"Vlad Adrian";@demizdor
|
||||||
text;text_codepoints_loading;★★★☆;4.2;4.2;2022;2025;"Ramon Santamaria";@raysan5
|
text;text_codepoints_loading;★★★☆;4.2;4.2;2022;2025;"Ramon Santamaria";@raysan5
|
||||||
text;text_inline_styling;★★★☆;5.6-dev;5.6-dev;2025;2025;"Wagner Barongello";@SultansOfCode
|
text;text_inline_styling;★★★☆;6.0;6.0;2025;2025;"Wagner Barongello";@SultansOfCode
|
||||||
text;text_words_alignment;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
text;text_words_alignment;★☆☆☆;6.0;6.0;2025;2025;"JP Mortiboys";@themushroompirates
|
||||||
text;text_strings_management;★★★☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
text;text_strings_management;★★★☆;6.0;6.0;2025;2025;"David Buzatto";@davidbuzatto
|
||||||
models;models_animation_playing;★★☆☆;2.5;3.5;2019;2025;"Culacant";@culacant
|
models;models_loading_iqm;★★☆☆;2.5;3.5;2019;2025;"Culacant";@culacant
|
||||||
models;models_billboard_rendering;★★★☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
|
models;models_billboard_rendering;★★★☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
models;models_box_collisions;★☆☆☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
|
models;models_box_collisions;★☆☆☆;1.3;3.5;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
models;models_cubicmap_rendering;★★☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5
|
models;models_cubicmap_rendering;★★☆☆;1.8;3.5;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
@ -159,12 +168,15 @@ models;models_skybox_rendering;★★☆☆;1.8;4.0;2017;2025;"Ramon Santamaria"
|
|||||||
models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5
|
models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@raysan5
|
||||||
models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
|
models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
|
||||||
models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
|
models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
|
||||||
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
|
models;models_tesseract_view;★★☆☆;6.0;6.0;2024;2025;"Timothy van der Valk";@arceryz
|
||||||
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
|
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
|
||||||
models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
models;models_rotating_cube;★☆☆☆;6.0;6.0;2025;2025;"Jopestpe";@jopestpe
|
||||||
models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
models;models_decals;★★★★;6.0;6.0;2025;2025;"JP Mortiboys";@themushroompirates
|
||||||
models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
|
models;models_directional_billboard;★★☆☆;6.0;6.0;2025;2025;"Robin";@RobinsAviary
|
||||||
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
|
models;models_animation_blend_custom;★★★★;5.5;6.0;2026;2026;"dmitrii-brand";@dmitrii-brand
|
||||||
|
models;models_animation_blending;★★★★;5.5;6.0;2024;2026;"Kirandeep";@Kirandeep-Singh-Khehra
|
||||||
|
models;models_animation_timing;★★★☆;6.0;6.0;2026;2026;"Ramon Santamaria";@raysan5
|
||||||
|
shaders;shaders_ascii_rendering;★★☆☆;5.5;6.0;2025;2025;"Maicon Santana";@maiconpintoabreu
|
||||||
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
|
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
|
||||||
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
|
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5
|
shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
@ -176,15 +188,15 @@ shaders;shaders_texture_rendering;★★☆☆;2.0;3.7;2019;2025;"Michał Ciesie
|
|||||||
shaders;shaders_texture_outline;★★★☆;4.0;4.0;2021;2025;"Serenity Skiff";@GoldenThumbs
|
shaders;shaders_texture_outline;★★★☆;4.0;4.0;2021;2025;"Serenity Skiff";@GoldenThumbs
|
||||||
shaders;shaders_texture_waves;★★☆☆;2.5;3.7;2019;2025;"Anata";@anatagawa
|
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_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_mandelbrot_set;★★★☆;6.0;6.0;2025;2025;"Jordi Santonja";@JordSant
|
||||||
shaders;shaders_color_correction;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
shaders;shaders_color_correction;★★☆☆;6.0;6.0;2025;2025;"Jordi Santonja";@JordSant
|
||||||
shaders;shaders_eratosthenes_sieve;★★★☆;2.5;4.0;2019;2025;"ProfJski";@ProfJski
|
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_fog_rendering;★★★☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
||||||
shaders;shaders_simple_mask;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
shaders;shaders_simple_mask;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
||||||
shaders;shaders_hot_reloading;★★★☆;3.0;3.5;2020;2025;"Ramon Santamaria";@raysan5
|
shaders;shaders_hot_reloading;★★★☆;3.0;3.5;2020;2025;"Ramon Santamaria";@raysan5
|
||||||
shaders;shaders_mesh_instancing;★★★★;3.7;4.2;2020;2025;"seanpringle";@seanpringle
|
shaders;shaders_mesh_instancing;★★★★;3.7;4.2;2020;2025;"seanpringle";@seanpringle
|
||||||
shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
|
shaders;shaders_multi_sample2d;★★☆☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
|
||||||
shaders;shaders_normalmap_rendering;★★★★;5.6;5.6;2025;2025;"Jeremy Montgomery";@Sir_Irk
|
shaders;shaders_normalmap_rendering;★★★★;6.0;6.0;2025;2025;"Jeremy Montgomery";@Sir_Irk
|
||||||
shaders;shaders_spotlight_rendering;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
shaders;shaders_spotlight_rendering;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
||||||
shaders;shaders_deferred_rendering;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
|
shaders;shaders_deferred_rendering;★★★★;4.5;4.5;2023;2025;"Justin Andreas Lacoste";@27justin
|
||||||
shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
|
shaders;shaders_hybrid_rendering;★★★★;4.2;4.2;2022;2025;"Buğra Alptekin Sarı";@BugraAlptekinSari
|
||||||
@ -195,20 +207,17 @@ shaders;shaders_depth_writing;★★☆☆;4.2;4.2;2022;2025;"Buğra Alptekin Sa
|
|||||||
shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
|
shaders;shaders_basic_pbr;★★★★;5.0;5.5;2023;2025;"Afan OLOVCIC";@_DevDad
|
||||||
shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
|
shaders;shaders_lightmap_rendering;★★★☆;4.5;4.5;2019;2025;"Jussi Viitala";@nullstare
|
||||||
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
|
shaders;shaders_rounded_rectangle;★★★☆;5.5;5.5;2025;2025;"Anstro Pleuton";@anstropleuton
|
||||||
shaders;shaders_depth_rendering;★★★☆;5.6-dev;5.6-dev;2025;2025;"Luís Almeida";@luis605
|
shaders;shaders_depth_rendering;★★★☆;6.0;6.0;2025;2025;"Luís Almeida";@luis605
|
||||||
shaders;shaders_game_of_life;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
shaders;shaders_game_of_life;★★★☆;6.0;6.0;2025;2025;"Jordi Santonja";@JordSant
|
||||||
|
shaders;shaders_rlgl_compute;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41
|
||||||
|
shaders;shaders_cel_shading;★★★☆;6.0;6.0;2026;2026;"Gleb A";@ggrizzly
|
||||||
audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5
|
audio;audio_module_playing;★☆☆☆;1.5;3.5;2016;2025;"Ramon Santamaria";@raysan5
|
||||||
audio;audio_music_stream;★☆☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
audio;audio_music_stream;★☆☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||||
audio;audio_raw_stream;★★★☆;1.6;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
audio;audio_raw_stream;★★★☆;1.6;6.0;2015;2026;"Ramon Santamaria";@raysan5
|
||||||
audio;audio_sound_loading;★☆☆☆;1.1;3.5;2014;2025;"Ramon Santamaria";@raysan5
|
audio;audio_sound_loading;★☆☆☆;1.1;3.5;2014;2025;"Ramon Santamaria";@raysan5
|
||||||
audio;audio_mixed_processor;★★★★;4.2;4.2;2023;2025;"hkc";@hatkidchan
|
audio;audio_mixed_processor;★★★★;4.2;4.2;2023;2025;"hkc";@hatkidchan
|
||||||
audio;audio_stream_effects;★★★★;4.2;5.0;2022;2025;"Ramon Santamaria";@raysan5
|
audio;audio_stream_effects;★★★★;4.2;5.0;2022;2025;"Ramon Santamaria";@raysan5
|
||||||
audio;audio_sound_multi;★★☆☆;5.0;5.0;2023;2025;"Jeffery Myers";@JeffM2501
|
audio;audio_sound_multi;★★☆☆;5.0;5.0;2023;2025;"Jeffery Myers";@JeffM2501
|
||||||
audio;audio_sound_positioning;★★☆☆;5.5;5.5;2025;2025;"Le Juez Victor";@Bigfoot71
|
audio;audio_sound_positioning;★★☆☆;5.5;5.5;2025;2025;"Le Juez Victor";@Bigfoot71
|
||||||
audio;audio_spectrum_visualizer;★★★☆;6.0;5.6-dev;2025;2025;"IANN";@meisei4
|
audio;audio_spectrum_visualizer;★★★☆;6.0;6.0;2025;2025;"IANN";@meisei4
|
||||||
others;rlgl_standalone;★★★★;1.6;4.0;2014;2025;"Ramon Santamaria";@raysan5
|
audio;audio_stream_callback;★★★☆;6.0;6.0;2026;2026;"Dan Hoang";@dan-hoang
|
||||||
others;rlgl_compute_shader;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41
|
|
||||||
others;easings_testbed;★★★☆;2.5;3.0;2019;2025;"Juan Miguel López";@flashback-fx
|
|
||||||
others;raylib_opengl_interop;★★★★;3.8;4.0;2021;2025;"Stephan Soller";@arkanis
|
|
||||||
others;embedded_files_loading;★★☆☆;3.0;3.5;2020;2025;"Kristian Holmgren";@defutura
|
|
||||||
others;web_basic_window;★☆☆☆;5.6-dev;5.6-dev;2014;2025;"Ramon Santamaria";@raysan5
|
|
||||||
|
|||||||
331
examples/models/models_animation_blend_custom.c
Normal file
@ -0,0 +1,331 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - animation blend custom
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★★★] 4/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.5, last time updated with raylib 6.0
|
||||||
|
*
|
||||||
|
* Example contributed by dmitrii-brand (@dmitrii-brand) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* DETAILS: Example demonstrates per-bone animation blending, allowing smooth transitions
|
||||||
|
* between two animations by interpolating bone transforms. This is useful for:
|
||||||
|
* - Blending movement animations (walk/run) with action animations (jump/attack)
|
||||||
|
* - Creating smooth animation transitions
|
||||||
|
* - Layering animations (e.g., upper body attack while lower body walks)
|
||||||
|
*
|
||||||
|
* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
|
||||||
|
* if not enabled, CPU skinning will be used instead
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2026 dmitrii-brand (@dmitrii-brand)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#include "raymath.h"
|
||||||
|
|
||||||
|
#include "rlgl.h" // Requried for: rlUpdateVertexBuffer() (CPU-skinning)
|
||||||
|
|
||||||
|
#include <string.h> // Required for: memcpy()
|
||||||
|
#include <stdlib.h> // Required for: NULL
|
||||||
|
|
||||||
|
#if defined(PLATFORM_DESKTOP)
|
||||||
|
#define GLSL_VERSION 330
|
||||||
|
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||||
|
#define GLSL_VERSION 100
