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7
.github/workflows/update_examples.yml
vendored
@ -29,8 +29,9 @@ jobs:
|
||||
shell: bash
|
||||
|
||||
- name: Build and run rexm tool (requires GNU Makefile)
|
||||
# "rexm update" validates and updates all required examples in raylib and even raylib.com repos,
|
||||
# note that it calls examples/Makefile.Web internally, so it requires [make] tool available
|
||||
# "rexm validate" validates examples collection, looking for inconsistencies, it does not rebuild examples
|
||||
# "rexm update" validates and updates all examples with inconsistencies, pushing fixes to raylib and raylib.com repos
|
||||
# note that rexm calls examples/Makefile.Web internally, so it requires [make] tool available
|
||||
run: |
|
||||
sudo apt-get update && sudo apt-get install -y libopengl0 libglu1-mesa libx11-dev libxrandr-dev libxcursor-dev libxi-dev libxinerama-dev libgl1-mesa-dev libglu1-mesa-dev
|
||||
cd "${{ github.workspace }}/src"
|
||||
@ -47,7 +48,7 @@ jobs:
|
||||
export REXM_EXAMPLES_COLLECTION_FILE_PATH="${{ github.workspace }}/examples/examples_list.txt"
|
||||
export REXM_EXAMPLES_VS2022_SLN_FILE="${{ github.workspace }}/projects/VS2022/raylib.sln"
|
||||
export EMSDK_PATH="${{ github.workspace }}/emsdk-cache/emsdk-main"
|
||||
./rexm update
|
||||
./rexm validate
|
||||
shell: bash
|
||||
|
||||
- name: Commit changes to raylib repo (DISABLED)
|
||||
|
||||
4
.gitignore
vendored
@ -58,6 +58,10 @@ packages/
|
||||
*.h.pch
|
||||
./*.obj
|
||||
|
||||
# Ignore SDL libs for testing
|
||||
src/external/SDL2
|
||||
src/external/SDL3
|
||||
|
||||
# Emscripten
|
||||
emsdk
|
||||
|
||||
|
||||
@ -29,6 +29,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [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 |
|
||||
| [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-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
|
||||
| [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 |
|
||||
@ -75,6 +76,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib |
|
||||
| [raylib-ruby](https://github.com/wilsonsilva/raylib-ruby) | 4.5 | [Ruby](https://www.ruby-lang.org) | Zlib |
|
||||
| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** |
|
||||
| [ringraylib5](https://github.com/ring-lang/ring/tree/master/extensions/ringraylib5) | **5.0** | [Ring](https://ring-lang.github.io/) | **???** |
|
||||
| [racket-raylib](https://github.com/eutro/racket-raylib) | **5.5** | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
|
||||
| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT |
|
||||
| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT |
|
||||
|
||||
@ -565,7 +565,7 @@ Detailed changes:
|
||||
[rtext] ADDED: SetTextLineSpacing() to define line breaks text drawing spacing by @raysan5
|
||||
[rtext] RENAMED: LoadFont*() parameter names for consistency and coherence by @raysan5
|
||||
[rtext] REVIEWED: GetCodepointCount(), ignore unused return value of GetCodepointNext by @ashn-dot-dev
|
||||
[rtext] REVIEWED: TextFormat() warn user if buffer overflow occured (#3399) by @Murlocohol
|
||||
[rtext] REVIEWED: TextFormat() warn user if buffer overflow occurred (#3399) by @Murlocohol
|
||||
[rtext] REVIEWED: TextFormat(), added "..." for truncation (#3366) by @raysan5
|
||||
[rtext] REVIEWED: GetGlyphIndex() (#3000) by @raysan5
|
||||
[rtext] REVIEWED: GetCodepointNext() to return default value by @chocolate42
|
||||
|
||||
@ -6,7 +6,7 @@ if(EMSCRIPTEN)
|
||||
# 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.")
|
||||
endif()
|
||||
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM;SDL" "Platform to build for.")
|
||||
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM;SDL;RGFW" "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?")
|
||||
|
||||
|
||||
@ -41,6 +41,7 @@ while (!WindowShouldClose())
|
||||
|
||||
}
|
||||
|
||||
// Always use accumulators as `x++` instead of `++x`
|
||||
for (int i = 0; i < NUM_VALUES; i++) printf("%i", i);
|
||||
|
||||
// Be careful with the switch formatting!
|
||||
|
||||
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._
|
||||
16
build.zig
@ -106,9 +106,9 @@ const config_h_flags = outer: {
|
||||
if (std.mem.startsWith(u8, line, "//")) continue;
|
||||
if (std.mem.startsWith(u8, line, "#if")) continue;
|
||||
|
||||
var flag = std.mem.trimLeft(u8, line, " \t"); // Trim whitespace
|
||||
var flag = std.mem.trimStart(u8, line, " \t"); // Trim whitespace
|
||||
flag = flag["#define ".len - 1 ..]; // Remove #define
|
||||
flag = std.mem.trimLeft(u8, flag, " \t"); // Trim whitespace
|
||||
flag = std.mem.trimStart(u8, flag, " \t"); // Trim whitespace
|
||||
flag = flag[0 .. std.mem.indexOf(u8, flag, " ") orelse continue]; // Flag is only one word, so capture till space
|
||||
flag = "-D" ++ flag; // Prepend with -D
|
||||
|
||||
@ -155,9 +155,9 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
);
|
||||
}
|
||||
|
||||
// Sets a flag indiciating the use of a custom `config.h`
|
||||
try raylib_flags_arr.append(b.allocator, "-DEXTERNAL_CONFIG_FLAGS");
|
||||
if (options.config.len > 0) {
|
||||
// Sets a flag indicating the use of a custom `config.h`
|
||||
try raylib_flags_arr.append(b.allocator, "-DEXTERNAL_CONFIG_FLAGS");
|
||||
// Splits a space-separated list of config flags into multiple flags
|
||||
//
|
||||
// Note: This means certain flags like `-x c++` won't be processed properly.
|
||||
@ -187,13 +187,13 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
try raylib_flags_arr.append(b.allocator, flag);
|
||||
}
|
||||
} else {
|
||||
// Set default config if no custome config got set
|
||||
// Set default config if no custom config got set
|
||||
try raylib_flags_arr.appendSlice(b.allocator, &config_h_flags);
|
||||
}
|
||||
|
||||
// No GLFW required on PLATFORM_DRM
|
||||
if (options.platform != .drm) {
|
||||
raylib.addIncludePath(b.path("src/external/glfw/include"));
|
||||
raylib.root_module.addIncludePath(b.path("src/external/glfw/include"));
|
||||
}
|
||||
|
||||
var c_source_files: std.ArrayList([]const u8) = try .initCapacity(b.allocator, 2);
|
||||
@ -224,7 +224,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
raylib.root_module.addCMacro(options.opengl_version.toCMacroStr(), "");
|
||||
}
|
||||
|
||||
raylib.addIncludePath(b.path("src/platforms"));
|
||||
raylib.root_module.addIncludePath(b.path("src/platforms"));
|
||||
switch (target.result.os.tag) {
|
||||
.windows => {
|
||||
switch (options.platform) {
|
||||
@ -438,7 +438,7 @@ pub const Options = struct {
|
||||
|
||||
pub fn getOptions(b: *std.Build) Options {
|
||||
return .{
|
||||
.platform = b.option(PlatformBackend, "platform", "Choose the platform backedn for desktop target") orelse defaults.platform,
|
||||
.platform = b.option(PlatformBackend, "platform", "Choose the platform backend for desktop target") orelse defaults.platform,
|
||||
.raudio = b.option(bool, "raudio", "Compile with audio support") orelse defaults.raudio,
|
||||
.rmodels = b.option(bool, "rmodels", "Compile with models support") orelse defaults.rmodels,
|
||||
.rtext = b.option(bool, "rtext", "Compile with text support") orelse defaults.rtext,
|
||||
|
||||
@ -141,6 +141,8 @@ elseif ("${PLATFORM}" MATCHES "SDL")
|
||||
add_compile_definitions(USING_SDL2_PACKAGE)
|
||||
endif()
|
||||
endif()
|
||||
elseif ("${PLATFORM}" MATCHES "RGFW")
|
||||
set(PLATFORM_CPP "PLATFORM_DESKTOP_RGFW")
|
||||
endif ()
|
||||
|
||||
if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
||||
|
||||
@ -531,7 +531,7 @@ CORE = \
|
||||
core/core_delta_time \
|
||||
core/core_directory_files \
|
||||
core/core_drop_files \
|
||||
core/core_high_dpi \
|
||||
core/core_highdpi_demo \
|
||||
core/core_highdpi_testbed \
|
||||
core/core_input_actions \
|
||||
core/core_input_gamepad \
|
||||
@ -560,6 +560,7 @@ CORE = \
|
||||
core/core_world_screen
|
||||
|
||||
SHAPES = \
|
||||
shapes/shapes_ball_physics \
|
||||
shapes/shapes_basic_shapes \
|
||||
shapes/shapes_bouncing_ball \
|
||||
shapes/shapes_bullet_hell \
|
||||
@ -582,6 +583,7 @@ SHAPES = \
|
||||
shapes/shapes_math_angle_rotation \
|
||||
shapes/shapes_math_sine_cosine \
|
||||
shapes/shapes_mouse_trail \
|
||||
shapes/shapes_penrose_tile \
|
||||
shapes/shapes_pie_chart \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
shapes/shapes_rectangle_scaling \
|
||||
@ -601,6 +603,7 @@ TEXTURES = \
|
||||
textures/textures_background_scrolling \
|
||||
textures/textures_blend_modes \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_cellular_automata \
|
||||
textures/textures_fog_of_war \
|
||||
textures/textures_gif_player \
|
||||
textures/textures_image_channel \
|
||||
@ -639,6 +642,7 @@ TEXT = \
|
||||
text/text_input_box \
|
||||
text/text_rectangle_bounds \
|
||||
text/text_sprite_fonts \
|
||||
text/text_strings_management \
|
||||
text/text_unicode_emojis \
|
||||
text/text_unicode_ranges \
|
||||
text/text_words_alignment \
|
||||
@ -684,6 +688,7 @@ SHADERS = \
|
||||
shaders/shaders_depth_writing \
|
||||
shaders/shaders_eratosthenes_sieve \
|
||||
shaders/shaders_fog_rendering \
|
||||
shaders/shaders_game_of_life \
|
||||
shaders/shaders_hot_reloading \
|
||||
shaders/shaders_hybrid_rendering \
|
||||
shaders/shaders_julia_set \
|
||||
@ -708,7 +713,6 @@ SHADERS = \
|
||||
shaders/shaders_vertex_displacement
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_fft_spectrum_visualizer \
|
||||
audio/audio_mixed_processor \
|
||||
audio/audio_module_playing \
|
||||
audio/audio_music_stream \
|
||||
@ -716,6 +720,7 @@ AUDIO = \
|
||||
audio/audio_sound_loading \
|
||||
audio/audio_sound_multi \
|
||||
audio/audio_sound_positioning \
|
||||
audio/audio_spectrum_visualizer \
|
||||
audio/audio_stream_effects
|
||||
|
||||
OTHERS = \
|
||||
|
||||
@ -130,7 +130,7 @@ ifeq ($(ANDROID_ARCH),ARM)
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
|
||||
CFLAGS = -std=c99 -mfix-cortex-a53-835769
|
||||
endif
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
|
||||
@ -519,7 +519,7 @@ CORE = \
|
||||
core/core_delta_time \
|
||||
core/core_directory_files \
|
||||
core/core_drop_files \
|
||||
core/core_high_dpi \
|
||||
core/core_highdpi_demo \
|
||||
core/core_highdpi_testbed \
|
||||
core/core_input_actions \
|
||||
core/core_input_gamepad \
|
||||
@ -548,6 +548,7 @@ CORE = \
|
||||
core/core_world_screen
|
||||
|
||||
SHAPES = \
|
||||
shapes/shapes_ball_physics \
|
||||
shapes/shapes_basic_shapes \
|
||||
shapes/shapes_bouncing_ball \
|
||||
shapes/shapes_bullet_hell \
|
||||
@ -570,6 +571,7 @@ SHAPES = \
|
||||
shapes/shapes_math_angle_rotation \
|
||||
shapes/shapes_math_sine_cosine \
|
||||
shapes/shapes_mouse_trail \
|
||||
shapes/shapes_penrose_tile \
|
||||
shapes/shapes_pie_chart \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
shapes/shapes_rectangle_scaling \
|
||||
@ -589,6 +591,7 @@ TEXTURES = \
|
||||
textures/textures_background_scrolling \
|
||||
textures/textures_blend_modes \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_cellular_automata \
|
||||
textures/textures_fog_of_war \
|
||||
textures/textures_gif_player \
|
||||
textures/textures_image_channel \
|
||||
@ -627,6 +630,7 @@ TEXT = \
|
||||
text/text_input_box \
|
||||
text/text_rectangle_bounds \
|
||||
text/text_sprite_fonts \
|
||||
text/text_strings_management \