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
static bool IsUpperBodyBone(const char *boneName);
|
||||||
|
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim1, int frame1,
|
||||||
|
ModelAnimation *anim2, int frame2, float blend, bool upperBodyBlend);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blend custom");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
|
// Load gltf model
|
||||||
|
Model model = LoadModel("resources/models/gltf/greenman.glb");
|
||||||
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
|
// Load skinning shader
|
||||||
|
// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
|
||||||
|
// if not enabled, CPU skinning will be used instead
|
||||||
|
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
|
||||||
|
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
|
||||||
|
model.materials[1].shader = skinningShader;
|
||||||
|
|
||||||
|
// Load gltf model animations
|
||||||
|
int animCount = 0;
|
||||||
|
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/greenman.glb", &animCount);
|
||||||
|
|
||||||
|
// Use specific animation indices: 2-walk/move, 3-attack
|
||||||
|
int animIndex0 = 2; // Walk/Move animation (index 2)
|
||||||
|
int animIndex1 = 3; // Attack animation (index 3)
|
||||||
|
int animCurrentFrame0 = 0;
|
||||||
|
int animCurrentFrame1 = 0;
|
||||||
|
|
||||||
|
// Validate indices
|
||||||
|
if (animIndex0 >= animCount) animIndex0 = 0;
|
||||||
|
if (animIndex1 >= animCount) animIndex1 = (animCount > 1) ? 1 : 0;
|
||||||
|
|
||||||
|
bool upperBodyBlend = true; // Toggle: true = upper/lower body blending, false = uniform blending (50/50)
|
||||||
|
|
||||||
|
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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
|
// Toggle upper/lower body blending mode (SPACE key)
|
||||||
|
if (IsKeyPressed(KEY_SPACE)) upperBodyBlend = !upperBodyBlend;
|
||||||
|
|
||||||
|
// Update animation frames
|
||||||
|
ModelAnimation anim0 = anims[animIndex0];
|
||||||
|
ModelAnimation anim1 = anims[animIndex1];
|
||||||
|
|
||||||
|
animCurrentFrame0 = (animCurrentFrame0 + 1)%anim0.keyframeCount;
|
||||||
|
animCurrentFrame1 = (animCurrentFrame1 + 1)%anim1.keyframeCount;
|
||||||
|
|
||||||
|
// Blend the two animations
|
||||||
|
// When upperBodyBlend is ON: upper body = attack (1.0), lower body = walk (0.0)
|
||||||
|
// When upperBodyBlend is OFF: uniform blend at 0.5 (50% walk, 50% attack)
|
||||||
|
float blendFactor = (upperBodyBlend? 1.0f : 0.5f);
|
||||||
|
UpdateModelAnimationBones(&model, &anim0, animCurrentFrame0,
|
||||||
|
&anim1, animCurrentFrame1, blendFactor, upperBodyBlend);
|
||||||
|
|
||||||
|
// raylib provided animation blending function
|
||||||
|
//UpdateModelAnimationEx(model, anim0, (float)animCurrentFrame0,
|
||||||
|
// anim1, (float)animCurrentFrame1, blendFactor);
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawModel(model, position, 1.0f, WHITE);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
// Draw UI
|
||||||
|
DrawText(TextFormat("ANIM 0: %s", anim0.name), 10, 10, 20, GRAY);
|
||||||
|
DrawText(TextFormat("ANIM 1: %s", anim1.name), 10, 40, 20, GRAY);
|
||||||
|
DrawText(TextFormat("[SPACE] Toggle blending mode: %s",
|
||||||
|
upperBodyBlend? "Upper/Lower Body Blending" : "Uniform Blending"),
|
||||||
|
10, GetScreenHeight() - 30, 20, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||||
|
UnloadModel(model); // Unload model and meshes/material
|
||||||
|
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definition
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
// Check if a bone is part of upper body (for selective blending)
|
||||||
|
static bool IsUpperBodyBone(const char *boneName)
|
||||||
|
{
|
||||||
|
// Common upper body bone names (adjust based on your model)
|
||||||
|
if (TextIsEqual(boneName, "spine") || TextIsEqual(boneName, "spine1") || TextIsEqual(boneName, "spine2") ||
|
||||||
|
TextIsEqual(boneName, "chest") || TextIsEqual(boneName, "upperChest") ||
|
||||||
|
TextIsEqual(boneName, "neck") || TextIsEqual(boneName, "head") ||
|
||||||
|
TextIsEqual(boneName, "shoulder") || TextIsEqual(boneName, "shoulder_L") || TextIsEqual(boneName, "shoulder_R") ||
|
||||||
|
TextIsEqual(boneName, "upperArm") || TextIsEqual(boneName, "upperArm_L") || TextIsEqual(boneName, "upperArm_R") ||
|
||||||
|
TextIsEqual(boneName, "lowerArm") || TextIsEqual(boneName, "lowerArm_L") || TextIsEqual(boneName, "lowerArm_R") ||
|
||||||
|
TextIsEqual(boneName, "hand") || TextIsEqual(boneName, "hand_L") || TextIsEqual(boneName, "hand_R") ||
|
||||||
|
TextIsEqual(boneName, "clavicle") || TextIsEqual(boneName, "clavicle_L") || TextIsEqual(boneName, "clavicle_R"))
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if bone name contains upper body keywords
|
||||||
|
if (strstr(boneName, "spine") != NULL || strstr(boneName, "chest") != NULL ||
|
||||||
|
strstr(boneName, "neck") != NULL || strstr(boneName, "head") != NULL ||
|
||||||
|
strstr(boneName, "shoulder") != NULL || strstr(boneName, "arm") != NULL ||
|
||||||
|
strstr(boneName, "hand") != NULL || strstr(boneName, "clavicle") != NULL)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Blend two animations per-bone with selective upper/lower body blending
|
||||||
|
static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int frame0,
|
||||||
|
ModelAnimation *anim1, int frame1, float blend, bool upperBodyBlend)
|
||||||
|
{
|
||||||
|
// Validate inputs
|
||||||
|
if ((anim0->boneCount != 0) && (anim0->keyframePoses != NULL) &&
|
||||||
|
(anim1->boneCount != 0) && (anim1->keyframePoses != NULL) &&
|
||||||
|
(model->skeleton.boneCount != 0) && (model->skeleton.bindPose != NULL))
|
||||||
|
{
|
||||||
|
// Clamp blend factor to [0, 1]
|
||||||
|
blend = fminf(1.0f, fmaxf(0.0f, blend));
|
||||||
|
|
||||||
|
// Ensure frame indices are valid
|
||||||
|
if (frame0 >= anim0->keyframeCount) frame0 = anim0->keyframeCount - 1;
|
||||||
|
if (frame1 >= anim1->keyframeCount) frame1 = anim1->keyframeCount - 1;
|
||||||
|
if (frame0 < 0) frame0 = 0;
|
||||||
|
if (frame1 < 0) frame1 = 0;
|
||||||
|
|
||||||
|
// Get bone count (use minimum of all to be safe)
|
||||||
|
int boneCount = model->skeleton.boneCount;
|
||||||
|
if (anim0->boneCount < boneCount) boneCount = anim0->boneCount;
|
||||||
|
if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
|
||||||
|
|
||||||
|
// Blend each bone
|
||||||
|
for (int boneIndex = 0; boneIndex < boneCount; boneIndex++)
|
||||||
|
{
|
||||||
|
// Determine blend factor for this bone
|
||||||
|
float boneBlendFactor = blend;
|
||||||
|
|
||||||
|
// If upper body blending is enabled, use different blend factors for upper vs lower body
|
||||||
|
if (upperBodyBlend)
|
||||||
|
{
|
||||||
|
const char *boneName = model->skeleton.bones[boneIndex].name;
|
||||||
|
bool isUpperBody = IsUpperBodyBone(boneName);
|
||||||
|
|
||||||
|
// Upper body: use anim1 (attack), Lower body: use anim0 (walk)
|
||||||
|
// blend = 0.0 means full anim0 (walk), 1.0 means full anim1 (attack)
|
||||||
|
if (isUpperBody) boneBlendFactor = blend; // Upper body: blend towards anim1 (attack)
|
||||||
|
else boneBlendFactor = 1.0f - blend; // Lower body: blend towards anim0 (walk) - invert the blend
|
||||||
|
}
|
||||||
|
|
||||||
|
// Get transforms from both animations
|
||||||
|
Transform *bindTransform = &model->skeleton.bindPose[boneIndex];
|
||||||
|
Transform *animTransform0 = &anim0->keyframePoses[frame0][boneIndex];
|
||||||
|
Transform *animTransform1 = &anim1->keyframePoses[frame1][boneIndex];
|
||||||
|
|
||||||
|
// Blend the transforms
|
||||||
|
Transform blended = { 0 };
|
||||||
|
blended.translation = Vector3Lerp(animTransform0->translation, animTransform1->translation, boneBlendFactor);
|
||||||
|
blended.rotation = QuaternionSlerp(animTransform0->rotation, animTransform1->rotation, boneBlendFactor);
|
||||||
|
blended.scale = Vector3Lerp(animTransform0->scale, animTransform1->scale, boneBlendFactor);
|
||||||
|
|
||||||
|
// Convert bind pose to matrix
|
||||||
|
Matrix bindMatrix = MatrixMultiply(MatrixMultiply(
|
||||||
|
MatrixScale(bindTransform->scale.x, bindTransform->scale.y, bindTransform->scale.z),
|
||||||
|
QuaternionToMatrix(bindTransform->rotation)),
|
||||||
|
MatrixTranslate(bindTransform->translation.x, bindTransform->translation.y, bindTransform->translation.z));
|
||||||
|
|
||||||
|
// Convert blended transform to matrix
|
||||||
|
Matrix blendedMatrix = MatrixMultiply(MatrixMultiply(
|
||||||
|
MatrixScale(blended.scale.x, blended.scale.y, blended.scale.z),
|
||||||
|
QuaternionToMatrix(blended.rotation)),
|
||||||
|
MatrixTranslate(blended.translation.x, blended.translation.y, blended.translation.z));
|
||||||
|
|
||||||
|
// Calculate final bone matrix (similar to UpdateModelAnimationBones)
|
||||||
|
model->boneMatrices[boneIndex] = MatrixMultiply(MatrixInvert(bindMatrix), blendedMatrix);
|
||||||
|
}
|
||||||
|
|
||||||
|
// CPU skinning, updates CPU buffers and uploads them to GPU (if available)
|
||||||
|
// NOTE: Fallback in case GPU skinning is not supported or enabled
|
||||||
|
for (int m = 0; m < model->meshCount; m++)
|
||||||
|
{
|
||||||
|
Mesh mesh = model->meshes[m];
|
||||||
|
Vector3 animVertex = { 0 };
|
||||||
|
Vector3 animNormal = { 0 };
|
||||||
|
const int vertexValuesCount = mesh.vertexCount*3;
|
||||||
|
|
||||||
|
int boneIndex = 0;
|
||||||
|
int boneCounter = 0;
|
||||||
|
float boneWeight = 0.0f;
|
||||||
|
bool bufferUpdateRequired = false; // Flag to check when anim vertex information is updated
|
||||||
|
|
||||||
|
// Skip if missing bone data or missing anim buffers initialization
|
||||||
|
if ((mesh.boneWeights == NULL) || (mesh.boneIndices == NULL) ||
|
||||||
|
(mesh.animVertices == NULL) || (mesh.animNormals == NULL)) continue;
|
||||||
|
|
||||||
|
for (int vCounter = 0; vCounter < vertexValuesCount; vCounter += 3)
|
||||||
|
{
|
||||||
|
mesh.animVertices[vCounter] = 0;
|
||||||
|
mesh.animVertices[vCounter + 1] = 0;
|
||||||
|
mesh.animVertices[vCounter + 2] = 0;
|
||||||
|
if (mesh.animNormals != NULL)
|
||||||
|
{
|
||||||
|
mesh.animNormals[vCounter] = 0;
|
||||||
|
mesh.animNormals[vCounter + 1] = 0;
|
||||||
|
mesh.animNormals[vCounter + 2] = 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Iterates over 4 bones per vertex
|
||||||
|
for (int j = 0; j < 4; j++, boneCounter++)
|
||||||
|
{
|
||||||
|
boneWeight = mesh.boneWeights[boneCounter];
|
||||||
|
boneIndex = mesh.boneIndices[boneCounter];
|
||||||
|
|
||||||
|
// Early stop when no transformation will be applied
|
||||||
|
if (boneWeight == 0.0f) continue;
|
||||||
|
animVertex = (Vector3){ mesh.vertices[vCounter], mesh.vertices[vCounter + 1], mesh.vertices[vCounter + 2] };
|
||||||
|
animVertex = Vector3Transform(animVertex, model->boneMatrices[boneIndex]);
|
||||||
|
mesh.animVertices[vCounter] += animVertex.x*boneWeight;
|
||||||
|
mesh.animVertices[vCounter + 1] += animVertex.y*boneWeight;
|
||||||
|
mesh.animVertices[vCounter + 2] += animVertex.z*boneWeight;
|
||||||
|
bufferUpdateRequired = true;
|
||||||
|
|
||||||
|
// Normals processing
|
||||||
|
// NOTE: We use meshes.baseNormals (default normal) to calculate meshes.normals (animated normals)
|
||||||
|
if ((mesh.normals != NULL) && (mesh.animNormals != NULL ))
|
||||||
|
{
|
||||||
|
animNormal = (Vector3){ mesh.normals[vCounter], mesh.normals[vCounter + 1], mesh.normals[vCounter + 2] };
|
||||||
|
animNormal = Vector3Transform(animNormal, MatrixTranspose(MatrixInvert(model->boneMatrices[boneIndex])));
|
||||||
|
mesh.animNormals[vCounter] += animNormal.x*boneWeight;
|
||||||
|
mesh.animNormals[vCounter + 1] += animNormal.y*boneWeight;
|
||||||
|
mesh.animNormals[vCounter + 2] += animNormal.z*boneWeight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (bufferUpdateRequired)
|
||||||
|
{
|
||||||
|
// Update GPU vertex buffers with updated data (position + normals)
|
||||||
|
rlUpdateVertexBuffer(mesh.vboId[SHADER_LOC_VERTEX_POSITION], mesh.animVertices, mesh.vertexCount*3*sizeof(float), 0);
|
||||||
|
if (mesh.normals != NULL) rlUpdateVertexBuffer(mesh.vboId[SHADER_LOC_VERTEX_NORMAL], mesh.animNormals, mesh.vertexCount*3*sizeof(float), 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
BIN
examples/models/models_animation_blend_custom.png
Normal file
|
After Width: | Height: | Size: 82 KiB |
278
examples/models/models_animation_blending.c
Normal file
@ -0,0 +1,278 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - animation blending
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★★★] 4/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.5, last time updated with raylib 6.0
|
||||||
|
*
|
||||||
|
* Example contributed by Kirandeep (@Kirandeep-Singh-Khehra) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
|
||||||
|
* if not enabled, CPU skinning will be used instead
|
||||||
|
*
|
||||||
|
* 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) 2024-2026 Kirandeep (@Kirandeep-Singh-Khehra) and Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define RAYGUI_IMPLEMENTATION
|
||||||
|
#include "raygui.h" // Required for: UI controls
|
||||||
|
|
||||||
|
#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;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation blending");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
|
// Load model
|
||||||
|
Model model = LoadModel("resources/models/gltf/robot.glb"); // Load character model
|
||||||
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
|
||||||
|
|
||||||
|
// Load skinning shader
|
||||||
|
// WARNING: It requires SUPPORT_GPU_SKINNING enabled on raylib (disabled by default)
|
||||||
|
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
|
||||||
|
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
|
||||||
|
|
||||||
|
// Assign skinning shader to all materials shaders
|
||||||
|
//for (int i = 0; i < model.materialCount; i++) model.materials[i].shader = skinningShader;
|
||||||
|
|
||||||
|
// Load model animations
|
||||||
|
int animCount = 0;
|
||||||
|
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/robot.glb", &animCount);
|
||||||
|
|
||||||
|
// Animation playing variables
|
||||||
|
// NOTE: Two animations are played with a smooth transition between them
|
||||||
|
int currentAnimPlaying = 0; // Current animation playing (0 o 1)
|
||||||
|
int nextAnimToPlay = 1; // Next animation to play (to transition)
|
||||||
|
bool animTransition = false; // Flag to register anim transition state
|
||||||
|
|
||||||
|
int animIndex0 = 10; // Current animation playing (walking)
|
||||||
|
float animCurrentFrame0 = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||||
|
float animFrameSpeed0 = 0.5f; // Current animation play speed
|
||||||
|
int animIndex1 = 6; // Next animation to play (running)
|
||||||
|
float animCurrentFrame1 = 0.0f; // Next animation frame (supporting interpolated frames)
|
||||||
|
float animFrameSpeed1 = 0.5f; // Next animation play speed
|
||||||
|
|
||||||
|
float animBlendFactor = 0.0f; // Blend factor from anim0[frame0] --> anim1[frame1], [0.0f..1.0f]
|
||||||
|
// NOTE: 0.0f results in full anim0[] and 1.0f in full anim1[]
|
||||||
|
|
||||||
|
float animBlendTime = 2.0f; // Time to blend from one playing animation to another (in seconds)
|
||||||
|
float animBlendTimeCounter = 0.0f; // Time counter (delta time)
|
||||||
|
|
||||||
|
bool animPause = false; // Pause animation
|
||||||
|
|
||||||
|
// UI required variables
|
||||||
|
char *animNames[64] = { 0 }; // Pointers to animation names for dropdown box
|
||||||
|
for (int i = 0; i < animCount; i++) animNames[i] = anims[i].name;
|
||||||
|
|
||||||
|
bool dropdownEditMode0 = false;
|
||||||
|
bool dropdownEditMode1 = false;
|
||||||
|
float animFrameProgress0 = 0.0f;
|
||||||
|
float animFrameProgress1 = 0.0f;
|
||||||
|
float animBlendProgress = 0.0f;
|
||||||
|
|
||||||
|
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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_P)) animPause = !animPause;
|
||||||
|
|
||||||
|
if (!animPause)
|
||||||
|
{
|
||||||
|
// Start transition from anim0[] to anim1[]
|
||||||
|
if (IsKeyPressed(KEY_SPACE) && !animTransition)
|
||||||
|
{
|
||||||
|
if (currentAnimPlaying == 0)
|
||||||
|
{
|
||||||
|
// Transition anim0 --> anim1
|
||||||
|
nextAnimToPlay = 1;
|
||||||
|
animCurrentFrame1 = 0.0f;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Transition anim1 --> anim0
|
||||||
|
nextAnimToPlay = 0;
|
||||||
|
animCurrentFrame0 = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Set animation transition
|
||||||
|
animTransition = true;
|
||||||
|
animBlendTimeCounter = 0.0f;
|
||||||
|
animBlendFactor = 0.0f;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (animTransition)
|
||||||
|
{
|
||||||
|
// Playing anim0 and anim1 at the same time
|
||||||
|
animCurrentFrame0 += animFrameSpeed0;
|
||||||
|
if (animCurrentFrame0 >= anims[animIndex0].keyframeCount) animCurrentFrame0 = 0.0f;
|
||||||
|
animCurrentFrame1 += animFrameSpeed1;
|
||||||
|
if (animCurrentFrame1 >= anims[animIndex1].keyframeCount) animCurrentFrame1 = 0.0f;
|
||||||
|
|
||||||
|
// Increment blend factor over time to transition from anim0 --> anim1 over time
|
||||||
|
// NOTE: Time blending could be other than linear, using some easing
|
||||||
|
animBlendFactor = animBlendTimeCounter/animBlendTime;
|
||||||
|
animBlendTimeCounter += GetFrameTime();
|
||||||
|
animBlendProgress = animBlendFactor;
|
||||||
|
|
||||||
|
// Update model with animations blending
|
||||||
|
if (nextAnimToPlay == 1)
|
||||||
|
{
|
||||||
|
// Blend anim0 --> anim1
|
||||||
|
UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||||
|
anims[animIndex1], animCurrentFrame1, animBlendFactor);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Blend anim1 --> anim0
|
||||||
|
UpdateModelAnimationEx(model, anims[animIndex1], animCurrentFrame1,
|
||||||
|
anims[animIndex0], animCurrentFrame0, animBlendFactor);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Check if transition completed
|
||||||
|
if (animBlendFactor > 1.0f)
|
||||||
|
{
|
||||||
|
// Reset frame states
|
||||||
|
if (currentAnimPlaying == 0) animCurrentFrame0 = 0.0f;
|
||||||
|
else if (currentAnimPlaying == 1) animCurrentFrame1 = 0.0f;
|
||||||
|
currentAnimPlaying = nextAnimToPlay; // Update current animation playing
|
||||||
|
|
||||||
|
animBlendFactor = 0.0f; // Reset blend factor
|
||||||
|
animTransition = false; // Exit transition mode
|
||||||
|
animBlendTimeCounter = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Play only one anim, the current one
|
||||||
|
if (currentAnimPlaying == 0)
|
||||||
|
{
|
||||||
|
// Playing anim0 at defined speed
|
||||||
|
animCurrentFrame0 += animFrameSpeed0;
|
||||||
|
if (animCurrentFrame0 >= anims[animIndex0].keyframeCount) animCurrentFrame0 = 0.0f;
|
||||||
|
UpdateModelAnimation(model, anims[animIndex0], animCurrentFrame0);
|
||||||
|
//UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||||
|
// anims[animIndex1], animCurrentFrame1, 0.0f); // Same as above, first animation frame blend
|
||||||
|
}
|
||||||
|
else if (currentAnimPlaying == 1)
|
||||||
|
{
|
||||||
|
// Playing anim1 at defined speed
|
||||||
|
animCurrentFrame1 += animFrameSpeed1;
|
||||||
|
if (animCurrentFrame1 >= anims[animIndex1].keyframeCount) animCurrentFrame1 = 0.0f;
|
||||||
|
UpdateModelAnimation(model, anims[animIndex1], animCurrentFrame1);
|
||||||
|
//UpdateModelAnimationEx(model, anims[animIndex0], animCurrentFrame0,
|
||||||
|
// anims[animIndex1], animCurrentFrame1, 1.0f); // Same as above, second animation frame blend
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update progress bars values with current frame for each animation
|
||||||
|
animFrameProgress0 = animCurrentFrame0;
|
||||||
|
animFrameProgress1 = animCurrentFrame1;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawModel(model, position, 1.0f, WHITE); // Draw animated model
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
if (animTransition) DrawText("ANIM TRANSITION BLENDING!", 170, 50, 30, BLUE);
|
||||||
|
|
||||||
|
// Draw UI elements
|
||||||
|
//---------------------------------------------------------------------------------------------
|
||||||
|
if (dropdownEditMode0) GuiDisable();
|
||||||
|
GuiSlider((Rectangle){ 10, 38, 160, 12 },
|
||||||
|
NULL, TextFormat("x%.1f", animFrameSpeed0), &animFrameSpeed0, 0.1f, 2.0f);
|
||||||
|
GuiEnable();
|
||||||
|
if (dropdownEditMode1) GuiDisable();
|
||||||
|
GuiSlider((Rectangle){ GetScreenWidth() - 170.0f, 38, 160, 12 },
|
||||||
|
TextFormat("%.1fx", animFrameSpeed1), NULL, &animFrameSpeed1, 0.1f, 2.0f);
|
||||||
|
GuiEnable();
|
||||||
|
|
||||||
|
// Draw animation selectors for blending transition
|
||||||
|
// NOTE: Transition does not start until requested
|
||||||
|
GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1);
|
||||||
|
if (GuiDropdownBox((Rectangle){ 10, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
|
||||||
|