|
||||
text/text_unicode_emojis \
|
||||
text/text_unicode_ranges \
|
||||
text/text_words_alignment \
|
||||
@ -672,6 +676,7 @@ SHADERS = \
|
||||
shaders/shaders_depth_writing \
|
||||
shaders/shaders_eratosthenes_sieve \
|
||||
shaders/shaders_fog_rendering \
|
||||
shaders/shaders_game_of_life \
|
||||
shaders/shaders_hot_reloading \
|
||||
shaders/shaders_hybrid_rendering \
|
||||
shaders/shaders_julia_set \
|
||||
@ -696,7 +701,6 @@ SHADERS = \
|
||||
shaders/shaders_vertex_displacement
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_fft_spectrum_visualizer \
|
||||
audio/audio_mixed_processor \
|
||||
audio/audio_module_playing \
|
||||
audio/audio_music_stream \
|
||||
@ -704,6 +708,7 @@ AUDIO = \
|
||||
audio/audio_sound_loading \
|
||||
audio/audio_sound_multi \
|
||||
audio/audio_sound_positioning \
|
||||
audio/audio_spectrum_visualizer \
|
||||
audio/audio_stream_effects
|
||||
|
||||
# Default target entry
|
||||
@ -778,7 +783,7 @@ core/core_directory_files: core/core_directory_files.c
|
||||
core/core_drop_files: core/core_drop_files.c
|
||||
$(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)
|
||||
|
||||
core/core_highdpi_testbed: core/core_highdpi_testbed.c
|
||||
@ -864,6 +869,9 @@ core/core_world_screen: core/core_world_screen.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# Compile SHAPES examples
|
||||
shapes/shapes_ball_physics: shapes/shapes_ball_physics.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -930,6 +938,9 @@ shapes/shapes_math_sine_cosine: shapes/shapes_math_sine_cosine.c
|
||||
shapes/shapes_mouse_trail: shapes/shapes_mouse_trail.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_penrose_tile: shapes/shapes_penrose_tile.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_pie_chart: shapes/shapes_pie_chart.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -988,6 +999,9 @@ textures/textures_bunnymark: textures/textures_bunnymark.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file textures/resources/raybunny.png@resources/raybunny.png
|
||||
|
||||
textures/textures_cellular_automata: textures/textures_cellular_automata.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
textures/textures_fog_of_war: textures/textures_fog_of_war.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -1139,6 +1153,9 @@ text/text_sprite_fonts: text/text_sprite_fonts.c
|
||||
--preload-file text/resources/sprite_fonts/alpha_beta.png@resources/sprite_fonts/alpha_beta.png \
|
||||
--preload-file text/resources/sprite_fonts/jupiter_crash.png@resources/sprite_fonts/jupiter_crash.png
|
||||
|
||||
text/text_strings_management: text/text_strings_management.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
text/text_unicode_emojis: text/text_unicode_emojis.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file text/resources/dejavu.fnt@resources/dejavu.fnt \
|
||||
@ -1347,6 +1364,19 @@ shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
|
||||
--preload-file shaders/resources/shaders/glsl100/lighting.vs@resources/shaders/glsl100/lighting.vs \
|
||||
--preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs
|
||||
|
||||
shaders/shaders_game_of_life: shaders/shaders_game_of_life.c
|
||||
$(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/game_of_life/acorn.png@resources/game_of_life/acorn.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_gun.png@resources/game_of_life/glider_gun.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/r_pentomino.png@resources/game_of_life/r_pentomino.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
|
||||
|
||||
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs
|
||||
@ -1471,10 +1501,6 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
|
||||
--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
|
||||
|
||||
# Compile AUDIO examples
|
||||
audio/audio_fft_spectrum_visualizer: audio/audio_fft_spectrum_visualizer.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file audio/resources/country.mp3@resources/country.mp3
|
||||
|
||||
audio/audio_mixed_processor: audio/audio_mixed_processor.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file audio/resources/country.mp3@resources/country.mp3 \
|
||||
@ -1503,6 +1529,11 @@ audio/audio_sound_positioning: audio/audio_sound_positioning.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file audio/resources/coin.wav@resources/coin.wav
|
||||
|
||||
audio/audio_spectrum_visualizer: audio/audio_spectrum_visualizer.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file audio/resources/shaders/glsl100/fft.fs@resources/shaders/glsl100/fft.fs \
|
||||
--preload-file audio/resources/country.mp3@resources/country.mp3
|
||||
|
||||
audio/audio_stream_effects: audio/audio_stream_effects.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file audio/resources/country.mp3@resources/country.mp3
|
||||
|
||||
@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
|
||||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES COLLECTION [TOTAL: 200]
|
||||
## EXAMPLES COLLECTION [TOTAL: 205]
|
||||
|
||||
### category: core [47]
|
||||
|
||||
@ -61,7 +61,7 @@ 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_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_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_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) |
|
||||
@ -73,7 +73,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
||||
| [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) |
|
||||
|
||||
### category: shapes [36]
|
||||
### category: shapes [38]
|
||||
|
||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||
|
||||
@ -115,8 +115,10 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||
| [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_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_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_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_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) |
|
||||
|
||||
### category: textures [28]
|
||||
### category: textures [29]
|
||||
|
||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
||||
|
||||
@ -150,8 +152,9 @@ Examples using raylib textures functionality, including image/textures loading/g
|
||||
| [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_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_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) |
|
||||
|
||||
### category: text [15]
|
||||
### category: text [16]
|
||||
|
||||
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
|
||||
|
||||
@ -172,6 +175,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
||||
| [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_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_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) |
|
||||
|
||||
### category: models [27]
|
||||
|
||||
@ -207,7 +211,7 @@ Examples using raylib models functionality, including models loading/generation
|
||||
| [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_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) |
|
||||
|
||||
### category: shaders [32]
|
||||
### category: shaders [33]
|
||||
|
||||
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.
|
||||
|
||||
@ -245,6 +249,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
||||
| [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_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_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) |
|
||||
|
||||
### category: audio [9]
|
||||
|
||||
@ -260,7 +265,7 @@ Examples using raylib audio functionality, including sound/music loading and pla
|
||||
| [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_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_fft_spectrum_visualizer](audio/audio_fft_spectrum_visualizer.c) | <img src="audio/audio_fft_spectrum_visualizer.png" alt="audio_fft_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 | 5.6-dev | [IANN](https://github.com/meisei4) |
|
||||
|
||||
### category: others [6]
|
||||
|
||||
@ -276,4 +281,4 @@ Examples showing raylib misc functionality that does not fit in other categories
|
||||
| [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!
|
||||
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!
|
||||
|
||||
@ -35,10 +35,10 @@ int main(void)
|
||||
|
||||
float timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
|
||||
bool pause = false; // Music playing paused
|
||||
|
||||
|
||||
float pan = 0.0f; // Default audio pan center [-1.0f..1.0f]
|
||||
SetMusicPan(music, pan);
|
||||
|
||||
|
||||
float volume = 0.8f; // Default audio volume [0.0f..1.0f]
|
||||
SetMusicVolume(music, volume);
|
||||
|
||||
@ -67,29 +67,29 @@ int main(void)
|
||||
if (pause) PauseMusicStream(music);
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
|
||||
// Set audio pan
|
||||
if (IsKeyDown(KEY_LEFT))
|
||||
if (IsKeyDown(KEY_LEFT))
|
||||
{
|
||||
pan -= 0.05f;
|
||||
if (pan < -1.0f) pan = -1.0f;
|
||||
SetMusicPan(music, pan);
|
||||
}
|
||||
else if (IsKeyDown(KEY_RIGHT))
|
||||
else if (IsKeyDown(KEY_RIGHT))
|
||||
{
|
||||
pan += 0.05f;
|
||||
if (pan > 1.0f) pan = 1.0f;
|
||||
SetMusicPan(music, pan);
|
||||
}
|
||||
|
||||
|
||||
// Set audio volume
|
||||
if (IsKeyDown(KEY_DOWN))
|
||||
if (IsKeyDown(KEY_DOWN))
|
||||
{
|
||||
volume -= 0.05f;
|
||||
if (volume < 0.0f) volume = 0.0f;
|
||||
SetMusicVolume(music, volume);
|
||||
}
|
||||
else if (IsKeyDown(KEY_UP))
|
||||
else if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
volume += 0.05f;
|
||||
if (volume > 1.0f) volume = 1.0f;
|
||||
@ -109,7 +109,7 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
|
||||
|
||||
|
||||
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
|
||||
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 100, 200, 12, GRAY);
|
||||
@ -121,7 +121,7 @@ int main(void)
|
||||
|
||||
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
|
||||
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
|
||||
|
||||
|
||||
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
|
||||
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 360, 200, 12, GRAY);
|
||||
|
||||
@ -166,7 +166,7 @@ int main(void)
|
||||
memcpy(writeBuf + writeCursor, data + readCursor, writeLength*sizeof(short));
|
||||
|
||||
// Update cursors and loop audio
|
||||
readCursor = (readCursor + writeLength) % waveLength;
|
||||
readCursor = (readCursor + writeLength)%waveLength;
|
||||
|
||||
writeCursor += writeLength;
|
||||
}
|
||||
|
||||
@ -95,7 +95,7 @@ int main(void)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - fft spectrum visualizer
|
||||
* raylib [audio] example - spectrum visualizer
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
@ -78,7 +78,7 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - fft spectrum visualizer");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - spectrum visualizer");
|
||||
|
||||
Image fftImage = GenImageColor(BUFFER_SIZE, TEXTURE_HEIGHT, WHITE);
|
||||
Texture2D fftTexture = LoadTextureFromImage(fftImage);
|
||||
@ -148,7 +148,7 @@ int main(void)
|
||||
CaptureFrame(&fft, audioSamples);
|
||||
RenderFrame(&fft, &fftImage);
|
||||
UpdateTexture(fftTexture, fftImage.data);
|
||||
//------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -269,7 +269,7 @@ static void CaptureFrame(FFTData *fftData, const float *audioSamples)
|
||||
|
||||
fftData->lastFftTime = GetTime();
|
||||
memcpy(fftData->fftHistory[fftData->historyPos], smoothedSpectrum, sizeof(smoothedSpectrum));
|
||||
fftData->historyPos = (fftData->historyPos + 1) % fftData->fftHistoryLen;
|
||||
fftData->historyPos = (fftData->historyPos + 1)%fftData->fftHistoryLen;
|
||||
}
|
||||
|
||||
static void RenderFrame(const FFTData *fftData, Image *fftImage)
|
||||
@ -277,12 +277,9 @@ static void RenderFrame(const FFTData *fftData, Image *fftImage)
|
||||
double framesSinceTapback = floor(fftData->tapbackPos/WINDOW_TIME);
|
||||
framesSinceTapback = Clamp(framesSinceTapback, 0.0, fftData->fftHistoryLen - 1);
|
||||
|
||||
int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback) % fftData->fftHistoryLen;
|
||||
if (historyPosition < 0)
|
||||
historyPosition += fftData->fftHistoryLen;
|
||||
int historyPosition = (fftData->historyPos - 1 - (int)framesSinceTapback)%fftData->fftHistoryLen;
|
||||
if (historyPosition < 0) historyPosition += fftData->fftHistoryLen;
|
||||
|
||||
const float *amplitude = fftData->fftHistory[historyPosition];
|
||||
for (int bin = 0; bin < BUFFER_SIZE; bin++) {
|
||||
ImageDrawPixel(fftImage, bin, FFT_ROW, ColorFromNormalized((Vector4){ amplitude[bin], UNUSED_CHANNEL, UNUSED_CHANNEL, UNUSED_CHANNEL }));
|
||||
}
|
||||
for (int bin = 0; bin < BUFFER_SIZE; bin++) ImageDrawPixel(fftImage, bin, FFT_ROW, ColorFromNormalized((Vector4){ amplitude[bin], UNUSED_CHANNEL, UNUSED_CHANNEL, UNUSED_CHANNEL }));
|
||||
}
|
||||
|
Before Width: | Height: | Size: 15 KiB After Width: | Height: | Size: 15 KiB |
@ -125,8 +125,8 @@ int main(void)
|
||||
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||
|
||||
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
||||
DrawText("Free 2D camera controls:", 20, 20, 10, BLACK);
|
||||
DrawText("- Right/Left to move player", 40, 40, 10, DARKGRAY);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||
DrawText("- A / S to Rotate", 40, 80, 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 |
@ -2,6 +2,8 @@
|
||||
*
|
||||
* raylib [core] example - clipboard text
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by Ananth S (@Ananth1839) and reviewed by Ramon Santamaria (@raysan5)
|
||||
|
||||
@ -1,6 +1,6 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - high dpi
|
||||
* raylib [core] example - highdpi demo
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
@ -33,7 +33,7 @@ int main(void)
|
||||
const int screenHeight = 450;
|
||||
|
||||
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);
|
||||
|
||||
int logicalGridDescY = 120;
|
||||
|
Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.2 KiB |
@ -27,9 +27,14 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
|
||||
|
||||
// TODO: Load resources / Initialize variables at this point
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
int currentMonitor = GetCurrentMonitor();
|
||||
|
||||
int gridSpacing = 40; // Grid spacing in pixels
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -39,7 +44,11 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update variables / Implement example logic at this point
|
||||
mousePos = GetMousePosition();
|
||||
currentMonitor = GetCurrentMonitor();
|
||||
scaleDpi = GetWindowScaleDPI();
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleBorderlessWindowed();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -48,11 +57,31 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// TODO: Draw everything that requires to be drawn at this point
|
||||
// Draw grid
|
||||
for (int h = 0; h < 20; h++)
|
||||
{
|
||||
DrawText(TextFormat("%02i", h*gridSpacing), 4, h*gridSpacing - 4, 10, GRAY);
|
||||
DrawLine(24, h*gridSpacing, GetScreenWidth(), h*gridSpacing, LIGHTGRAY);
|
||||
}
|
||||
for (int v = 0; v < 40; v++)
|
||||
{
|
||||
DrawText(TextFormat("%02i", v*gridSpacing), v*gridSpacing - 10, 4, 10, GRAY);
|
||||
DrawLine(v*gridSpacing, 20, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
|
||||
}
|
||||
|
||||
DrawLineEx((Vector2){ 0, 0 }, (Vector2){ screenWidth, screenHeight }, 2.0f, RED);
|
||||
DrawLineEx((Vector2){ 0, screenHeight }, (Vector2){ screenWidth, 0 }, 2.0f, RED);
|
||||
DrawText("example base code template", 260, 400, 20, LIGHTGRAY);
|
||||
// Draw UI info
|
||||
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
|
||||
GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 90, 20, DARKGRAY);
|
||||
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 130, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 170, 20, GRAY);
|
||||
|
||||
// Draw mouse position
|
||||
DrawCircleV(GetMousePosition(), 20, MAROON);
|
||||
DrawRectangle(mousePos.x - 25, mousePos.y, 50, 2, BLACK);
|
||||
DrawRectangle(mousePos.x, mousePos.y - 25, 2, 50, BLACK);
|
||||
DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), mousePos.x - 44,
|
||||
(mousePos.y > GetScreenHeight() - 60)? mousePos.y - 46 : mousePos.y + 30, 20, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -202,7 +202,7 @@ int main(void)
|
||||
DrawText("Log", (int)gestureLogPosition.x, (int)gestureLogPosition.y, 20, BLACK);
|
||||
|
||||
// Loop in both directions to print the gesture log array in the inverted order (and looping around if the index started somewhere in the middle)
|
||||
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1) % GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
|
||||
for (i = 0, ii = gestureLogIndex; i < GESTURE_LOG_SIZE; i++, ii = (ii + 1)%GESTURE_LOG_SIZE) DrawText(gestureLog[ii], (int)gestureLogPosition.x, (int)gestureLogPosition.y + 410 - i*20, 20, (i == 0 ? gestureColor : LIGHTGRAY));
|
||||
Color logButton1Color, logButton2Color;
|
||||
switch (logMode)
|
||||
{
|
||||
|
||||
@ -46,7 +46,7 @@ int main(void)
|
||||
// Clamp touch points available ( set the maximum touch points allowed )
|
||||
if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
|
||||
// Get touch points positions
|
||||
for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
|
||||
for (int i = 0; i < tCount; i++) touchPositions[i] = GetTouchPosition(i);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -55,7 +55,7 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < tCount; ++i)
|
||||
for (int i = 0; i < tCount; i++)
|
||||
{
|
||||
// Make sure point is not (0, 0) as this means there is no touch for it
|
||||
if ((touchPositions[i].x > 0) && (touchPositions[i].y > 0))
|
||||
|
||||
@ -142,7 +142,7 @@ int main(void)
|
||||
Vector2 windowPosition = (Vector2){ (GetWindowPosition().x + monitorOffsetX)*monitorScale + 140, GetWindowPosition().y*monitorScale + 80 };
|
||||
|
||||
// Draw window position based on monitors
|
||||
DrawRectangleV(windowPosition, (Vector2){screenWidth * monitorScale, screenHeight * monitorScale}, Fade(GREEN, 0.5));
|
||||
DrawRectangleV(windowPosition, (Vector2){screenWidth*monitorScale, screenHeight*monitorScale}, Fade(GREEN, 0.5));
|
||||
}
|
||||
else DrawRectangleLinesEx(rec, 5, GRAY);
|
||||
}
|
||||
|
||||
@ -187,7 +187,7 @@ int main(void)
|
||||
if (lastUndoIndex > firstUndoIndex)
|
||||
{
|
||||
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
|
||||
DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
|
||||
DrawRectangleRec((Rectangle){gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
|
||||
GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
|
||||
}
|
||||
else if (firstUndoIndex > lastUndoIndex)
|
||||
@ -195,7 +195,7 @@ int main(void)
|
||||
if ((currentUndoIndex < MAX_UNDO_STATES) && (currentUndoIndex > lastUndoIndex))
|
||||
{
|
||||
for (int i = firstUndoIndex; i < currentUndoIndex; i++)
|
||||
DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x * GRID_CELL_SIZE, gridPosition.y + states[i].cell.y * GRID_CELL_SIZE,
|
||||
DrawRectangleRec((Rectangle) { gridPosition.x + states[i].cell.x*GRID_CELL_SIZE, gridPosition.y + states[i].cell.y*GRID_CELL_SIZE,
|
||||
GRID_CELL_SIZE, GRID_CELL_SIZE }, LIGHTGRAY);
|
||||
}
|
||||
else
|
||||
|
||||
@ -17,11 +17,9 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// For itteration purposes and teaching example
|
||||
#define RESOLUTION_COUNT 4
|
||||
#define RESOLUTION_COUNT 4 // For iteration purposes and teaching example
|
||||
|
||||
enum ViewportType
|
||||
{
|
||||
typedef enum {
|
||||
// Only upscale, useful for pixel art
|
||||
KEEP_ASPECT_INTEGER,
|
||||
KEEP_HEIGHT_INTEGER,
|
||||
@ -32,24 +30,28 @@ enum ViewportType
|
||||
KEEP_WIDTH,
|
||||
// For itteration purposes and as a teaching example
|
||||
VIEWPORT_TYPE_COUNT,
|
||||
} ViewportType;
|
||||
|
||||
// For displaying on GUI
|
||||
const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = {
|
||||
"KEEP_ASPECT_INTEGER",
|
||||
"KEEP_HEIGHT_INTEGER",
|
||||
"KEEP_WIDTH_INTEGER",
|
||||
"KEEP_ASPECT",
|
||||
"KEEP_HEIGHT",
|
||||
"KEEP_WIDTH",
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//--------------------------------------------------------------------------------------
|
||||
static void KeepAspectCenteredInteger(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);
|
||||
|
||||
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
|
||||
|
||||
static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
|
||||
|
||||
static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
|
||||
|
||||
static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect);
|
||||
|
||||
static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target);
|
||||
static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target);
|
||||
|
||||
// Example how to calculate position on RenderTexture
|
||||
static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect);
|
||||
@ -61,91 +63,89 @@ int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
// Preset resolutions that could be created by subdividing screen resolution
|
||||
Vector2 resolutionList[RESOLUTION_COUNT] = {
|
||||
(Vector2){64, 64},
|
||||
(Vector2){256, 240},
|
||||
(Vector2){320, 180},
|
||||
// 4K doesn't work with integer scaling but included for example purposes with non-integer scaling
|
||||
(Vector2){3840, 2160},
|
||||
};
|
||||
int resolutionIndex = 0;
|
||||
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
int gameWidth = 64;
|
||||
int gameHeight = 64;
|
||||
|
||||
RenderTexture2D target = (RenderTexture2D){0};
|
||||
Rectangle sourceRect = (Rectangle){0};
|
||||
Rectangle destRect = (Rectangle){0};
|
||||
|
||||
// For displaying on GUI
|
||||
const char *ViewportTypeNames[VIEWPORT_TYPE_COUNT] = {
|
||||
"KEEP_ASPECT_INTEGER",
|
||||
"KEEP_HEIGHT_INTEGER",
|
||||
"KEEP_WIDTH_INTEGER",
|
||||
"KEEP_ASPECT",
|
||||
"KEEP_HEIGHT",
|
||||
"KEEP_WIDTH",
|
||||
};
|
||||
enum ViewportType viewportType = KEEP_ASPECT_INTEGER;
|
||||
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - viewport scaling");
|
||||
|
||||
// Preset resolutions that could be created by subdividing screen resolution
|
||||
Vector2 resolutionList[RESOLUTION_COUNT] = {
|
||||
(Vector2){ 64, 64 },
|
||||
(Vector2){ 256, 240 },
|
||||
(Vector2){ 320, 180 },
|
||||
// 4K doesn't work with integer scaling but included for example purposes with non-integer scaling
|
||||
(Vector2){ 3840, 2160 },
|
||||
};
|
||||
|
||||
int resolutionIndex = 0;
|
||||
int gameWidth = 64;
|
||||
int gameHeight = 64;
|
||||
|
||||