&animIndex0, dropdownEditMode0)) dropdownEditMode0 = !dropdownEditMode0;
|
||||||
|
|
||||||
|
// Blending process progress bar
|
||||||
|
if (nextAnimToPlay == 1) GuiSetStyle(PROGRESSBAR, PROGRESS_SIDE, 0); // Left-->Right
|
||||||
|
else GuiSetStyle(PROGRESSBAR, PROGRESS_SIDE, 1); // Right-->Left
|
||||||
|
GuiProgressBar((Rectangle){ 180, 14, 440, 16 }, NULL, NULL, &animBlendProgress, 0.0f, 1.0f);
|
||||||
|
GuiSetStyle(PROGRESSBAR, PROGRESS_SIDE, 0); // Reset to Left-->Right
|
||||||
|
|
||||||
|
if (GuiDropdownBox((Rectangle){ GetScreenWidth() - 170.0f, 10, 160, 24 }, TextJoin(animNames, animCount, ";"),
|
||||||
|
&animIndex1, dropdownEditMode1)) dropdownEditMode1 = !dropdownEditMode1;
|
||||||
|
|
||||||
|
// Draw playing timeline with keyframes for anim0[]
|
||||||
|
GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 60.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 0",
|
||||||
|
TextFormat("FRAME: %.2f / %i", animFrameProgress0, anims[animIndex0].keyframeCount),
|
||||||
|
&animFrameProgress0, 0.0f, (float)anims[animIndex0].keyframeCount);
|
||||||
|
for (int i = 0; i < anims[animIndex0].keyframeCount; i++)
|
||||||
|
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex0].keyframeCount)*(float)i),
|
||||||
|
GetScreenHeight() - 60, 1, 20, BLUE);
|
||||||
|
|
||||||
|
// Draw playing timeline with keyframes for anim1[]
|
||||||
|
GuiProgressBar((Rectangle){ 60, GetScreenHeight() - 30.0f, GetScreenWidth() - 180.0f, 20 }, "ANIM 1",
|
||||||
|
TextFormat("FRAME: %.2f / %i", animFrameProgress1, anims[animIndex1].keyframeCount),
|
||||||
|
&animFrameProgress1, 0.0f, (float)anims[animIndex1].keyframeCount);
|
||||||
|
for (int i = 0; i < anims[animIndex1].keyframeCount; i++)
|
||||||
|
DrawRectangle(60 + (int)(((float)(GetScreenWidth() - 180)/(float)anims[animIndex1].keyframeCount)*(float)i),
|
||||||
|
GetScreenHeight() - 30, 1, 20, BLUE);
|
||||||
|
//---------------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||||
|
UnloadModel(model); // Unload model and meshes/material
|
||||||
|
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
BIN
examples/models/models_animation_blending.png
Normal file
|
After Width: | Height: | Size: 27 KiB |
@ -8,13 +8,14 @@
|
|||||||
*
|
*
|
||||||
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Daniel Holden (@orangeduck) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
|
* WARNING: GPU skinning must be enabled in raylib with a compilation flag,
|
||||||
|
* if not enabled, CPU skinning will be used instead
|
||||||
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
|
* Copyright (c) 2024-2025 Daniel Holden (@orangeduck)
|
||||||
*
|
*
|
||||||
* Note: Due to limitations in the Apple OpenGL driver, this feature does not work on MacOS
|
|
||||||
*
|
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
@ -42,29 +43,29 @@ int main(void)
|
|||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
// Load gltf model
|
// Load gltf model
|
||||||
Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
|
Model model = 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;
|
|
||||||
unsigned int animCurrentFrame = 0;
|
|
||||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
|
|
||||||
|
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
// Load skinning shader
|
||||||
|
// WARNING: GPU skinning must be enabled in raylib with a compilation flag,
|
||||||
|
// if not enabled, CPU skinning will be used instead
|
||||||
|
Shader skinningShader = LoadShader(TextFormat("resources/shaders/glsl%i/skinning.vs", GLSL_VERSION),
|
||||||
|
TextFormat("resources/shaders/glsl%i/skinning.fs", GLSL_VERSION));
|
||||||
|
model.materials[1].shader = skinningShader;
|
||||||
|
|
||||||
|
// Load gltf model animations
|
||||||
|
int animCount = 0;
|
||||||
|
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/greenman.glb", &animCount);
|
||||||
|
|
||||||
|
// Animation playing variables
|
||||||
|
unsigned int animIndex = 0; // Current animation playing
|
||||||
|
unsigned int animCurrentFrame = 0; // Current animation frame
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
@ -74,17 +75,15 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Select current animation
|
// Select current animation
|
||||||
if (IsKeyPressed(KEY_T)) animIndex = (animIndex + 1)%animsCount;
|
if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
|
||||||
else if (IsKeyPressed(KEY_G)) animIndex = (animIndex + animsCount - 1)%animsCount;
|
else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
|
||||||
|
|
||||||
// Update model animation
|
// Update model animation
|
||||||
ModelAnimation anim = modelAnimations[animIndex];
|
animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
|
||||||
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
|
UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
|
||||||
characterModel.transform = MatrixTranslate(position.x, position.y, position.z);
|
|
||||||
UpdateModelAnimationBones(characterModel, anim, animCurrentFrame);
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@ -95,14 +94,14 @@ int main(void)
|
|||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
// Draw character mesh, pose calculation is done in shader (GPU skinning)
|
DrawModel(model, position, 1.0f, WHITE);
|
||||||
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
|
||||||
|
|
||||||
DrawGrid(10, 1.0f);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
|
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 40, 20, MAROON);
|
||||||
|
DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@ -110,8 +109,8 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadModelAnimations(modelAnimations, animsCount); // Unload model animation
|
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||||
UnloadModel(characterModel); // Unload model and meshes/material
|
UnloadModel(model); // Unload model and meshes/material
|
||||||
UnloadShader(skinningShader); // Unload GPU skinning shader
|
UnloadShader(skinningShader); // Unload GPU skinning shader
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 49 KiB After Width: | Height: | Size: 65 KiB |
|
Before Width: | Height: | Size: 65 KiB |
133
examples/models/models_animation_timing.c
Normal file
@ -0,0 +1,133 @@
|
|||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [models] example - animation timing
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2026 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define RAYGUI_IMPLEMENTATION
|
||||||
|
#include "raygui.h" // Required for: UI controls
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation timing");
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera = { 0 };
|
||||||
|
camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
|
// Load model
|
||||||
|
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||||
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
|
||||||
|
|
||||||
|
// Load model animations
|
||||||
|
int animCount = 0;
|
||||||
|
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/robot.glb", &animCount);
|
||||||
|
|
||||||
|
// Animation playing variables
|
||||||
|
int animIndex = 10; // Current animation playing
|
||||||
|
float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||||
|
float animFrameSpeed = 0.5f; // Animation play speed
|
||||||
|
bool animPause = false; // Pause animation
|
||||||
|
|
||||||
|
// UI required variables
|
||||||
|
char *animNames[64] = { 0 };
|
||||||
|
for (int i = 0; i < animCount; i++) animNames[i] = anims[i].name;
|
||||||
|
|
||||||
|
bool dropdownEditMode = false;
|
||||||
|
float animFrameProgress = 0.0f;
|
||||||
|
|
||||||
|
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
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
|
if (IsKeyPressed(KEY_P)) animPause = !animPause;
|
||||||
|
|
||||||
|
if (!animPause && (animIndex < animCount))
|
||||||
|
{
|
||||||
|
// Update model animation
|
||||||
|
animCurrentFrame += animFrameSpeed;
|
||||||
|
if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f;
|
||||||
|
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
|
||||||
|
}
|
||||||
|
|
||||||
|
// NOTE: Animation and playing speed selected through UI
|
||||||
|
|
||||||
|
// Update progressbar value with current frame
|
||||||
|
animFrameProgress = animCurrentFrame;
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
BeginMode3D(camera);
|
||||||
|
|
||||||
|
DrawModel(model, position, 1.0f, WHITE);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
// Draw UI, select anim and playing speed
|
||||||
|
GuiSetStyle(DROPDOWNBOX, DROPDOWN_ITEMS_SPACING, 1);
|
||||||
|
if (GuiDropdownBox((Rectangle){ 10, 10, 140, 24 }, TextJoin(animNames, animCount, ";"),
|
||||||
|
&animIndex, dropdownEditMode)) dropdownEditMode = !dropdownEditMode;
|
||||||
|
|
||||||
|
GuiSlider((Rectangle){ 260, 10, 500, 24 }, "FRAME SPEED: ", TextFormat("x%.1f", animFrameSpeed),
|
||||||
|
&animFrameSpeed, 0.1f, 2.0f);
|
||||||
|
|
||||||
|
// Draw playing timeline with keyframes
|
||||||
|
GuiLabel((Rectangle){ 10, GetScreenHeight() - 64.0f, GetScreenWidth() - 20.0f, 24 },
|
||||||
|
TextFormat("CURRENT FRAME: %.2f / %i", animFrameProgress, anims[animIndex].keyframeCount));
|
||||||
|
GuiProgressBar((Rectangle){ 10, GetScreenHeight() - 40.0f, GetScreenWidth() - 20.0f, 24 }, NULL, NULL,
|
||||||
|
&animFrameProgress, 0.0f, (float)anims[animIndex].keyframeCount);
|
||||||
|
for (int i = 0; i < anims[animIndex].keyframeCount; i++)
|
||||||
|
DrawRectangle(10 + (int)(((float)(GetScreenWidth() - 20)/(float)anims[animIndex].keyframeCount)*(float)i),
|
||||||
|
GetScreenHeight() - 40, 1, 24, BLUE);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModelAnimations(anims, animCount); // Unload model animation
|
||||||
|
UnloadModel(model); // Unload model and meshes/material
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
BIN
examples/models/models_animation_timing.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
@ -16,6 +16,7 @@
|
|||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
#include "raymath.h"
|
#include "raymath.h"
|
||||||
|
|
||||||
#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
|
#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
|
||||||
@ -71,19 +72,22 @@ int main(void)
|
|||||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
// Handle voxel removal with mouse click
|
// Handle voxel removal with mouse click
|
||||||
|
// This method is quite inefficient. Ray marching through the voxel grid using DDA would be faster, but more complex.