RenderTexture2D target = (RenderTexture2D){ 0 };
|
||||
Rectangle sourceRect = (Rectangle){ 0 };
|
||||
Rectangle destRect = (Rectangle){ 0 };
|
||||
|
||||
ViewportType viewportType = KEEP_ASPECT_INTEGER;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
|
||||
// Button rectangles
|
||||
Rectangle decreaseResolutionButton = (Rectangle){ 200, 30, 10, 10 };
|
||||
Rectangle increaseResolutionButton = (Rectangle){ 215, 30, 10, 10 };
|
||||
Rectangle decreaseTypeButton = (Rectangle){ 200, 45, 10, 10 };
|
||||
Rectangle increaseTypeButton = (Rectangle){ 215, 45, 10, 10 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
// Button rectangles
|
||||
Rectangle decreaseResolutionButton = (Rectangle){200, 30, 10, 10};
|
||||
Rectangle increaseResolutionButton = (Rectangle){215, 30, 10, 10};
|
||||
Rectangle decreaseTypeButton = (Rectangle){200, 45, 10, 10};
|
||||
Rectangle increaseTypeButton = (Rectangle){215, 45, 10, 10};
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsWindowResized()){
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsWindowResized()) ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
|
||||
|
||||
// Check buttons and rescale
|
||||
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed){
|
||||
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1) % RESOLUTION_COUNT;
|
||||
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
|
||||
{
|
||||
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
|
||||
gameWidth = resolutionList[resolutionIndex].x;
|
||||
gameHeight = resolutionList[resolutionIndex].y;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed){
|
||||
resolutionIndex = (resolutionIndex + 1) % RESOLUTION_COUNT;
|
||||
|
||||
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
|
||||
{
|
||||
resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
|
||||
gameWidth = resolutionList[resolutionIndex].x;
|
||||
gameHeight = resolutionList[resolutionIndex].y;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed){
|
||||
viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1) % VIEWPORT_TYPE_COUNT;
|
||||
|
||||
if (CheckCollisionPointRec(mousePosition, decreaseTypeButton) && mousePressed)
|
||||
{
|
||||
viewportType = (viewportType + VIEWPORT_TYPE_COUNT - 1)%VIEWPORT_TYPE_COUNT;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed){
|
||||
viewportType = (viewportType + 1) % VIEWPORT_TYPE_COUNT;
|
||||
|
||||
if (CheckCollisionPointRec(mousePosition, increaseTypeButton) && mousePressed)
|
||||
{
|
||||
viewportType = (viewportType + 1)%VIEWPORT_TYPE_COUNT;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
|
||||
Vector2 textureMousePosition = Screen2RenderTexturePosition(mousePosition, &sourceRect, &destRect);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw our scene to the render texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.f, LIME);
|
||||
|
||||
|
||||
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw render texture to main framebuffer
|
||||
@ -153,9 +153,7 @@ int main(void)
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw our render texture with rotation applied
|
||||
const Vector2 ORIGIN_POSITION = (Vector2){ 0.0f, 0.0f };
|
||||
const float ROTATION = 0.f;
|
||||
DrawTexturePro(target.texture, sourceRect, destRect, ORIGIN_POSITION, ROTATION, WHITE);
|
||||
DrawTexturePro(target.texture, sourceRect, destRect, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
|
||||
|
||||
// Draw Native resolution (GUI or anything)
|
||||
// Draw info box
|
||||
@ -167,15 +165,10 @@ int main(void)
|
||||
DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
|
||||
|
||||
DrawText(TextFormat("Type: %s", ViewportTypeNames[viewportType]), 15, 45, 10, BLACK);
|
||||
Vector2 scaleRatio = (Vector2){destRect.width / sourceRect.width, destRect.height / -sourceRect.height};
|
||||
if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f)
|
||||
{
|
||||
DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK);
|
||||
}
|
||||
Vector2 scaleRatio = (Vector2){destRect.width/sourceRect.width, -destRect.height/sourceRect.height};
|
||||
if (scaleRatio.x < 0.001f || scaleRatio.y < 0.001f) DrawText(TextFormat("Scale ratio: INVALID"), 15, 60, 10, BLACK);
|
||||
else DrawText(TextFormat("Scale ratio: %.2f x %.2f", scaleRatio.x, scaleRatio.y), 15, 60, 10, BLACK);
|
||||
|
||||
DrawText(TextFormat("Source size: %.2f x %.2f", sourceRect.width, -sourceRect.height), 15, 75, 10, BLACK);
|
||||
DrawText(TextFormat("Destination size: %.2f x %.2f", destRect.width, destRect.height), 15, 90, 10, BLACK);
|
||||
|
||||
@ -190,13 +183,13 @@ int main(void)
|
||||
DrawText(">", increaseResolutionButton.x + 3, increaseResolutionButton.y + 1, 10, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -206,54 +199,54 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
sourceRect->x = 0.f;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = (float)gameHeight;
|
||||
sourceRect->width = (float)gameWidth;
|
||||
sourceRect->height = (float)-gameHeight;
|
||||
|
||||
const int ratio_x = (screenWidth/gameWidth);
|
||||
const int ratio_y = (screenHeight/gameHeight);
|
||||
const float resizeRatio = (float)(ratio_x < ratio_y ? ratio_x : ratio_y);
|
||||
const float resizeRatio = (float)((ratio_x < ratio_y)? ratio_x : ratio_y);
|
||||
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
|
||||
destRect->width = (float)(int)(gameWidth * resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight * resizeRatio);
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
|
||||
destRect->width = (float)(int)(gameWidth*resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight*resizeRatio);
|
||||
}
|
||||
|
||||
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenHeight/gameHeight);
|
||||
sourceRect->x = 0.f;
|
||||
sourceRect->y = 0.f;
|
||||
sourceRect->width = (float)(int)(screenWidth / resizeRatio);
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
|
||||
sourceRect->height = (float)-gameHeight;
|
||||
|
||||
destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
|
||||
destRect->width = (float)(int)(sourceRect->width * resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight * resizeRatio);
|
||||
destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
|
||||
destRect->width = (float)(int)(sourceRect->width*resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight*resizeRatio);
|
||||
}
|
||||
|
||||
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenWidth/gameWidth);
|
||||
sourceRect->x = 0.f;
|
||||
sourceRect->y = 0.f;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)gameWidth;
|
||||
sourceRect->height = (float)(int)(screenHeight / resizeRatio);
|
||||
sourceRect->height = (float)(int)(screenHeight/resizeRatio);
|
||||
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
|
||||
destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5);
|
||||
destRect->width = (float)(int)(gameWidth * resizeRatio);
|
||||
destRect->height = (float)(int)(sourceRect->height * resizeRatio);
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
|
||||
destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f);
|
||||
destRect->width = (float)(int)(gameWidth*resizeRatio);
|
||||
destRect->height = (float)(int)(sourceRect->height*resizeRatio);
|
||||
|
||||
sourceRect->height *= -1.f;
|
||||
sourceRect->height *= -1.0f;
|
||||
}
|
||||
|
||||
static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
sourceRect->x = 0.f;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = (float)gameHeight;
|
||||
sourceRect->width = (float)gameWidth;
|
||||
sourceRect->height = (float)-gameHeight;
|
||||
@ -262,81 +255,58 @@ static void KeepAspectCentered(int screenWidth, int screenHeight, int gameWidth,
|
||||
const float ratio_y = ((float)screenHeight/(float)gameHeight);
|
||||
const float resizeRatio = (ratio_x < ratio_y ? ratio_x : ratio_y);
|
||||
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
|
||||
destRect->width = (float)(int)(gameWidth * resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight * resizeRatio);
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
|
||||
destRect->width = (float)(int)(gameWidth*resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight*resizeRatio);
|
||||
}
|
||||
|
||||
static void KeepHeightCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = ((float)screenHeight/(float)gameHeight);
|
||||
sourceRect->x = 0.f;
|
||||
sourceRect->y = 0.f;
|
||||
sourceRect->width = (float)(int)((float)screenWidth / resizeRatio);
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)(int)((float)screenWidth/resizeRatio);
|
||||
sourceRect->height = (float)-gameHeight;
|
||||
|
||||
destRect->x = (float)(int)((screenWidth - (sourceRect->width * resizeRatio)) * 0.5);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight * resizeRatio)) * 0.5);
|
||||
destRect->width = (float)(int)(sourceRect->width * resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight * resizeRatio);
|
||||
destRect->x = (float)(int)((screenWidth - (sourceRect->width*resizeRatio))*0.5f);
|
||||
destRect->y = (float)(int)((screenHeight - (gameHeight*resizeRatio))*0.5f);
|
||||
destRect->width = (float)(int)(sourceRect->width*resizeRatio);
|
||||
destRect->height = (float)(int)(gameHeight*resizeRatio);
|
||||
}
|
||||
|
||||
static void KeepWidthCentered(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = ((float)screenWidth/(float)gameWidth);
|
||||
sourceRect->x = 0.f;
|
||||
sourceRect->y = 0.f;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)gameWidth;
|
||||
sourceRect->height = (float)(int)((float)screenHeight / resizeRatio);
|
||||
sourceRect->height = (float)(int)((float)screenHeight/resizeRatio);
|
||||
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth * resizeRatio)) * 0.5);
|
||||
destRect->y = (float)(int)((screenHeight - (sourceRect->height * resizeRatio)) * 0.5);
|
||||
destRect->width = (float)(int)(gameWidth * resizeRatio);
|
||||
destRect->height = (float)(int)(sourceRect->height * resizeRatio);
|
||||
destRect->x = (float)(int)((screenWidth - (gameWidth*resizeRatio))*0.5f);
|
||||
destRect->y = (float)(int)((screenHeight - (sourceRect->height*resizeRatio))*0.5f);
|
||||
destRect->width = (float)(int)(gameWidth*resizeRatio);
|
||||
destRect->height = (float)(int)(sourceRect->height*resizeRatio);
|
||||
|
||||
sourceRect->height *= -1.f;
|
||||
}
|
||||
|
||||
static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target)
|
||||
static void ResizeRenderSize(ViewportType viewportType, int *screenWidth, int *screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect, RenderTexture2D *target)
|
||||
{
|
||||
*screenWidth = GetScreenWidth();
|
||||
*screenHeight = GetScreenHeight();
|
||||
|
||||
switch(viewportType)
|
||||
{
|
||||
case KEEP_ASPECT_INTEGER:
|
||||
{
|
||||
KeepAspectCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
|
||||
break;
|
||||
}
|
||||
case KEEP_HEIGHT_INTEGER:
|
||||
{
|
||||
KeepHeightCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
|
||||
break;
|
||||
}
|
||||
case KEEP_WIDTH_INTEGER:
|
||||
{
|
||||
KeepWidthCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
|
||||
break;
|
||||
}
|
||||
case KEEP_ASPECT:
|
||||
{
|
||||
KeepAspectCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
|
||||
break;
|
||||
}
|
||||
case KEEP_HEIGHT:
|
||||
{
|
||||
KeepHeightCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
|
||||
break;
|
||||
}
|
||||
case KEEP_WIDTH:
|
||||
{
|
||||
KeepWidthCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect);
|
||||
break;
|
||||
}
|
||||
default: {}
|
||||
case KEEP_ASPECT_INTEGER: KeepAspectCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
|
||||
case KEEP_HEIGHT_INTEGER: KeepHeightCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
|
||||
case KEEP_WIDTH_INTEGER: KeepWidthCenteredInteger(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
|
||||
case KEEP_ASPECT: KeepAspectCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
|
||||
case KEEP_HEIGHT: KeepHeightCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
|
||||
case KEEP_WIDTH: KeepWidthCentered(*screenWidth, *screenHeight, gameWidth, gameHeight, sourceRect, destRect); break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
UnloadRenderTexture(*target);
|
||||
*target = LoadRenderTexture(sourceRect->width, -sourceRect->height);
|
||||
}
|
||||
@ -345,7 +315,7 @@ static void ResizeRenderSize(enum ViewportType viewportType, int *screenWidth, i
|
||||
static Vector2 Screen2RenderTexturePosition(Vector2 point, Rectangle *textureRect, Rectangle *scaledRect)
|
||||
{
|
||||
Vector2 relativePosition = {point.x - scaledRect->x, point.y - scaledRect->y};
|
||||
Vector2 ratio = {textureRect->width / scaledRect->width, -textureRect->height / scaledRect->height};
|
||||
Vector2 ratio = {textureRect->width/scaledRect->width, -textureRect->height/scaledRect->height};
|
||||
|
||||
return (Vector2){relativePosition.x * ratio.x, relativePosition.y * ratio.x};
|
||||
return (Vector2){relativePosition.x*ratio.x, relativePosition.y*ratio.x};
|
||||
}
|
||||
@ -43,7 +43,7 @@ int main(void)
|
||||
*/
|
||||
|
||||
// Set configuration flags for window creation
|
||||
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);
|
||||
//SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT | FLAG_WINDOW_HIGHDPI);// | FLAG_WINDOW_TRANSPARENT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||
|
||||
Vector2 ballPosition = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
@ -97,7 +97,8 @@ int main(void)
|
||||
if (IsWindowState(FLAG_WINDOW_MINIMIZED))
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter >= 240) {
|
||||
if (framesCounter >= 240)
|
||||
{
|
||||
RestoreWindow(); // Restore window after 3 seconds
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
@ -43,7 +43,7 @@ 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_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_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_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_viewport_scaling;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
||||
@ -51,7 +51,7 @@ core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoo
|
||||
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_screen_recording;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_clipboard_text;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ananth S";@Ananth1839
|
||||
core;core_clipboard_text;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ananth S";@Ananth1839
|
||||
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
|
||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||
@ -90,6 +90,8 @@ shapes;shapes_lines_drawing;★☆☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAv
|
||||
shapes;shapes_math_angle_rotation;★☆☆☆;5.6-dev;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_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
shapes;shapes_ball_physics;★★☆☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
||||
shapes;shapes_penrose_tile;★★★★;5.5;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
||||
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_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
|
||||
@ -118,6 +120,7 @@ textures;textures_image_rotate;★★☆☆;1.0;1.0;2014;2025;"Ramon Santamaria"
|
||||
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_sprite_stacking;★★☆☆;5.6-dev;6.0;2025;2025;"Robin";@RobinsAviary
|
||||
textures;textures_cellular_automata;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
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_filters;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||
@ -133,6 +136,7 @@ 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_inline_styling;★★★☆;5.6-dev;5.6-dev;2025;2025;"Wagner Barongello";@SultansOfCode
|
||||
text;text_words_alignment;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
text;text_strings_management;★★★☆;5.6-dev;5.6-dev;2025;2025;"David Buzatto";@davidbuzatto
|
||||
models;models_animation_playing;★★☆☆;2.5;3.5;2019;2025;"Culacant";@culacant
|
||||
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
|
||||
@ -192,6 +196,7 @@ 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_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_game_of_life;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
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_raw_stream;★★★☆;1.6;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||
@ -200,7 +205,7 @@ 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_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_fft_spectrum_visualizer;★★★☆;6.0;5.6-dev;2025;2025;"IANN";@meisei4
|
||||
audio;audio_spectrum_visualizer;★★★☆;6.0;5.6-dev;2025;2025;"IANN";@meisei4
|
||||
others;rlgl_standalone;★★★★;1.6;4.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
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
|
||||
|
||||
@ -138,7 +138,7 @@ int main(void)
|
||||
GetMouseWheelMove()*-2.0f); // Move to target (zoom)
|
||||
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
|
||||
@ -54,7 +54,8 @@ int main(void)
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
Model skybox = LoadModelFromMesh(cube);
|
||||
|
||||
// Set this to true to use an HDR Texture, Note that raylib must be built with HDR Support for this to work SUPPORT_FILEFORMAT_HDR
|
||||
// Set this to true to use an HDR Texture
|
||||
// NOTE: raylib must be built with HDR Support for this to work: SUPPORT_FILEFORMAT_HDR
|
||||
bool useHDR = false;
|
||||
|
||||
// Load skybox shader and set required locations
|
||||
@ -63,8 +64,8 @@ int main(void)
|
||||
TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
|
||||
|
||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]){ useHDR? 1 : 0 }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR? 1 : 0 }, SHADER_UNIFORM_INT);
|
||||
|
||||
// Load cubemap shader and setup required shader locations
|
||||
Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
|
||||
@ -91,9 +92,11 @@ int main(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
Image img = LoadImage("resources/skybox.png");
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
|
||||
UnloadImage(img);
|
||||
// TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image
|
||||
// and generate the required cubemap image to be passed to rlLoadTextureCubemap()
|
||||
Image image = LoadImage("resources/skybox.png");
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(image, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
UnloadImage(image);
|
||||
}
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
@ -132,9 +135,9 @@ int main(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
Image img = LoadImage(droppedFiles.paths[0]);
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
UnloadImage(img);
|
||||
Image image = LoadImage(droppedFiles.paths[0]);
|
||||
skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(image, CUBEMAP_LAYOUT_AUTO_DETECT);
|
||||
UnloadImage(image);
|
||||
}
|
||||
|
||||
TextCopy(skyboxFileName, droppedFiles.paths[0]);
|
||||
|
||||
BIN
examples/shaders/resources/game_of_life/acorn.png
Normal file
|
After Width: | Height: | Size: 218 B |
BIN
examples/shaders/resources/game_of_life/breeder.png
Normal file
|
After Width: | Height: | Size: 1.9 KiB |
BIN
examples/shaders/resources/game_of_life/glider.png
Normal file
|
After Width: | Height: | Size: 216 B |
BIN
examples/shaders/resources/game_of_life/glider_gun.png
Normal file
|
After Width: | Height: | Size: 291 B |
BIN
examples/shaders/resources/game_of_life/oscillators.png
Normal file
|
After Width: | Height: | Size: 463 B |
BIN
examples/shaders/resources/game_of_life/puffer_train.png
Normal file
|
After Width: | Height: | Size: 1.3 KiB |
BIN
examples/shaders/resources/game_of_life/r_pentomino.png
Normal file
|
After Width: | Height: | Size: 213 B |
BIN
examples/shaders/resources/game_of_life/spaceships.png
Normal file
|
After Width: | Height: | Size: 828 B |
BIN
examples/shaders/resources/game_of_life/still_lifes.png
Normal file
|
After Width: | Height: | Size: 615 B |
44
examples/shaders/resources/shaders/glsl100/game_of_life.fs
Normal file
@ -0,0 +1,44 @@
|
||||
#version 100
|
||||
|
||||
precision highp float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Input size in pixels of the textures
|
||||
uniform vec2 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
|
||||
float x = 1.0/resolution.x;
|
||||
float y = 1.0/resolution.y;
|
||||
|
||||
// Status of the current cell (1 = alive, 0 = dead)
|
||||
int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0;
|
||||
|
||||
// Sum of alive neighbors
|
||||
int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
|
||||
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
|
||||
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
|
||||
|
||||
// Game of life rules:
|
||||
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
|
||||
// Current cell goes from dead to alive when exactly 3 neighbors are alive
|
||||
if ((origValue == 1 && sumValue == 2) || sumValue == 3)
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
|
||||
else
|
||||
gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
|
||||
}
|
||||
42
examples/shaders/resources/shaders/glsl120/game_of_life.fs
Normal file
@ -0,0 +1,42 @@
|
||||
#version 120
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Input size in pixels of the textures
|
||||
uniform vec2 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
|
||||
float x = 1.0/resolution.x;
|
||||
float y = 1.0/resolution.y;
|
||||
|
||||
// Status of the current cell (1 = alive, 0 = dead)
|
||||
int origValue = (texture2D(texture0, fragTexCoord).r < 0.1)? 1 : 0;
|
||||
|
||||
// Sum of alive neighbors
|
||||
int sumValue = (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
|
||||
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
|
||||
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
|
||||
sumValue += (texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
|
||||
|
||||
// Game of life rules:
|
||||
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
|
||||
// Current cell goes from dead to alive when exactly 3 neighbors are alive
|
||||
if (((origValue == 1) && (sumValue == 2)) || sumValue == 3)
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
|
||||
else
|
||||
gl_FragColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
|
||||
}
|
||||
45
examples/shaders/resources/shaders/glsl330/game_of_life.fs
Normal file
@ -0,0 +1,45 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Input size in pixels of the textures
|
||||
uniform vec2 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Size of one pixel in texture coordinates (from 0.0 to 1.0)