|
||||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||||
{
|
{
|
||||||
// Cast a ray from the screen center (where crosshair would be)
|
// Cast a ray from the screen center (where crosshair would be)
|
||||||
Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f };
|
Vector2 screenCenter = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||||
Ray ray = GetMouseRay(screenCenter, camera);
|
Ray ray = GetMouseRay(screenCenter, camera);
|
||||||
|
|
||||||
// Check ray collision with all voxels
|
// Check ray collision with all voxels
|
||||||
bool voxelRemoved = false;
|
float closestDistance = 99999.0f;
|
||||||
for (int x = 0; (x < WORLD_SIZE) && !voxelRemoved; x++)
|
Vector3 closestVoxelPosition = { -1, -1, -1 };
|
||||||
|
bool voxelFound = false;
|
||||||
|
for (int x = 0; x < WORLD_SIZE; x++)
|
||||||
{
|
{
|
||||||
for (int y = 0; (y < WORLD_SIZE) && !voxelRemoved; y++)
|
for (int y = 0; y < WORLD_SIZE; y++)
|
||||||
{
|
{
|
||||||
for (int z = 0; (z < WORLD_SIZE) && !voxelRemoved; z++)
|
for (int z = 0; z < WORLD_SIZE; z++)
|
||||||
{
|
{
|
||||||
if (!voxels[x][y][z]) continue; // Skip empty voxels
|
if (!voxels[x][y][z]) continue; // Skip empty voxels
|
||||||
|
|
||||||
@ -96,14 +100,23 @@ int main(void)
|
|||||||
|
|
||||||
// Check ray-box collision
|
// Check ray-box collision
|
||||||
RayCollision collision = GetRayCollisionBox(ray, box);
|
RayCollision collision = GetRayCollisionBox(ray, box);
|
||||||
if (collision.hit)
|
if (collision.hit && (collision.distance < closestDistance))
|
||||||
{
|
{
|
||||||
voxels[x][y][z] = false; // Remove this voxel
|
closestDistance = collision.distance;
|
||||||
voxelRemoved = true; // Exit all loops
|
closestVoxelPosition = (Vector3){ x, y, z };
|
||||||
|
voxelFound = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Remove the closest voxel if one was hit
|
||||||
|
if (voxelFound)
|
||||||
|
{
|
||||||
|
voxels[(int)closestVoxelPosition.x]
|
||||||
|
[(int)closestVoxelPosition.y]
|
||||||
|
[(int)closestVoxelPosition.z] = false;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
@ -135,6 +148,9 @@ int main(void)
|
|||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
|
// Draw reference point for raycasting to delete blocks
|
||||||
|
DrawCircle(GetScreenWidth()/2, GetScreenHeight()/2, 4, RED);
|
||||||
|
|
||||||
DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
|
DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
|
||||||
DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
|
DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
|
||||||
|
|
||||||
@ -145,6 +161,7 @@ int main(void)
|
|||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadModel(cubeModel);
|
UnloadModel(cubeModel);
|
||||||
|
|
||||||
CloseWindow();
|
CloseWindow();
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 341 KiB After Width: | Height: | Size: 28 KiB |
@ -60,25 +60,25 @@ int main(void)
|
|||||||
unsigned int animCurrentFrame = 0;
|
unsigned int animCurrentFrame = 0;
|
||||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
|
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/greenman.glb", &animsCount);
|
||||||
|
|
||||||
// indices of bones for sockets
|
// Indices of bones for sockets
|
||||||
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
|
int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
|
||||||
|
|
||||||
// search bones for sockets
|
// Search bones for sockets
|
||||||
for (int i = 0; i < characterModel.boneCount; i++)
|
for (int i = 0; i < characterModel.skeleton.boneCount; i++)
|
||||||
{
|
{
|
||||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hat"))
|
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hat"))
|
||||||
{
|
{
|
||||||
boneSocketIndex[BONE_SOCKET_HAT] = i;
|
boneSocketIndex[BONE_SOCKET_HAT] = i;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_R"))
|
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hand_R"))
|
||||||
{
|
{
|
||||||
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
|
boneSocketIndex[BONE_SOCKET_HAND_R] = i;
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (TextIsEqual(characterModel.bones[i].name, "socket_hand_L"))
|
if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hand_L"))
|
||||||
{
|
{
|
||||||
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
|
boneSocketIndex[BONE_SOCKET_HAND_L] = i;
|
||||||
continue;
|
continue;
|
||||||
@ -115,8 +115,8 @@ int main(void)
|
|||||||
|
|
||||||
// Update model animation
|
// Update model animation
|
||||||
ModelAnimation anim = modelAnimations[animIndex];
|
ModelAnimation anim = modelAnimations[animIndex];
|
||||||
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
|
animCurrentFrame = (animCurrentFrame + 1)%anim.keyframeCount;
|
||||||
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
|
UpdateModelAnimation(characterModel, anim, (float)animCurrentFrame);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@ -129,7 +129,7 @@ int main(void)
|
|||||||
// Draw character
|
// Draw character
|
||||||
Quaternion characterRotate = QuaternionFromAxisAngle((Vector3){ 0.0f, 1.0f, 0.0f }, angle*DEG2RAD);
|
Quaternion characterRotate = QuaternionFromAxisAngle((Vector3){ 0.0f, 1.0f, 0.0f }, angle*DEG2RAD);
|
||||||
characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
|
characterModel.transform = MatrixMultiply(QuaternionToMatrix(characterRotate), MatrixTranslate(position.x, position.y, position.z));
|
||||||
UpdateModelAnimation(characterModel, anim, animCurrentFrame);
|
UpdateModelAnimation(characterModel, anim, (float)animCurrentFrame);
|
||||||
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
|
||||||
|
|
||||||
// Draw equipments (hat, sword, shield)
|
// Draw equipments (hat, sword, shield)
|
||||||
@ -137,8 +137,8 @@ int main(void)
|
|||||||
{
|
{
|
||||||
if (!showEquip[i]) continue;
|
if (!showEquip[i]) continue;
|
||||||
|
|
||||||
Transform *transform = &anim.framePoses[animCurrentFrame][boneSocketIndex[i]];
|
Transform *transform = &anim.keyframePoses[animCurrentFrame][boneSocketIndex[i]];
|
||||||
Quaternion inRotation = characterModel.bindPose[boneSocketIndex[i]].rotation;
|
Quaternion inRotation = characterModel.skeleton.bindPose[boneSocketIndex[i]].rotation;
|
||||||
Quaternion outRotation = transform->rotation;
|
Quaternion outRotation = transform->rotation;
|
||||||
|
|
||||||
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
|
// Calculate socket rotation (angle between bone in initial pose and same bone in current animation frame)
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★★★] 4/4
|
* Example complexity rating: [★★★★] 4/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
* Based on previous work by @mrdoob
|
* Based on previous work by @mrdoob
|
||||||
@ -45,7 +45,7 @@ static void FreeMeshBuilder(MeshBuilder *mb);
|
|||||||
static Mesh BuildMesh(MeshBuilder *mb);
|
static Mesh BuildMesh(MeshBuilder *mb);
|
||||||
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
|
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
|
||||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
|
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 void FreeDecalMeshData(void) { GenMeshDecal((Model){ .meshCount = -1 }, (Matrix){ 0 }, 0.0f, 0.0f); }
|
||||||
static bool GuiButton(Rectangle rec, const char *label);
|
static bool GuiButton(Rectangle rec, const char *label);
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
@ -108,7 +108,7 @@ int main(void)
|
|||||||
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
|
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
|
||||||
|
|
||||||
bool showModel = true;
|
bool showModel = true;
|
||||||
Model decalModels[MAX_DECALS] = { 0 };
|
static Model decalModels[MAX_DECALS] = { 0 };
|
||||||
int decalCount = 0;
|
int decalCount = 0;
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
@ -198,12 +198,12 @@ int main(void)
|
|||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
float yPos = 10;
|
float yPos = 10;
|
||||||
float x0 = GetScreenWidth() - 300;
|
float x0 = GetScreenWidth() - 300.0f;
|
||||||
float x1 = x0 + 100;
|
float x1 = x0 + 100;
|
||||||
float x2 = x1 + 100;
|
float x2 = x1 + 100;
|
||||||
|
|
||||||
DrawText("Vertices", x1, yPos, 10, LIME);
|
DrawText("Vertices", (int)x1, (int)yPos, 10, LIME);
|
||||||
DrawText("Triangles", x2, yPos, 10, LIME);
|
DrawText("Triangles", (int)x2, (int)yPos, 10, LIME);
|
||||||
yPos += 15;
|
yPos += 15;
|
||||||
|
|
||||||
int vertexCount = 0;
|
int vertexCount = 0;
|
||||||
@ -215,24 +215,24 @@ int main(void)
|
|||||||
triangleCount += model.meshes[i].triangleCount;
|
triangleCount += model.meshes[i].triangleCount;
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("Main model", x0, yPos, 10, LIME);
|
DrawText("Main model", (int)x0, (int)yPos, 10, LIME);
|
||||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||||
yPos += 15;
|
yPos += 15;
|
||||||
|
|
||||||
for (int i = 0; i < decalCount; i++)
|
for (int i = 0; i < decalCount; i++)
|
||||||
{
|
{
|
||||||
if (i == 20)
|
if (i == 20)
|
||||||
{
|
{
|
||||||
DrawText("...", x0, yPos, 10, LIME);
|
DrawText("...", (int)x0, (int)yPos, 10, LIME);
|
||||||
yPos += 15;
|
yPos += 15;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (i < 20)
|
if (i < 20)
|
||||||
{
|
{
|
||||||
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
|
DrawText(TextFormat("Decal #%d", i+1), (int)x0, (int)yPos, 10, LIME);
|
||||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
|
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
|
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||||
yPos += 15;
|
yPos += 15;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -240,18 +240,18 @@ int main(void)
|
|||||||
triangleCount += decalModels[i].meshes[0].triangleCount;
|
triangleCount += decalModels[i].meshes[0].triangleCount;
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("TOTAL", x0, yPos, 10, LIME);
|
DrawText("TOTAL", (int)x0, (int)yPos, 10, LIME);
|
||||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||||
yPos += 15;
|
yPos += 15;
|
||||||
|
|
||||||
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
|
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);
|
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
|
||||||
|
|
||||||
// UI elements
|
// UI elements
|
||||||
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
if (GuiButton((Rectangle){ 10, screenHeight - 1000.f, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
||||||
|
|
||||||
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
|
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100.0f, 100, 60 }, "Clear Decals"))
|
||||||
{
|
{
|
||||||
// Clear decals, unload all decal models
|
// Clear decals, unload all decal models
|
||||||
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||||
@ -596,8 +596,8 @@ static bool GuiButton(Rectangle rec, const char *label)
|
|||||||
DrawRectangleRec(rec, bgColor);
|
DrawRectangleRec(rec, bgColor);
|
||||||
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
||||||
|
|
||||||
float fontSize = 10.0f;
|
int fontSize = 10;
|
||||||
float textWidth = MeasureText(label, fontSize);
|
int 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);
|
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
|
||||||
|
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
@ -17,7 +17,9 @@
|
|||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
#include "raymath.h"
|
#include "raymath.h"
|
||||||
|
|
||||||
#include <stdlib.h>
|
#include <stdlib.h>
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
|
|||||||
@ -80,13 +80,17 @@ int main(void)
|
|||||||
if (playerCellY < 0) playerCellY = 0;
|
if (playerCellY < 0) playerCellY = 0;
|
||||||
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
|
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
|
||||||
|
|
||||||
// Check map collisions using image data and player position
|
// Check map collisions using image data and player position against surrounding cells only
|
||||||
// TODO: Improvement: Just check player surrounding cells for collision
|
for (int y = playerCellY - 1; y <= playerCellY + 1; y++)
|
||||||
for (int y = 0; y < cubicmap.height; y++)
|
|
||||||
{
|
{
|
||||||
for (int x = 0; x < cubicmap.width; x++)
|
// Avoid map accessing out of bounds
|
||||||
|
if ((y >= 0) && (y < cubicmap.height))
|
||||||
{
|
{
|
||||||
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
|
for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
|
||||||
|
{
|
||||||
|
// NOTE: Collision: Only checking R channel for white pixel
|
||||||
|
if (((x >= 0) && (x < cubicmap.width)) &&
|
||||||
|
(mapPixels[y*cubicmap.width + x].r == 255) &&
|
||||||
(CheckCollisionCircleRec(playerPos, playerRadius,
|
(CheckCollisionCircleRec(playerPos, playerRadius,
|
||||||
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
|
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
|
||||||
{
|
{
|
||||||
@ -95,6 +99,7 @@ int main(void)
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|||||||
@ -7,11 +7,11 @@
|
|||||||
* NOTE: raylib supports multiple models file formats:
|
* NOTE: raylib supports multiple models file formats:
|
||||||
*
|
*
|
||||||
* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
|
* - 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 .obj references some .mtl materials file, it will be tried to be loaded
|
||||||
* - GLTF > Text/binary file format. Includes lot of information and it could
|
* - GLTF/GLB > Text/binary file formats. Includes lot of information and it could
|
||||||
* also reference external files, raylib will try loading mesh and materials data
|
* also reference external files, mesh and materials data will be tried to be loaded
|
||||||
* - IQM > Binary file format. Includes mesh vertex data but also animation data,
|
* - IQM > Binary file format. Includes mesh vertex data but also animation data,
|
||||||
* raylib can load .iqm animations
|
* meshes and animation data can be loaded
|
||||||
* - VOX > Binary file format. MagikaVoxel mesh format:
|
* - VOX > Binary file format. MagikaVoxel mesh format:
|
||||||
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
|
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
|
||||||
* - M3D > Binary file format. Model 3D format:
|
* - M3D > Binary file format. Model 3D format:
|
||||||
@ -43,7 +43,7 @@ int main(void)
|
|||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position
|
camera.position = (Vector3){ 50.0f, 50.0f, 50.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 10.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
@ -61,8 +61,6 @@ int main(void)
|
|||||||
|
|
||||||
bool selected = false; // Selected object flag
|
bool selected = false; // Selected object flag
|
||||||
|
|
||||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@ -71,7 +69,7 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Load new models/textures on drag&drop
|
// Load new models/textures on drag&drop
|
||||||
if (IsFileDropped())
|
if (IsFileDropped())
|
||||||
@ -93,7 +91,10 @@ int main(void)
|
|||||||
|
|
||||||
bounds = GetMeshBoundingBox(model.meshes[0]);
|
bounds = GetMeshBoundingBox(model.meshes[0]);
|
||||||
|
|
||||||
// TODO: Move camera position from target enough distance to visualize model properly
|
// Move camera position from target enough distance to visualize model properly
|
||||||
|
camera.position.x = bounds.max.x + 10.0f;
|
||||||
|
camera.position.y = bounds.max.y + 10.0f;
|
||||||
|
camera.position.z = bounds.max.z + 10.0f;
|
||||||
}
|
}
|
||||||
else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported
|
else if (IsFileExtension(droppedFiles.paths[0], ".png")) // Texture file formats supported
|
||||||
{
|
{
|
||||||
|
|||||||
@ -42,15 +42,17 @@ int main(void)
|
|||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
// Load gltf model
|
// Load model
|
||||||
Model model = LoadModel("resources/models/gltf/robot.glb");
|
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model world position
|
||||||
|
|
||||||
// Load gltf model animations
|
// Load model animations
|
||||||
int animsCount = 0;
|
int animCount = 0;
|
||||||
unsigned int animIndex = 0;
|
ModelAnimation *anims = LoadModelAnimations("resources/models/gltf/robot.glb", &animCount);
|
||||||
unsigned int animCurrentFrame = 0;
|
|
||||||
ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
|
// Animation playing variables
|
||||||
|
unsigned int animIndex = 0; // Current animation playing
|
||||||
|
unsigned int animCurrentFrame = 0; // Current animation frame
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
@ -63,13 +65,12 @@ int main(void)
|
|||||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Select current animation
|
// Select current animation
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount;
|
if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
|
||||||
else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount;
|
else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
|
||||||
|
|
||||||
// Update model animation
|
// Update model animation
|
||||||
ModelAnimation anim = modelAnimations[animIndex];
|
animCurrentFrame = (animCurrentFrame + 1)%anims[animIndex].keyframeCount;
|
||||||
animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
|
UpdateModelAnimation(model, anims[animIndex], (float)animCurrentFrame);
|
||||||
UpdateModelAnimation(model, anim, animCurrentFrame);
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@ -79,12 +80,15 @@ int main(void)
|
|||||||
ClearBackground(RAYWHITE);
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
DrawModel(model, position, 1.0f, WHITE); // Draw animated model
|
|
||||||
|
DrawModel(model, position, 1.0f, WHITE);
|
||||||
|
|
||||||
DrawGrid(10, 1.0f);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
|
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 40, 20, MAROON);
|
||||||
DrawText(TextFormat("Animation: %s", anim.name), 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
DrawText("Use the LEFT/RIGHT keys to switch animation", 10, 10, 20, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
@ -92,7 +96,8 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadModel(model); // Unload model and meshes/material
|
UnloadModelAnimations(anims, animCount); // Unload model animations data
|
||||||
|
UnloadModel(model); // Unload model
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 22 KiB |
@ -1,6 +1,6 @@
|
|||||||
/*******************************************************************************************
|
/*******************************************************************************************
|
||||||
*
|
*
|
||||||
* raylib [models] example - animation playing
|
* raylib [models] example - loading iqm
|
||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
@ -8,17 +8,15 @@
|
|||||||
*
|
*
|
||||||
* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
|
* NOTES: To export an IQM 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 the models is
|
||||||
|
* set to 0; scaling can be set from the export menu
|
||||||
|
*
|
||||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
* BSD-like license that allows static linking with closed source software
|
* BSD-like license that allows static linking with closed source software
|
||||||
*
|
*
|
||||||
* Copyright (c) 2019-2025 Culacant (@culacant) and Ramon Santamaria (@raysan5)
|
* Copyright (c) 2019-2025 Culacant (@culacant) and Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
********************************************************************************************
|
|
||||||
*
|
|
||||||
* 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
|
|
||||||
*
|
|
||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
@ -33,12 +31,12 @@ int main(void)
|
|||||||
const int screenWidth = 800;
|
const int screenWidth = 800;
|
||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - animation playing");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading iqm");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// Define the camera to look into our 3d world
|
||||||
Camera camera = { 0 };
|
Camera camera = { 0 };
|
||||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 4.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||||
@ -46,15 +44,16 @@ int main(void)
|
|||||||
Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
|
Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
|
||||||
Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
|
Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
|
||||||
SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
|
SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
|
||||||
|
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
// Load animation data
|
// Load animation data
|
||||||
int animsCount = 0;
|
int animCount = 0;
|
||||||
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
|
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animCount);
|
||||||
int animFrameCounter = 0;
|
|
||||||
|
// Animation playing variables
|
||||||
|
unsigned int animIndex = 0; // Current animation playing
|
||||||
|
float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||||
|
|
||||||
DisableCursor(); // Catch cursor
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
@ -63,15 +62,12 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Play animation when spacebar is held down
|
// Play animation when spacebar is held down
|
||||||
if (IsKeyDown(KEY_SPACE))
|
animCurrentFrame += 1.0f;
|
||||||
{
|
UpdateModelAnimation(model, anims[0], animCurrentFrame);
|
||||||
animFrameCounter++;
|
if (animCurrentFrame >= anims[0].keyframeCount) animCurrentFrame = 0;
|
||||||
UpdateModelAnimation(model, anims[0], animFrameCounter);
|
|
||||||
if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
|
|
||||||
}
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@ -84,16 +80,11 @@ int main(void)
|
|||||||
|
|
||||||
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
|
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
|
||||||
|
|
||||||
for (int i = 0; i < model.boneCount; i++)
|
DrawGrid(10, 1.0f);
|
||||||
{
|
|
||||||
DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
|
|
||||||
}
|
|
||||||
|
|
||||||
DrawGrid(10, 1.0f); // Draw a grid
|
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
|
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 10, 20, MAROON);
|
||||||
DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
@ -103,7 +94,7 @@ int main(void)
|
|||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadTexture(texture); // Unload texture
|
UnloadTexture(texture); // Unload texture
|
||||||
UnloadModelAnimations(anims, animsCount); // Unload model animations data
|
UnloadModelAnimations(anims, animCount); // Unload model animations data
|
||||||
UnloadModel(model); // Unload model
|
UnloadModel(model); // Unload model
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
BIN
examples/models/models_loading_iqm.png
Normal file
|
After Width: | Height: | Size: 58 KiB |
@ -21,6 +21,8 @@
|
|||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
|
||||||
|
static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color);
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
@ -41,22 +43,17 @@ int main(void)
|
|||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||||
|
|
||||||
|
// Load model
|
||||||
|
Model model = LoadModel("resources/models/m3d/cesium_man.m3d"); // Load the animated model mesh and basic data
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
char modelFileName[128] = "resources/models/m3d/cesium_man.m3d";
|
// Load animation data
|
||||||
bool drawMesh = 1;
|
int animCount = 0;
|
||||||
bool drawSkeleton = 1;
|
ModelAnimation *anims = LoadModelAnimations("resources/models/m3d/cesium_man.m3d", &animCount);
|
||||||
bool animPlaying = false; // Store anim state, what to draw
|
|
||||||
|
|
||||||
// Load model
|
// Animation playing variables
|
||||||
Model model = LoadModel(modelFileName); // Load the bind-pose model mesh and basic data
|
unsigned int animIndex = 0; // Current animation playing
|
||||||
|
float animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||||
// Load animations
|
|
||||||
int animsCount = 0;
|
|
||||||
int animFrameCounter = 0, animId = 0;
|
|
||||||
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
|
|
||||||
|
|
||||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
@ -66,38 +63,16 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
if (animsCount)
|
// Select current animation
|
||||||
{
|
if (IsKeyPressed(KEY_RIGHT)) animIndex = (animIndex + 1)%animCount;
|
||||||
// Play animation when spacebar is held down (or step one frame with N)
|
else if (IsKeyPressed(KEY_LEFT)) animIndex = (animIndex + animCount - 1)%animCount;
|
||||||
if (IsKeyDown(KEY_SPACE) || IsKeyPressed(KEY_N))
|
|
||||||
{
|
|
||||||
animFrameCounter++;
|
|
||||||
|
|
||||||
if (animFrameCounter >= anims[animId].frameCount) animFrameCounter = 0;
|
// Update model animation
|
||||||
|
animCurrentFrame += 1.0f;
|
||||||
UpdateModelAnimation(model, anims[animId], animFrameCounter);
|
if (animCurrentFrame >= anims[animIndex].keyframeCount) animCurrentFrame = 0.0f;
|
||||||
animPlaying = true;
|
UpdateModelAnimation(model, anims[animIndex], animCurrentFrame);
|
||||||
}
|
|
||||||
|
|
||||||
// Select animation by pressing C
|
|
||||||
if (IsKeyPressed(KEY_C))
|
|
||||||
{
|
|
||||||
animFrameCounter = 0;
|
|
||||||
animId++;
|
|
||||||
|
|
||||||
if (animId >= (int)animsCount) animId = 0;
|
|
||||||
UpdateModelAnimation(model, anims[animId], 0);
|
|
||||||
animPlaying = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// Toggle skeleton drawing
|
|
||||||
if (IsKeyPressed(KEY_B)) drawSkeleton ^= 1;
|
|
||||||
|
|
||||||
// Toggle mesh drawing
|
|
||||||
if (IsKeyPressed(KEY_M)) drawMesh ^= 1;
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@ -109,52 +84,19 @@ int main(void)
|
|||||||
BeginMode3D(camera);
|
BeginMode3D(camera);
|
||||||
|
|
||||||
// Draw 3d model with texture
|
// Draw 3d model with texture
|
||||||
if (drawMesh) DrawModel(model, position, 1.0f, WHITE);
|
if (!IsKeyDown(KEY_SPACE)) DrawModel(model, position, 1.0f, WHITE);
|
||||||
|
|
||||||
// Draw the animated skeleton
|
|
||||||
if (drawSkeleton)
|
|
||||||
{
|
|
||||||
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
|
|
||||||
// needed to workaround buggy models
|
|
||||||
// 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()
|
|
||||||
// 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)
|
|
||||||
{
|
|
||||||
// Display the bind-pose skeleton
|
|
||||||
DrawCube(model.bindPose[i].translation, 0.04f, 0.04f, 0.04f, RED);
|
|
||||||
|
|
||||||
if (model.bones[i].parent >= 0)
|
|
||||||
{
|
|
||||||
DrawLine3D(model.bindPose[i].translation,
|
|
||||||
model.bindPose[model.bones[i].parent].translation, RED);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Display the frame-pose skeleton
|
// Draw the animated skeleton
|
||||||
DrawCube(anims[animId].framePoses[animFrameCounter][i].translation, 0.05f, 0.05f, 0.05f, RED);
|
DrawModelSkeleton(model.skeleton, anims[animIndex].keyframePoses[(int)animCurrentFrame], 1.0f, RED);
|
||||||
|
|
||||||
if (anims[animId].bones[i].parent >= 0)
|
|
||||||
{
|
|
||||||
DrawLine3D(anims[animId].framePoses[animFrameCounter][i].translation,
|
|
||||||
anims[animId].framePoses[animFrameCounter][anims[animId].bones[i].parent].translation, RED);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawGrid(10, 1.0f); // Draw a grid
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, GetScreenHeight() - 80, 10, MAROON);
|
DrawText(TextFormat("Current animation: %s", anims[animIndex].name), 10, 10, 20, LIGHTGRAY);
|
||||||
DrawText("PRESS N to STEP ONE ANIMATION FRAME", 10, GetScreenHeight() - 60, 10, DARKGRAY);
|
DrawText("Press SPACE to draw skeleton", 10, 40, 20, MAROON);
|
||||||
DrawText("PRESS C to CYCLE THROUGH ANIMATIONS", 10, GetScreenHeight() - 40, 10, DARKGRAY);
|
|
||||||
DrawText("PRESS M to toggle MESH, B to toggle SKELETON DRAWING", 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
|
||||||
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
|