|
||||
float x = 1.0/resolution.x;
|
||||
float y = 1.0/resolution.y;
|
||||
|
||||
// Status of the current cell (1 = alive, 0 = dead)
|
||||
int origValue = (texture(texture0, fragTexCoord).r < 0.1)? 1 : 0;
|
||||
|
||||
// Sum of alive neighbors
|
||||
int sumValue = (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Top-left
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Top
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Top-right
|
||||
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Left
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Right
|
||||
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y)).r < 0.1)? 1 : 0; // Bottom-left
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y )).r < 0.1)? 1 : 0; // Bottom
|
||||
sumValue += (texture(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y)).r < 0.1)? 1 : 0; // Bottom-right
|
||||
|
||||
// Game of life rules:
|
||||
// Current cell remains alive when 2 or 3 neighbors are alive, dies otherwise
|
||||
// Current cell goes from dead to alive when exactly 3 neighbors are alive
|
||||
if (((origValue == 1) && (sumValue == 2)) || sumValue == 3)
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 255.0); // Alive: draw the pixel black
|
||||
else
|
||||
finalColor = fragColor; // Dead: draw the pixel with the background color, RAYWHITE
|
||||
}
|
||||
@ -254,9 +254,9 @@ int main(void)
|
||||
{
|
||||
Color lightColor = (Color){
|
||||
(unsigned char)(lights[i].color[0]*255),
|
||||
(unsigned char)(lights[i].color[1] * 255),
|
||||
(unsigned char)(lights[i].color[2] * 255),
|
||||
(unsigned char)(lights[i].color[3] * 255) };
|
||||
(unsigned char)(lights[i].color[1]*255),
|
||||
(unsigned char)(lights[i].color[2]*255),
|
||||
(unsigned char)(lights[i].color[3]*255) };
|
||||
|
||||
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lightColor);
|
||||
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
|
||||
|
||||
@ -138,7 +138,7 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < MAX_TEXTURES; ++i) UnloadTexture(texture[i]);
|
||||
for (int i = 0; i < MAX_TEXTURES; i++) UnloadTexture(texture[i]);
|
||||
UnloadShader(shdrColorCorrection);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
||||
353
examples/shaders/shaders_game_of_life.c
Normal file
@ -0,0 +1,353 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - game of life
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h" // Required for GUI controls
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Interaction mode
|
||||
typedef enum {
|
||||
MODE_RUN = 0,
|
||||
MODE_PAUSE,
|
||||
MODE_DRAW,
|
||||
} InteractionMode;
|
||||
|
||||
// Struct to store example preset patterns
|
||||
typedef struct {
|
||||
char *name;
|
||||
Vector2 position;
|
||||
} PresetPattern;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Functions declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void FreeImageToDraw(Image **imageToDraw);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - game of life");
|
||||
|
||||
const int menuWidth = 100;
|
||||
const int windowWidth = screenWidth - menuWidth;
|
||||
const int windowHeight = screenHeight;
|
||||
|
||||
const int worldWidth = 2048;
|
||||
const int worldHeight = 2048;
|
||||
|
||||
const int randomTiles = 8; // Random preset: divide the world to compute random points in each tile
|
||||
|
||||
const Rectangle worldRectSource = { 0, 0, (float)worldWidth, (float)-worldHeight };
|
||||
const Rectangle worldRectDest = { 0, 0, (float)worldWidth, (float)worldHeight };
|
||||
const Rectangle textureOnScreen = { 0, 0, (float)windowWidth, (float)windowHeight };
|
||||
|
||||
const PresetPattern presetPatterns[] = {
|
||||
{ "Glider", { 0.5f, 0.5f } }, { "R-pentomino", { 0.5f, 0.5f } }, { "Acorn", { 0.5f,0.5f } },
|
||||
{ "Spaceships", { 0.1f, 0.5f } }, { "Still lifes", { 0.5f, 0.5f } }, { "Oscillators", { 0.5f, 0.5f } },
|
||||
{ "Puffer train", { 0.1f, 0.5f } }, { "Glider Gun", { 0.2f, 0.2f } }, { "Breeder", { 0.1f, 0.5f } },
|
||||
{ "Random", { 0.5f, 0.5f } }
|
||||
};
|
||||
|
||||
const int numberOfPresets = sizeof(presetPatterns)/sizeof(presetPatterns[0]);
|
||||
|
||||
int zoom = 1;
|
||||
float offsetX = (worldWidth - windowWidth)/2.0f; // Centered on window
|
||||
float offsetY = (worldHeight - windowHeight)/2.0f; // Centered on window
|
||||
int framesPerStep = 1;
|
||||
int frame = 0;
|
||||
|
||||
int preset = -1; // No button pressed for preset
|
||||
int mode = MODE_RUN; // Starting mode: running
|
||||
bool buttonZoomIn = false; // Button states: false not pressed
|
||||
bool buttonZomOut = false;
|
||||
bool buttonFaster = false;
|
||||
bool buttonSlower = false;
|
||||
|
||||
// Load shader
|
||||
Shader shdrGameOfLife = LoadShader(0, TextFormat("resources/shaders/glsl%i/game_of_life.fs", GLSL_VERSION));
|
||||
|
||||
// Set shader uniform size of the world
|
||||
int resolutionLoc = GetShaderLocation(shdrGameOfLife, "resolution");
|
||||
const float resolution[2] = { (float)worldWidth, (float)worldHeight };
|
||||
SetShaderValue(shdrGameOfLife, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
|
||||
// Define two textures: the current world and the previous world
|
||||
RenderTexture2D world1 = LoadRenderTexture(worldWidth, worldHeight);
|
||||
RenderTexture2D world2 = LoadRenderTexture(worldWidth, worldHeight);
|
||||
BeginTextureMode(world2);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
|
||||
Image startPattern = LoadImage("resources/game_of_life/r_pentomino.png");
|
||||
UpdateTextureRec(world2.texture, (Rectangle){ worldWidth/2.0f, worldHeight/2.0f, (float)(startPattern.width), (float)(startPattern.height) }, startPattern.data);
|
||||
UnloadImage(startPattern);
|
||||
|
||||
// Pointers to the two textures, to be swapped
|
||||
RenderTexture2D *currentWorld = &world2;
|
||||
RenderTexture2D *previousWorld = &world1;
|
||||
|
||||
// Image to be used in DRAW mode, to be changed with mouse input
|
||||
Image *imageToDraw = NULL;
|
||||
|
||||
SetTargetFPS(60); // Set at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
frame++;
|
||||
|
||||
// Change zoom: both by buttons or by mouse wheel
|
||||
float mouseWheelMove = GetMouseWheelMove();
|
||||
if (buttonZoomIn || (buttonZomOut && (zoom > 1)) || (mouseWheelMove != 0.0f))
|
||||
{
|
||||
FreeImageToDraw(&imageToDraw); // Zoom change: free the image to draw to be recreated again
|
||||
|
||||
const float centerX = offsetX + (windowWidth/2.0f)/zoom;
|
||||
const float centerY = offsetY + (windowHeight/2.0f)/zoom;
|
||||
if (buttonZoomIn || (mouseWheelMove > 0.0f)) zoom *= 2;
|
||||
if ((buttonZomOut || (mouseWheelMove < 0.0f)) && (zoom > 1)) zoom /= 2;
|
||||
offsetX = centerX - (windowWidth/2.0f)/zoom;
|
||||
offsetY = centerY - (windowHeight/2.0f)/zoom;
|
||||
}
|
||||
|
||||
// Change speed: number of frames per step
|
||||
if (buttonFaster && framesPerStep > 1) framesPerStep--;
|
||||
if (buttonSlower) framesPerStep++;
|
||||
|
||||
// Mouse management
|
||||
if ((mode == MODE_RUN) || (mode == MODE_PAUSE))
|
||||
{
|
||||
FreeImageToDraw(&imageToDraw); // Free the image to draw: no longer needed in these modes
|
||||
|
||||
// Pan with mouse left button
|
||||
static Vector2 previousMousePosition = { 0.0f, 0.0f };
|
||||
const Vector2 mousePosition = GetMousePosition();
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
|
||||
{
|
||||
offsetX -= (mousePosition.x - previousMousePosition.x)/zoom;
|
||||
offsetY -= (mousePosition.y - previousMousePosition.y)/zoom;
|
||||
}
|
||||
previousMousePosition = mousePosition;
|
||||
}
|
||||
else // MODE_DRAW
|
||||
{
|
||||
const float offsetDecimalX = offsetX - floorf(offsetX);
|
||||
const float offsetDecimalY = offsetY - floorf(offsetY);
|
||||
int sizeInWorldX = (int)(ceilf((float)(windowWidth + offsetDecimalX*zoom)/zoom));
|
||||
int sizeInWorldY = (int)(ceilf((float)(windowHeight + offsetDecimalY*zoom)/zoom));
|
||||
if (offsetX + sizeInWorldX >= worldWidth) sizeInWorldX = worldWidth - (int)floorf(offsetX);
|
||||
if (offsetY + sizeInWorldY >= worldHeight) sizeInWorldY = worldHeight - (int)floorf(offsetY);
|
||||
|
||||
// Create image to draw if not created yet
|
||||
if (imageToDraw == NULL)
|
||||
{
|
||||
RenderTexture2D worldOnScreen = LoadRenderTexture(sizeInWorldX, sizeInWorldY);
|
||||
BeginTextureMode(worldOnScreen);
|
||||
DrawTexturePro(currentWorld->texture, (Rectangle) { floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), -(float)(sizeInWorldY) },
|
||||
(Rectangle) { 0, 0, (float)(sizeInWorldX), (float)(sizeInWorldY) }, (Vector2) { 0, 0 }, 0.0f, WHITE);
|
||||
EndTextureMode();
|
||||
imageToDraw = (Image*)RL_MALLOC(sizeof(Image));
|
||||
*imageToDraw = LoadImageFromTexture(worldOnScreen.texture);
|
||||
|
||||
UnloadRenderTexture(worldOnScreen);
|
||||
}
|
||||
|
||||
const Vector2 mousePosition = GetMousePosition();
|
||||
static int firstColor = -1;
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && (mousePosition.x < windowWidth))
|
||||
{
|
||||
int mouseX = (int)(mousePosition.x + offsetDecimalX*zoom)/zoom;
|
||||
int mouseY = (int)(mousePosition.y + offsetDecimalY*zoom)/zoom;
|
||||
if (mouseX >= sizeInWorldX) mouseX = sizeInWorldX - 1;
|
||||
if (mouseY >= sizeInWorldY) mouseY = sizeInWorldY - 1;
|
||||
if (firstColor == -1) firstColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
|
||||
const int prevColor = (GetImageColor(*imageToDraw, mouseX, mouseY).r < 5)? 0 : 1;
|
||||
|
||||
ImageDrawPixel(imageToDraw, mouseX, mouseY, (firstColor) ? BLACK : RAYWHITE);
|
||||
|
||||
if (prevColor != firstColor) UpdateTextureRec(currentWorld->texture, (Rectangle){ floorf(offsetX), floorf(offsetY), (float)(sizeInWorldX), (float)(sizeInWorldY) }, imageToDraw->data);
|
||||
}
|
||||
else firstColor = -1;
|
||||
}
|
||||
|
||||
// Load selected preset
|
||||
if (preset >= 0)
|
||||
{
|
||||
Image pattern;
|
||||
if (preset < numberOfPresets - 1) // Preset with pattern image lo load
|
||||
{
|
||||
switch (preset)
|
||||
{
|
||||
case 0: pattern = LoadImage("resources/game_of_life/glider.png"); break;
|
||||
case 1: pattern = LoadImage("resources/game_of_life/r_pentomino.png"); break;
|
||||
case 2: pattern = LoadImage("resources/game_of_life/acorn.png"); break;
|
||||
case 3: pattern = LoadImage("resources/game_of_life/spaceships.png"); break;
|
||||
case 4: pattern = LoadImage("resources/game_of_life/still_lifes.png"); break;
|
||||
case 5: pattern = LoadImage("resources/game_of_life/oscillators.png"); break;
|
||||
case 6: pattern = LoadImage("resources/game_of_life/puffer_train.png"); break;
|
||||
case 7: pattern = LoadImage("resources/game_of_life/glider_gun.png"); break;
|
||||
case 8: pattern = LoadImage("resources/game_of_life/breeder.png"); break;
|
||||
}
|
||||
BeginTextureMode(*currentWorld);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
|
||||
UpdateTextureRec(currentWorld->texture, (Rectangle){ worldWidth*presetPatterns[preset].position.x - pattern.width/2.0f,
|
||||
worldHeight*presetPatterns[preset].position.y - pattern.height/2.0f,
|
||||
(float)(pattern.width), (float)(pattern.height) }, pattern.data);
|
||||
}
|
||||
else // Last preset: Random values
|
||||
{
|
||||
pattern = GenImageColor(worldWidth/randomTiles, worldHeight/randomTiles, RAYWHITE);
|
||||
for (int i = 0; i < randomTiles; i++)