DrawText("(c) CesiumMan model by KhronosGroup", GetScreenWidth() - 210, GetScreenHeight() - 20, 10, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
@ -163,10 +105,7 @@ int main(void)
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadModelAnimations(anims, animCount); // Unload model animations data
|
||||||
// Unload model animations data
|
|
||||||
UnloadModelAnimations(anims, animsCount);
|
|
||||||
|
|
||||||
UnloadModel(model); // Unload model
|
UnloadModel(model); // Unload model
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
|
CloseWindow(); // Close window and OpenGL context
|
||||||
@ -174,3 +113,20 @@ int main(void)
|
|||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Draw model skeleton
|
||||||
|
static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float scale, Color color)
|
||||||
|
{
|
||||||
|
// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
|
||||||
|
// needed to workaround buggy models without a -1, a cube is always drawn at the origin
|
||||||
|
for (int i = 0; i < skeleton.boneCount - 1; i++)
|
||||||
|
{
|
||||||
|
// Display the frame-pose skeleton
|
||||||
|
DrawCube(pose[i].translation, scale*0.05f, scale*0.05f, scale*0.05f, color);
|
||||||
|
|
||||||
|
if (skeleton.bones[i].parent >= 0)
|
||||||
|
{
|
||||||
|
DrawLine3D(pose[i].translation, pose[skeleton.bones[i].parent].translation, color);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 22 KiB |
@ -130,6 +130,7 @@ int main(void)
|
|||||||
camerarot.y = 0;
|
camerarot.y = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Update camere movement, custom controls
|
||||||
UpdateCameraPro(&camera,
|
UpdateCameraPro(&camera,
|
||||||
(Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
|
(Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
|
||||||
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, // Move right-left
|
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, // Move right-left
|
||||||
@ -173,7 +174,7 @@ int main(void)
|
|||||||
DrawText("- MOUSE LEFT BUTTON: CYCLE VOX MODELS", 20, 50, 10, BLUE);
|
DrawText("- MOUSE LEFT BUTTON: CYCLE VOX MODELS", 20, 50, 10, BLUE);
|
||||||
DrawText("- MOUSE MIDDLE BUTTON: ZOOM OR ROTATE CAMERA", 20, 70, 10, BLUE);
|
DrawText("- MOUSE MIDDLE BUTTON: ZOOM OR ROTATE CAMERA", 20, 70, 10, BLUE);
|
||||||
DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, BLUE);
|
DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, BLUE);
|
||||||
DrawText(TextFormat("Model file: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
|
DrawText(TextFormat("VOX model file: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 36 KiB |
@ -16,6 +16,7 @@
|
|||||||
********************************************************************************************/
|
********************************************************************************************/
|
||||||
|
|
||||||
#include "raylib.h"
|
#include "raylib.h"
|
||||||
|
#include "rlgl.h"
|
||||||
|
|
||||||
#include <stdlib.h> // Required for: rand()
|
#include <stdlib.h> // Required for: rand()
|
||||||
#include <math.h> // Required for: cosf(), sinf()
|
#include <math.h> // Required for: cosf(), sinf()
|
||||||
@ -26,8 +27,9 @@
|
|||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Module Functions Declaration
|
// Module Functions Declaration
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Generate mesh using points
|
static Mesh GenMeshPoints(int numPoints); // Generate mesh using points
|
||||||
static Mesh GenMeshPoints(int numPoints);
|
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint); // Draw a model as points
|
||||||
|
void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model as points with extended parameters
|
||||||
|
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Program main entry point
|
// Program main entry point
|
||||||
@ -184,3 +186,30 @@ static Mesh GenMeshPoints(int numPoints)
|
|||||||
|
|
||||||
return mesh;
|
return mesh;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Draw a model points
|
||||||
|
// WARNING: OpenGL ES 2.0 does not support point mode drawing
|
||||||
|
void DrawModelPoints(Model model, Vector3 position, float scale, Color tint)
|
||||||
|
{
|
||||||
|
rlEnablePointMode();
|
||||||
|
rlDisableBackfaceCulling();
|
||||||
|
|
||||||
|
DrawModel(model, position, scale, tint);
|
||||||
|
|
||||||
|
rlEnableBackfaceCulling();
|
||||||
|
rlDisablePointMode();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw a model points
|
||||||
|
// WARNING: OpenGL ES 2.0 does not support point mode drawing
|
||||||
|
void DrawModelPointsEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint)
|
||||||
|
{
|
||||||
|
rlEnablePointMode();
|
||||||
|
rlDisableBackfaceCulling();
|
||||||
|
|
||||||
|
DrawModelEx(model, position, rotationAxis, rotationAngle, scale, tint);
|
||||||
|
|
||||||
|
rlEnableBackfaceCulling();
|
||||||
|
rlDisablePointMode();
|
||||||
|
}
|
||||||
|
|||||||
@ -66,8 +66,6 @@ int main(void)
|
|||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
|
||||||
|
|
||||||
earthRotation += (5.0f*rotationSpeed);
|
earthRotation += (5.0f*rotationSpeed);
|
||||||
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
|
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
|
||||||
moonRotation += (2.0f*rotationSpeed);
|
moonRotation += (2.0f*rotationSpeed);
|
||||||
@ -148,25 +146,25 @@ void DrawSphereBasic(Color color)
|
|||||||
{
|
{
|
||||||
for (int j = 0; j < slices; j++)
|
for (int j = 0; j < slices; j++)
|
||||||
{
|
{
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||||
|
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
|
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
rlEnd();
|
rlEnd();
|
||||||
|
|||||||
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★☆☆☆] 1/4
|
* Example complexity rating: [★☆☆☆] 1/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by Jopestpe (@jopestpe)
|
* Example contributed by Jopestpe (@jopestpe)
|
||||||
*
|
*
|
||||||
|
|||||||
@ -6,7 +6,7 @@
|
|||||||
*
|
*
|
||||||
* Example complexity rating: [★★☆☆] 2/4
|
* Example complexity rating: [★★☆☆] 2/4
|
||||||
*
|
*
|
||||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||||
*
|
*
|
||||||
* Example contributed by Timothy van der Valk (@arceryz) and reviewed by Ramon Santamaria (@raysan5)
|
* Example contributed by Timothy van der Valk (@arceryz) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
*
|
*
|
||||||
|
|||||||
@ -85,9 +85,9 @@ int main(void)
|
|||||||
|
|
||||||
// Calculate the cube position
|
// Calculate the cube position
|
||||||
Vector3 cubePos = {
|
Vector3 cubePos = {
|
||||||
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
|
(float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
|
||||||
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
|
(float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
|
||||||
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
(float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
|
||||||
};
|
};
|
||||||
|
|
||||||
// Pick a color with a hue depending on cube position for the rainbow color effect
|
// Pick a color with a hue depending on cube position for the rainbow color effect
|
||||||
|
|||||||
@ -41,6 +41,9 @@ int main(void)
|
|||||||
|
|
||||||
Model model = LoadModel("resources/models/obj/plane.obj"); // Load model
|
Model model = LoadModel("resources/models/obj/plane.obj"); // Load model
|
||||||
Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
|
||||||
|
|
||||||
|
SetTextureWrap(texture, TEXTURE_WRAP_REPEAT); // Force Repeat to avoid issue on Web version
|
||||||
|
|
||||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||||
|
|
||||||
float pitch = 0.0f;
|
float pitch = 0.0f;
|
||||||
|
|||||||
6053
examples/models/raygui.h
Normal file
@ -13,9 +13,9 @@
|
|||||||
| models/vox/chr_knight.vox | ❔ | ❔ | - |
|
| models/vox/chr_knight.vox | ❔ | ❔ | - |
|
||||||
| models/vox/chr_sword.vox | ❔ | ❔ | - |
|
| models/vox/chr_sword.vox | ❔ | ❔ | - |
|
||||||
| models/vox/monu9.vox | ❔ | ❔ | - |
|
| models/vox/monu9.vox | ❔ | ❔ | - |
|
||||||
| billboard.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
| billboard.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||||
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||||
| cubicmap_atlas.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
| cubicmap_atlas.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||||
| heightmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
| heightmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||||
| dresden_square_1k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
| dresden_square_1k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
||||||
| dresden_square_2k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
| dresden_square_2k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
||||||
|
|||||||
@ -6,7 +6,7 @@
|
|||||||
attribute vec3 vertexPosition;
|
attribute vec3 vertexPosition;
|
||||||
attribute vec2 vertexTexCoord;
|
attribute vec2 vertexTexCoord;
|
||||||
attribute vec4 vertexColor;
|
attribute vec4 vertexColor;
|
||||||
attribute vec4 vertexBoneIds;
|
attribute vec4 vertexBoneIndices;
|
||||||
attribute vec4 vertexBoneWeights;
|
attribute vec4 vertexBoneWeights;
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
@ -19,10 +19,10 @@ varying vec4 fragColor;
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
int boneIndex0 = int(vertexBoneIds.x);
|
int boneIndex0 = int(vertexBoneIndices.x);
|
||||||
int boneIndex1 = int(vertexBoneIds.y);
|
int boneIndex1 = int(vertexBoneIndices.y);
|
||||||
int boneIndex2 = int(vertexBoneIds.z);
|
int boneIndex2 = int(vertexBoneIndices.z);
|
||||||
int boneIndex3 = int(vertexBoneIds.w);
|
int boneIndex3 = int(vertexBoneIndices.w);
|
||||||
|
|
||||||
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
|
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
|
||||||
mat4 boneMatrixTransposed0 = mat4(
|
mat4 boneMatrixTransposed0 = mat4(
|
||||||
|
|||||||
@ -6,7 +6,7 @@
|
|||||||
attribute vec3 vertexPosition;
|
attribute vec3 vertexPosition;
|
||||||
attribute vec2 vertexTexCoord;
|
attribute vec2 vertexTexCoord;
|
||||||
attribute vec4 vertexColor;
|
attribute vec4 vertexColor;
|
||||||
attribute vec4 vertexBoneIds;
|
attribute vec4 vertexBoneIndices;
|
||||||
attribute vec4 vertexBoneWeights;
|
attribute vec4 vertexBoneWeights;
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
@ -19,10 +19,10 @@ varying vec4 fragColor;
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
int boneIndex0 = int(vertexBoneIds.x);
|
int boneIndex0 = int(vertexBoneIndices.x);
|
||||||
int boneIndex1 = int(vertexBoneIds.y);
|
int boneIndex1 = int(vertexBoneIndices.y);
|
||||||
int boneIndex2 = int(vertexBoneIds.z);
|
int boneIndex2 = int(vertexBoneIndices.z);
|
||||||
int boneIndex3 = int(vertexBoneIds.w);
|
int boneIndex3 = int(vertexBoneIndices.w);
|
||||||
|
|
||||||
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
|
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
|
||||||
mat4 boneMatrixTransposed0 = mat4(
|
mat4 boneMatrixTransposed0 = mat4(
|
||||||
|
|||||||
@ -7,7 +7,7 @@ in vec3 vertexPosition;
|
|||||||
in vec2 vertexTexCoord;
|
in vec2 vertexTexCoord;
|
||||||
in vec4 vertexColor;
|
in vec4 vertexColor;
|
||||||
in vec3 vertexNormal;
|
in vec3 vertexNormal;
|
||||||
in vec4 vertexBoneIds;
|
in vec4 vertexBoneIndices;
|
||||||
in vec4 vertexBoneWeights;
|
in vec4 vertexBoneWeights;
|
||||||
|
|
||||||
// Input uniform values
|
// Input uniform values
|
||||||
@ -22,10 +22,10 @@ out vec3 fragNormal;
|
|||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
int boneIndex0 = int(vertexBoneIds.x);
|
int boneIndex0 = int(vertexBoneIndices.x);
|
||||||
int boneIndex1 = int(vertexBoneIds.y);
|
int boneIndex1 = int(vertexBoneIndices.y);
|
||||||
int boneIndex2 = int(vertexBoneIds.z);
|
int boneIndex2 = int(vertexBoneIndices.z);
|
||||||
int boneIndex3 = int(vertexBoneIds.w);
|
int boneIndex3 = int(vertexBoneIndices.w);
|
||||||
|
|
||||||
vec4 skinnedPosition =
|
vec4 skinnedPosition =
|
||||||
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
|
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
|
||||||
@ -42,7 +42,6 @@ void main()
|
|||||||
|
|
||||||
fragTexCoord = vertexTexCoord;
|
fragTexCoord = vertexTexCoord;
|
||||||
fragColor = vertexColor;
|
fragColor = vertexColor;
|
||||||
|
|
||||||
fragNormal = normalize(vec3(matNormal*skinnedNormal));
|
fragNormal = normalize(vec3(matNormal*skinnedNormal));
|
||||||
|
|
||||||
gl_Position = mvp*skinnedPosition;
|
gl_Position = mvp*skinnedPosition;
|
||||||
|
|||||||
@ -1,263 +0,0 @@
|
|||||||
/*******************************************************************************************
|
|
||||||
*
|
|
||||||
* reasings - raylib easings library, based on Robert Penner library
|
|
||||||
*
|
|
||||||
* Useful easing functions for values animation
|
|
||||||
*
|
|
||||||
* This header uses:
|
|
||||||
* #define REASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
|
|
||||||
* // This requires lots of memory on system.
|
|
||||||
* How to use:
|
|
||||||
* The four inputs t,b,c,d are defined as follows:
|
|
||||||
* t = current time (in any unit measure, but same unit as duration)
|
|
||||||
* b = starting value to interpolate
|
|
||||||
* c = the total change in value of b that needs to occur
|
|
||||||
* d = total time it should take to complete (duration)
|
|
||||||
*
|
|
||||||
* Example:
|
|
||||||
*
|
|
||||||
* int currentTime = 0;
|
|
||||||
* int duration = 100;
|
|
||||||
* float startPositionX = 0.0f;
|
|
||||||
* float finalPositionX = 30.0f;
|
|
||||||
* float currentPositionX = startPositionX;
|
|
||||||
*
|
|
||||||
* while (currentPositionX < finalPositionX)
|
|
||||||
* {
|
|
||||||
* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
|
|
||||||
* currentTime++;
|
|
||||||
* }
|
|
||||||
*
|
|
||||||
* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
|
|
||||||
*
|
|
||||||
* Robert Penner License
|
|
||||||
* ---------------------------------------------------------------------------------
|
|
||||||
* Open source under the BSD License.