|
||||
{
|
||||
for (int j = 0; j < randomTiles; j++)
|
||||
{
|
||||
ImageClearBackground(&pattern, RAYWHITE);
|
||||
for (int x = 0; x < pattern.width; x++)
|
||||
{
|
||||
for (int y = 0; y < pattern.height; y++)
|
||||
{
|
||||
if (GetRandomValue(0, 100) < 15) ImageDrawPixel(&pattern, x, y, BLACK);
|
||||
}
|
||||
}
|
||||
UpdateTextureRec(currentWorld->texture,
|
||||
(Rectangle){ (float)(pattern.width*i), (float)(pattern.height*j),
|
||||
(float)(pattern.width), (float)(pattern.height) }, pattern.data);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
UnloadImage(pattern);
|
||||
|
||||
mode = MODE_PAUSE;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - windowHeight/zoom/2.0f;
|
||||
}
|
||||
|
||||
// Check window draw inside world limits
|
||||
if (offsetX < 0) offsetX = 0;
|
||||
if (offsetY < 0) offsetY = 0;
|
||||
if (offsetX > worldWidth - (float)(windowWidth)/zoom) offsetX = worldWidth - (float)(windowWidth)/zoom;
|
||||
if (offsetY > worldHeight - (float)(windowHeight)/zoom) offsetY = worldHeight - (float)(windowHeight)/zoom;
|
||||
|
||||
// Rectangles for drawing texture portion to screen
|
||||
const Rectangle textureSourceToScreen = { offsetX, offsetY, (float)windowWidth/zoom, (float)windowHeight/zoom };
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw to texture
|
||||
//----------------------------------------------------------------------------------
|
||||
if ((mode == MODE_RUN) && ((frame%framesPerStep) == 0))
|
||||
{
|
||||
// Swap worlds
|
||||
RenderTexture2D *tempWorld = currentWorld;
|
||||
currentWorld = previousWorld;
|
||||
previousWorld = tempWorld;
|
||||
|
||||
// Draw to texture
|
||||
BeginTextureMode(*currentWorld);
|
||||
BeginShaderMode(shdrGameOfLife);
|
||||
DrawTexturePro(previousWorld->texture, worldRectSource, worldRectDest, (Vector2){ 0, 0 }, 0.0f, RAYWHITE);
|
||||
EndShaderMode();
|
||||
EndTextureMode();
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw to screen
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
DrawTexturePro(currentWorld->texture, textureSourceToScreen, textureOnScreen, (Vector2){ 0, 0 }, 0.0f, WHITE);
|
||||
|
||||
DrawLine(windowWidth, 0, windowWidth, screenHeight, (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(windowWidth, 0, screenWidth - windowWidth, screenHeight, (Color){ 232, 232, 232, 255 });
|
||||
|
||||
DrawText("Conway's", 704, 4, 20, DARKBLUE);
|
||||
DrawText(" game of", 704, 19, 20, DARKBLUE);
|
||||
DrawText(" life", 708, 34, 20, DARKBLUE);
|
||||
DrawText("in raylib", 757, 42, 6, BLACK);
|
||||
|
||||
DrawText("Presets", 710, 58, 8, GRAY);
|
||||
preset = -1;
|
||||
for (int i = 0; i < numberOfPresets; i++)
|
||||
if (GuiButton((Rectangle){ 710.0f, 70.0f + 18*i, 80.0f, 16.0f }, presetPatterns[i].name)) preset = i;
|
||||
|
||||
GuiToggleGroup((Rectangle){ 710, 258, 80, 16 }, "Run\nPause\nDraw", &mode);
|
||||
|
||||
DrawText(TextFormat("Zoom: %ix", zoom), 710, 316, 8, GRAY);
|
||||
buttonZoomIn = GuiButton((Rectangle){ 710, 328, 80, 16 }, "Zoom in");
|
||||
buttonZomOut = GuiButton((Rectangle){ 710, 346, 80, 16 }, "Zoom out");
|
||||
|
||||
DrawText(TextFormat("Speed: %i frame%s", framesPerStep, (framesPerStep > 1)? "s" : ""), 710, 370, 8, GRAY);
|
||||
buttonFaster = GuiButton((Rectangle){ 710, 382, 80, 16 }, "Faster");
|
||||
buttonSlower = GuiButton((Rectangle){ 710, 400, 80, 16 }, "Slower");
|
||||
|
||||
DrawFPS(712, 426);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shdrGameOfLife);
|
||||
UnloadRenderTexture(world1);
|
||||
UnloadRenderTexture(world2);
|
||||
|
||||
FreeImageToDraw(&imageToDraw);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Functions definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void FreeImageToDraw(Image **imageToDraw)
|
||||
{
|
||||
if (*imageToDraw != NULL)
|
||||
{
|
||||
UnloadImage(**imageToDraw);
|
||||
RL_FREE(*imageToDraw);
|
||||
*imageToDraw = NULL;
|
||||
}
|
||||
}
|
||||
BIN
examples/shaders/shaders_game_of_life.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
@ -138,7 +138,7 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
|
||||
|
||||
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
221
examples/shapes/shapes_ball_physics.c
Normal file
@ -0,0 +1,221 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - ball physics
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 David Buzatto (@davidbuzatto)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <math.h>
|
||||
|
||||
#define MAX_BALLS 5000 // Maximum quantity of balls
|
||||
|
||||
typedef struct Ball {
|
||||
Vector2 pos; // Position
|
||||
Vector2 vel; // Velocity
|
||||
Vector2 ppos; // Previous position
|
||||
float radius;
|
||||
float friction;
|
||||
float elasticity;
|
||||
Color color;
|
||||
bool grabbed;
|
||||
} Ball;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
|
||||
|
||||
Ball balls[MAX_BALLS] = {{
|
||||
.pos = { GetScreenWidth()/2, GetScreenHeight()/2 },
|
||||
.vel = { 200, 200 },
|
||||
.ppos = { 0 },
|
||||
.radius = 40,
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.color = BLUE,
|
||||
.grabbed = false
|
||||
}};
|
||||
|
||||
int ballCount = 1;
|
||||
Ball *grabbedBall = NULL; // A pointer to the current ball that is grabbed
|
||||
Vector2 pressOffset = {0}; // Mouse press offset relative to the ball that grabbedd
|
||||
|
||||
float gravity = 100; // World gravity
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
float delta = GetFrameTime();
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
|
||||
// Checks if a ball was grabbed
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
for (int i = ballCount - 1; i >= 0; i--)
|
||||
{
|
||||
Ball *ball = &balls[i];
|
||||
pressOffset.x = mousePos.x - ball->pos.x;
|
||||
pressOffset.y = mousePos.y - ball->pos.y;
|
||||
|
||||
// If the distance between the ball position and the mouse press position
|
||||
// is less than or equal to the ball radius, the event occurred inside the ball
|
||||
if (hypot(pressOffset.x, pressOffset.y) <= ball->radius)
|
||||
{
|
||||
ball->grabbed = true;
|
||||
grabbedBall = ball;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Releases any ball the was grabbed
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
if (grabbedBall != NULL)
|
||||
{
|
||||
grabbedBall->grabbed = false;
|
||||
grabbedBall = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Creates a new ball
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT) || (IsKeyDown(KEY_LEFT_CONTROL) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)))
|
||||
{
|
||||
if (ballCount < MAX_BALLS)
|
||||
{
|
||||
balls[ballCount++] = (Ball){
|
||||
.pos = mousePos,
|
||||
.vel = { GetRandomValue(-300, 300), GetRandomValue(-300, 300) },
|
||||
.ppos = { 0 },
|
||||
.radius = 20 + GetRandomValue(0, 30),
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
|
||||
.grabbed = false
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Shake balls
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
for (int i = 0; i < ballCount; i++)
|
||||
{
|
||||
if (!balls[i].grabbed) balls[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
|
||||
}
|
||||
}
|
||||
|
||||
// Changes gravity
|
||||
gravity += GetMouseWheelMove()*5;
|
||||
|
||||
// Updates each ball state
|
||||
for (int i = 0; i < ballCount; i++)
|
||||
{
|
||||
Ball *ball = &balls[i];
|
||||
|
||||
// The ball is not grabbed
|
||||
if (!ball->grabbed)
|
||||
{
|
||||
// Ball repositioning using the velocity
|
||||
ball->pos.x += ball->vel.x * delta;
|
||||
ball->pos.y += ball->vel.y * delta;
|
||||
|
||||
// Does the ball hit the screen right boundary?
|
||||
if ((ball->pos.x + ball->radius) >= screenWidth)
|
||||
{
|
||||
ball->pos.x = screenWidth - ball->radius; // Ball repositioning
|
||||
ball->vel.x = -ball->vel.x*ball->elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
|
||||
}
|
||||
// Does the ball hit the screen left boundary?
|
||||
else if ((ball->pos.x - ball->radius) <= 0)
|
||||
{
|
||||
ball->pos.x = ball->radius;
|
||||
ball->vel.x = -ball->vel.x*ball->elasticity;
|
||||
}
|
||||
|
||||
// The same for y axis
|
||||
if ((ball->pos.y + ball->radius) >= screenHeight)
|
||||
{
|
||||
ball->pos.y = screenHeight - ball->radius;
|
||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
||||
}
|
||||
else if ((ball->pos.y - ball->radius) <= 0)
|
||||
{
|
||||
ball->pos.y = ball->radius;
|
||||
ball->vel.y = -ball->vel.y*ball->elasticity;
|
||||
}
|
||||
|
||||
// Friction makes the ball lose 1% of its velocity each frame
|
||||
ball->vel.x = ball->vel.x*ball->friction;
|
||||
// Gravity affects only the y axis
|
||||
ball->vel.y = ball->vel.y*ball->friction + gravity;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Ball repositioning using the mouse position
|
||||
ball->pos.x = mousePos.x - pressOffset.x;
|
||||
ball->pos.y = mousePos.y - pressOffset.y;
|
||||
|
||||
// While the ball is grabbed, recalculates its velocity
|
||||
ball->vel.x = (ball->pos.x - ball->ppos.x)/delta;
|
||||
ball->vel.y = (ball->pos.y - ball->ppos.y)/delta;
|
||||
ball->ppos = ball->pos;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < ballCount; i++)
|
||||
{
|
||||
DrawCircleV(balls[i].pos, balls[i].radius, balls[i].color);
|
||||
DrawCircleLinesV(balls[i].pos, balls[i].radius, BLACK);
|
||||
}
|
||||
|
||||
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
|
||||
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, DARKGRAY);
|
||||
DrawText("use mouse wheel to change gravity", 10, 50, 10, DARKGRAY);
|
||||
DrawText("middle click to shake", 10, 70, 10, DARKGRAY);
|
||||
DrawText(TextFormat("BALL COUNT: %d", ballCount), 10, GetScreenHeight() - 70, 20, BLACK);
|
||||
DrawText(TextFormat("GRAVITY: %.2f", gravity), 10, GetScreenHeight() - 40, 20, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shapes/shapes_ball_physics.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
@ -107,7 +107,7 @@ int main(void)
|
||||
|
||||
float bulletDirection = baseDirection + (degreesPerRow*row);
|
||||
|
||||
// Bullet speed * bullet direction, this will determine how much pixels will be incremented/decremented
|
||||
// Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
|
||||
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
|
||||
// only need to calculate it at the spawning time
|
||||
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
|
||||
|
||||
@ -14,9 +14,6 @@
|
||||
* Copyright (c) 2025 JP Mortiboys (@themushroompirates)
|
||||
*
|
||||
********************************************************************************************/
|
||||
#if defined(WIN32)
|
||||
#define _CRT_SECURE_NO_WARNINGS
|
||||
#endif
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
@ -63,24 +60,16 @@ int main(void)
|
||||
/* 8 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
|
||||
/* 9 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,TR,VV,/* */ TL,HH,BR,VV,/* */ BL,HH,HH,BR },
|
||||
};
|
||||
|
||||
// Time for the hands to move to the new position (in seconds); this must be <1s
|
||||
const float handsMoveDuration = .5f;
|
||||
const float handsMoveDuration = 0.5f;
|
||||
|
||||
// We store the previous seconds value so we can see if the time has changed
|
||||
int prevSeconds = -1;
|
||||
|
||||
// This represents the real position where the hands are right now
|
||||