|
|
||||||
*
|
|
||||||
* Copyright (c) 2001 Robert Penner. All rights reserved.
|
|
||||||
*
|
|
||||||
* Redistribution and use in source and binary forms, with or without modification,
|
|
||||||
* are permitted provided that the following conditions are met:
|
|
||||||
*
|
|
||||||
* - Redistributions of source code must retain the above copyright notice,
|
|
||||||
* this list of conditions and the following disclaimer.
|
|
||||||
* - Redistributions in binary form must reproduce the above copyright notice,
|
|
||||||
* this list of conditions and the following disclaimer in the documentation
|
|
||||||
* and/or other materials provided with the distribution.
|
|
||||||
* - Neither the name of the author nor the names of contributors may be used
|
|
||||||
* to endorse or promote products derived from this software without specific
|
|
||||||
* prior written permission.
|
|
||||||
*
|
|
||||||
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
|
||||||
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
|
||||||
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
|
||||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
|
||||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
|
||||||
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
||||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
|
|
||||||
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
|
|
||||||
* OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
||||||
* ---------------------------------------------------------------------------------
|
|
||||||
*
|
|
||||||
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
|
|
||||||
*
|
|
||||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
|
||||||
* will the authors be held liable for any damages arising from the use of this software.
|
|
||||||
*
|
|
||||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
|
||||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
|
||||||
*
|
|
||||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
|
||||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
|
||||||
* in the product documentation would be appreciated but is not required.
|
|
||||||
*
|
|
||||||
* 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.
|
|
||||||
*
|
|
||||||
**********************************************************************************************/
|
|
||||||
|
|
||||||
#ifndef REASINGS_H
|
|
||||||
#define REASINGS_H
|
|
||||||
|
|
||||||
#define REASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
|
|
||||||
|
|
||||||
#if defined(REASINGS_STATIC_INLINE)
|
|
||||||
#define EASEDEF static inline
|
|
||||||
#else
|
|
||||||
#define EASEDEF extern
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include <math.h> // Required for: sinf(), cosf(), sqrtf(), powf()
|
|
||||||
|
|
||||||
#ifndef PI
|
|
||||||
#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#if defined(__cplusplus)
|
|
||||||
extern "C" { // Prevents name mangling of functions
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// Linear Easing functions
|
|
||||||
EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear
|
|
||||||
EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In
|
|
||||||
EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear Out
|
|
||||||
EASEDEF float EaseLinearInOut(float t, float b, float c, float d) { return (c*t/d + b); } // Ease: Linear In Out
|
|
||||||
|
|
||||||
// Sine Easing functions
|
|
||||||
EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); } // Ease: Sine In
|
|
||||||
EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); } // Ease: Sine Out
|
|
||||||
EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); } // Ease: Sine In Out
|
|
||||||
|
|
||||||
// Circular Easing functions
|
|
||||||
EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrtf(1.0f - t*t) - 1.0f) + b); } // Ease: Circular In
|
|
||||||
EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); } // Ease: Circular Out
|
|
||||||
EASEDEF float EaseCircInOut(float t, float b, float c, float d) // Ease: Circular In Out
|
|
||||||
{
|
|
||||||
if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrtf(1.0f - t*t) - 1.0f) + b);
|
|
||||||
t -= 2.0f; return (c/2.0f*(sqrtf(1.0f - t*t) + 1.0f) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Cubic Easing functions
|
|
||||||
EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); } // Ease: Cubic In
|
|
||||||
EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); } // Ease: Cubic Out
|
|
||||||
EASEDEF float EaseCubicInOut(float t, float b, float c, float d) // Ease: Cubic In Out
|
|
||||||
{
|
|
||||||
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*t*t*t + b);
|
|
||||||
t -= 2.0f; return (c/2.0f*(t*t*t + 2.0f) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Quadratic Easing functions
|
|
||||||
EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); } // Ease: Quadratic In
|
|
||||||
EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); } // Ease: Quadratic Out
|
|
||||||
EASEDEF float EaseQuadInOut(float t, float b, float c, float d) // Ease: Quadratic In Out
|
|
||||||
{
|
|
||||||
if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
|
|
||||||
return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Exponential Easing functions
|
|
||||||
EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c*powf(2.0f, 10.0f*(t/d - 1.0f)) + b); } // Ease: Exponential In
|
|
||||||
EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c*(-powf(2.0f, -10.0f*t/d) + 1.0f) + b); } // Ease: Exponential Out
|
|
||||||
EASEDEF float EaseExpoInOut(float t, float b, float c, float d) // Ease: Exponential In Out
|
|
||||||
{
|
|
||||||
if (t == 0.0f) return b;
|
|
||||||
if (t == d) return (b + c);
|
|
||||||
if ((t/=d/2.0f) < 1.0f) return (c/2.0f*powf(2.0f, 10.0f*(t - 1.0f)) + b);
|
|
||||||
|
|
||||||
return (c/2.0f*(-powf(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Back Easing functions
|
|
||||||
EASEDEF float EaseBackIn(float t, float b, float c, float d) // Ease: Back In
|
|
||||||
{
|
|
||||||
float s = 1.70158f;
|
|
||||||
float postFix = t/=d;
|
|
||||||
return (c*(postFix)*t*((s + 1.0f)*t - s) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
EASEDEF float EaseBackOut(float t, float b, float c, float d) // Ease: Back Out
|
|
||||||
{
|
|
||||||
float s = 1.70158f;
|
|
||||||
t = t/d - 1.0f;
|
|
||||||
return (c*(t*t*((s + 1.0f)*t + s) + 1.0f) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
EASEDEF float EaseBackInOut(float t, float b, float c, float d) // Ease: Back In Out
|
|
||||||
{
|
|
||||||
float s = 1.70158f;
|
|
||||||
if ((t/=d/2.0f) < 1.0f)
|
|
||||||
{
|
|
||||||
s *= 1.525f;
|
|
||||||
return (c/2.0f*(t*t*((s + 1.0f)*t - s)) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
float postFix = t-=2.0f;
|
|
||||||
s *= 1.525f;
|
|
||||||
return (c/2.0f*((postFix)*t*((s + 1.0f)*t + s) + 2.0f) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Bounce Easing functions
|
|
||||||
EASEDEF float EaseBounceOut(float t, float b, float c, float d) // Ease: Bounce Out
|
|
||||||
{
|
|
||||||
if ((t/=d) < (1.0f/2.75f))
|
|
||||||
{
|
|
||||||
return (c*(7.5625f*t*t) + b);
|
|
||||||
}
|
|
||||||
else if (t < (2.0f/2.75f))
|
|
||||||
{
|
|
||||||
float postFix = t-=(1.5f/2.75f);
|
|
||||||
return (c*(7.5625f*(postFix)*t + 0.75f) + b);
|
|
||||||
}
|
|
||||||
else if (t < (2.5/2.75))
|
|
||||||
{
|
|
||||||
float postFix = t-=(2.25f/2.75f);
|
|
||||||
return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
float postFix = t-=(2.625f/2.75f);
|
|
||||||
return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); } // Ease: Bounce In
|
|
||||||
EASEDEF float EaseBounceInOut(float t, float b, float c, float d) // Ease: Bounce In Out
|
|
||||||
{
|
|
||||||
if (t < d/2.0f) return (EaseBounceIn(t*2.0f, 0.0f, c, d)*0.5f + b);
|
|
||||||
else return (EaseBounceOut(t*2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Elastic Easing functions
|
|
||||||
EASEDEF float EaseElasticIn(float t, float b, float c, float d) // Ease: Elastic In
|
|
||||||
{
|
|
||||||
if (t == 0.0f) return b;
|
|
||||||
if ((t/=d) == 1.0f) return (b + c);
|
|
||||||
|
|
||||||
float p = d*0.3f;
|
|
||||||
float a = c;
|
|
||||||
float s = p/4.0f;
|
|
||||||
float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
|
|
||||||
|
|
||||||
return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
EASEDEF float EaseElasticOut(float t, float b, float c, float d) // Ease: Elastic Out
|
|
||||||
{
|
|
||||||
if (t == 0.0f) return b;
|
|
||||||
if ((t/=d) == 1.0f) return (b + c);
|
|
||||||
|
|
||||||
float p = d*0.3f;
|
|
||||||
float a = c;
|
|
||||||
float s = p/4.0f;
|
|
||||||
|
|
||||||
return (a*powf(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
EASEDEF float EaseElasticInOut(float t, float b, float c, float d) // Ease: Elastic In Out
|
|
||||||
{
|
|
||||||
if (t == 0.0f) return b;
|
|
||||||
if ((t/=d/2.0f) == 2.0f) return (b + c);
|
|
||||||
|
|
||||||
float p = d*(0.3f*1.5f);
|
|
||||||
float a = c;
|
|
||||||
float s = p/4.0f;
|
|
||||||
|
|
||||||
if (t < 1.0f)
|
|
||||||
{
|
|
||||||
float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
|
|
||||||
return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
|
|
||||||
}
|
|
||||||
|
|
||||||
float postFix = a*powf(2.0f, -10.0f*(t-=1.0f));
|
|
||||||
|
|
||||||
return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
|
|
||||||
}
|
|
||||||
|
|
||||||
#if defined(__cplusplus)
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#endif // REASINGS_H
|
|
||||||
|
Before Width: | Height: | Size: 10 KiB |
58
examples/shaders/resources/shaders/glsl100/cel.fs
Normal file
@ -0,0 +1,58 @@
|
|||||||
|
#version 100
|
||||||
|
|
||||||
|
precision mediump float;
|
||||||
|
|
||||||
|
varying vec3 fragPosition;
|
||||||
|
varying vec2 fragTexCoord;
|
||||||
|
varying vec4 fragColor;
|
||||||
|
varying vec3 fragNormal;
|
||||||
|
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 colDiffuse;
|
||||||
|
uniform vec3 viewPos;
|
||||||
|
uniform float numBands;
|
||||||
|
|
||||||
|
struct Light {
|
||||||
|
int enabled;
|
||||||
|
int type;
|
||||||
|
vec3 position;
|
||||||
|
vec3 target;
|
||||||
|
vec4 color;
|
||||||
|
};
|
||||||
|
uniform Light lights[4];
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec4 texColor = texture2D(texture0, fragTexCoord);
|
||||||
|
vec3 baseColor = texColor.rgb * fragColor.rgb * colDiffuse.rgb;
|
||||||
|
vec3 norm = normalize(fragNormal);
|
||||||
|
|
||||||
|
float lightAccum = 0.08; // ambient floor
|
||||||
|
|
||||||
|
for (int i = 0; i < 4; i++)
|
||||||
|
{
|
||||||
|
if (lights[i].enabled == 1) // no continue in GLSL ES 1.0
|
||||||
|
{
|
||||||
|
vec3 lightDir;
|
||||||
|
if (lights[i].type == 0)
|
||||||
|
{
|
||||||
|
// Directional: direction is from position toward target.
|
||||||
|
lightDir = normalize(lights[i].position - lights[i].target);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Point: direction from surface to light.
|
||||||
|
lightDir = normalize(lights[i].position - fragPosition);
|
||||||
|
}
|
||||||
|
|
||||||
|
float NdotL = max(dot(norm, lightDir), 0.0);
|
||||||
|
|
||||||
|
// Quantize NdotL into numBands discrete steps.
|
||||||
|
float quantized = min(floor(NdotL * numBands), numBands - 1.0) / (numBands - 1.0);
|
||||||
|
lightAccum += quantized * lights[i].color.r;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
lightAccum = clamp(lightAccum, 0.0, 1.0);
|
||||||
|
gl_FragColor = vec4(baseColor * lightAccum, texColor.a * colDiffuse.a);
|
||||||
|
}
|
||||||