Vector2 currentAngles[6][24] = { 0 };
|
||||
|
||||
// This is the position where the hands were moving from
|
||||
Vector2 srcAngles[6][24] = { 0 };
|
||||
// This is the position where the hands are moving to
|
||||
Vector2 dstAngles[6][24] = { 0 };
|
||||
|
||||
// Current animation timer
|
||||
float handsMoveTimer = 0.0f;
|
||||
|
||||
// 12 or 24 hour mode
|
||||
int hourMode = 24;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
@ -91,7 +80,6 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Get the current time
|
||||
time_t rawtime;
|
||||
struct tm *timeinfo;
|
||||
@ -99,30 +87,26 @@ int main(void)
|
||||
time(&rawtime);
|
||||
timeinfo = localtime(&rawtime);
|
||||
|
||||
if (timeinfo->tm_sec != prevSeconds) {
|
||||
if (timeinfo->tm_sec != prevSeconds)
|
||||
{
|
||||
// The time has changed, so we need to move the hands to the new positions
|
||||
prevSeconds = timeinfo->tm_sec;
|
||||
|
||||
// Format the current time so we can access the individual digits
|
||||
const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour % hourMode, timeinfo->tm_min, timeinfo->tm_sec);
|
||||
const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour%hourMode, timeinfo->tm_min, timeinfo->tm_sec);
|
||||
|
||||
// Fetch where we want all the hands to be
|
||||
for (int digit = 0; digit < 6; digit++) {
|
||||
for (int cell = 0; cell < 24; cell++) {
|
||||
for (int digit = 0; digit < 6; digit++)
|
||||
{
|
||||
for (int cell = 0; cell < 24; cell++)
|
||||
{
|
||||
srcAngles[digit][cell] = currentAngles[digit][cell];
|
||||
dstAngles[digit][cell] = digitAngles[ clockDigits[digit] - '0' ][cell];
|
||||
dstAngles[digit][cell] = digitAngles[clockDigits[digit] - '0'][cell];
|
||||
|
||||
// Quick exception for 12h mode
|
||||
if (digit == 0 && hourMode == 12 && clockDigits[0] == '0') {
|
||||
dstAngles[digit][cell] = ZZ;
|
||||
}
|
||||
|
||||
if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) {
|
||||
srcAngles[digit][cell].x -= 360.0f;
|
||||
}
|
||||
if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) {
|
||||
srcAngles[digit][cell].y -= 360.0f;
|
||||
}
|
||||
if ((digit == 0) && (hourMode == 12) && (clockDigits[0] == '0')) dstAngles[digit][cell] = ZZ;
|
||||
if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) srcAngles[digit][cell].x -= 360.0f;
|
||||
if (srcAngles[digit][cell].y > dstAngles[digit][cell].y) srcAngles[digit][cell].y -= 360.0f;
|
||||
}
|
||||
}
|
||||
|
||||
@ -131,37 +115,29 @@ int main(void)
|
||||
}
|
||||
|
||||
// Now let's animate all the hands if we need to
|
||||
if (handsMoveTimer < handsMoveDuration) {
|
||||
if (handsMoveTimer < handsMoveDuration)
|
||||
{
|
||||
// Increase the timer but don't go above the maximum
|
||||
handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
|
||||
|
||||
// Calculate the % completion of the animation
|
||||
float t = handsMoveTimer / handsMoveDuration;
|
||||
// Calculate the%completion of the animation
|
||||
float t = handsMoveTimer/handsMoveDuration;
|
||||
|
||||
// A little cheeky smoothstep
|
||||
t = t * t * (3.0f - 2.0f * t);
|
||||
t = t*t*(3.0f - 2.0f*t);
|
||||
|
||||
for (int digit = 0; digit < 6; digit++) {
|
||||
for (int cell = 0; cell < 24; cell++) {
|
||||
for (int digit = 0; digit < 6; digit++)
|
||||
{
|
||||
for (int cell = 0; cell < 24; cell++)
|
||||
{
|
||||
currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t);
|
||||
currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t);
|
||||
}
|
||||
}
|
||||
|
||||
if (handsMoveTimer == handsMoveDuration) {
|
||||
// The animation has now finished
|
||||
}
|
||||
}
|
||||
|
||||
// Handle input
|
||||
|
||||
// Toggle between 12 and 24 hour mode with space
|
||||
if (IsKeyPressed(KEY_SPACE)) {
|
||||
hourMode = 36 - hourMode;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) hourMode = 36 - hourMode; // Toggle between 12 and 24 hour mode with space
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -174,19 +150,22 @@ int main(void)
|
||||
|
||||
float xOffset = 4.0f;
|
||||
|
||||
for (int digit = 0; digit < 6; digit++) {
|
||||
|
||||
for (int row = 0; row < 6; row++) {
|
||||
for (int col = 0; col < 4; col++) {
|
||||
for (int digit = 0; digit < 6; digit++)
|
||||
{
|
||||
for (int row = 0; row < 6; row++)
|
||||
{
|
||||
for (int col = 0; col < 4; col++)
|
||||
{
|
||||
Vector2 centre = (Vector2){
|
||||
xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f,
|
||||
100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f
|
||||
xOffset + col*(clockFaceSize+clockFaceSpacing) + clockFaceSize*0.5f,
|
||||
100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize*0.5f
|
||||
};
|
||||
DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, DARKGRAY);
|
||||
|
||||
DrawRing(centre, clockFaceSize*0.5f - 2.0f, clockFaceSize*0.5f, 0, 360, 24, DARKGRAY);
|
||||
|
||||
// Big hand
|
||||
DrawRectanglePro(
|
||||
(Rectangle){centre.x, centre.y, clockFaceSize*.5f+4.0f, 4.0f},
|
||||
(Rectangle){centre.x, centre.y, clockFaceSize*0.5f+4.0f, 4.0f},
|
||||
(Vector2){ 2.0f, 2.0f },
|
||||
currentAngles[digit][row*4+col].x,
|
||||
handsColor
|
||||
@ -194,7 +173,7 @@ int main(void)
|
||||
|
||||
// Little hand
|
||||
DrawRectanglePro(
|
||||
(Rectangle){centre.x, centre.y, clockFaceSize*.5f+2.0f, 4.0f},
|
||||
(Rectangle){centre.x, centre.y, clockFaceSize*0.5f+2.0f, 4.0f},
|
||||
(Vector2){ 2.0f, 2.0f },
|
||||
currentAngles[digit][row*4+col].y,
|
||||
handsColor
|
||||
@ -202,27 +181,23 @@ int main(void)
|
||||
}
|
||||
}
|
||||
|
||||
xOffset += (clockFaceSize+clockFaceSpacing) * 4;
|
||||
if (digit % 2 == 1) {
|
||||
|
||||
xOffset += (clockFaceSize+clockFaceSpacing)*4;
|
||||
if (digit%2 == 1)
|
||||
{
|
||||
DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
|
||||
DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
|
||||
|
||||
xOffset += sectionSpacing;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -42,7 +42,7 @@ int main(void)
|
||||
SetConfigFlags(FLAG_WINDOW_HIGHDPI);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
|
||||
|
||||
// Simulation Paramters
|
||||
// Simulation Parameters
|
||||
float l1 = 15.0f, m1 = 0.2f, theta1 = DEG2RAD*170, w1 = 0;
|
||||
float l2 = 15.0f, m2 = 0.1f, theta2 = DEG2RAD*0, w2 = 0;
|
||||
float lengthScaler = 0.1f;
|
||||
@ -76,7 +76,7 @@ int main(void)
|
||||
float step = dt/SIMULATION_STEPS, step2 = step*step;
|
||||
|
||||
// Update Physics - larger steps = better approximation
|
||||
for (int i = 0; i < SIMULATION_STEPS; ++i)
|
||||
for (int i = 0; i < SIMULATION_STEPS; i++)
|
||||
{
|
||||
float delta = theta1 - theta2;
|
||||
float sinD = sinf(delta), cosD = cosf(delta), cos2D = cosf(2*delta);
|
||||
|
||||
@ -16,7 +16,10 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <string.h>
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define MAX_DRAW_LINES 8192
|
||||
@ -47,6 +50,9 @@ int main(void)
|
||||
int symmetry = 6;
|
||||
float angle = 360.0f/(float)symmetry;
|
||||
float thickness = 3.0f;
|
||||
Rectangle resetButtonRec = { screenWidth - 55, 5, 50, 25 };
|
||||
Rectangle backButtonRec = { screenWidth - 55, screenHeight - 30, 25, 25 };
|
||||
Rectangle nextButtonRec = { screenWidth - 30, screenHeight - 30, 25, 25 };
|
||||
Vector2 mousePos = { 0 };
|
||||
Vector2 prevMousePos = { 0 };
|
||||
Vector2 scaleVector = { 1.0f, -1.0f };
|
||||
@ -58,7 +64,11 @@ int main(void)
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
int lineCounter = 0;
|
||||
int currentLineCounter = 0;
|
||||
int totalLineCounter = 0;
|
||||
int resetButtonClicked = false;
|
||||
int backButtonClicked = false;
|
||||
int nextButtonClicked = false;
|
||||
|
||||
SetTargetFPS(20);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -74,24 +84,47 @@ int main(void)
|
||||
Vector2 lineStart = Vector2Subtract(mousePos, offset);
|
||||
Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
if (
|
||||
IsMouseButtonDown(MOUSE_LEFT_BUTTON)
|
||||
&& (CheckCollisionPointRec(mousePos, resetButtonRec) == false)
|
||||
&& (CheckCollisionPointRec(mousePos, backButtonRec) == false)
|
||||
&& (CheckCollisionPointRec(mousePos, nextButtonRec) == false)
|
||||
)
|
||||
{
|
||||
for (int s = 0; (s < symmetry) && (lineCounter < (MAX_DRAW_LINES - 1)); s++)
|
||||
for (int s = 0; (s < symmetry) && (totalLineCounter < (MAX_DRAW_LINES - 1)); s++)
|
||||
{
|
||||
lineStart = Vector2Rotate(lineStart, angle*DEG2RAD);
|
||||
lineEnd = Vector2Rotate(lineEnd, angle*DEG2RAD);
|
||||
|
||||
// Store mouse line
|
||||
lines[lineCounter].start = lineStart;
|
||||
lines[lineCounter].end = lineEnd;
|
||||
lines[totalLineCounter].start = lineStart;
|
||||
lines[totalLineCounter].end = lineEnd;
|
||||
|
||||
// Store reflective line
|
||||
lines[lineCounter + 1].start = Vector2Multiply(lineStart, scaleVector);
|
||||
lines[lineCounter + 1].end = Vector2Multiply(lineEnd, scaleVector);
|
||||
lines[totalLineCounter + 1].start = Vector2Multiply(lineStart, scaleVector);
|
||||
lines[totalLineCounter + 1].end = Vector2Multiply(lineEnd, scaleVector);
|
||||
|
||||
lineCounter += 2;
|
||||
totalLineCounter += 2;
|
||||
currentLineCounter = totalLineCounter;
|
||||
}
|
||||
}
|
||||
|
||||
if (resetButtonClicked)
|
||||
{
|
||||
memset(&lines, 0, sizeof(Line)*MAX_DRAW_LINES);
|
||||
currentLineCounter = 0;
|
||||
totalLineCounter = 0;
|
||||
}
|
||||
|
||||
if (backButtonClicked && (currentLineCounter > 0))
|
||||
{
|
||||
currentLineCounter -= 1;
|
||||
}
|
||||
|
||||
if (nextButtonClicked && (currentLineCounter < MAX_DRAW_LINES) && ((currentLineCounter + 1) <= totalLineCounter))
|
||||
{
|
||||
currentLineCounter += 1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -99,19 +132,31 @@ int main(void)
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera);
|
||||
|
||||
for (int s = 0; s < symmetry; s++)
|
||||
{
|
||||
for (int i = 0; i < lineCounter; i += 2)
|
||||
for (int i = 0; i < currentLineCounter; i += 2)
|
||||
{
|
||||
DrawLineEx(lines[i].start, lines[i].end, thickness, BLACK);
|
||||
DrawLineEx(lines[i + 1].start, lines[i + 1].end, thickness, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText(TextFormat("LINES: %i/%i", lineCounter, MAX_DRAW_LINES), 10, screenHeight - 30, 20, MAROON);
|
||||
if ((currentLineCounter - 1) < 0) GuiDisable();
|
||||
|
||||
backButtonClicked = GuiButton(backButtonRec, "<");
|
||||
GuiEnable();
|
||||
|
||||
if ((currentLineCounter + 1) > totalLineCounter) GuiDisable();
|
||||
|
||||
nextButtonClicked = GuiButton(nextButtonRec, ">");
|
||||
GuiEnable();
|
||||
resetButtonClicked = GuiButton(resetButtonRec, "Reset");
|
||||
|
||||
DrawText(TextFormat("LINES: %i/%i", currentLineCounter, MAX_DRAW_LINES), 10, screenHeight - 30, 20, MAROON);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
|
Before Width: | Height: | Size: 38 KiB After Width: | Height: | Size: 81 KiB |
@ -31,7 +31,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math angle rotation");
|
||||
SetTargetFPS(60);
|
||||
|
||||
Vector2 center = { screenWidth / 2.0f, screenHeight / 2.0f };
|
||||
Vector2 center = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
const float lineLength = 150.0f;
|
||||
|
||||
// Predefined angles for fixed lines
|
||||
@ -60,9 +60,9 @@ int main(void)
|
||||
// Draw fixed-angle lines with colorful gradient
|
||||
for (int i = 0; i < numAngles; i++)
|
||||
{
|
||||
float rad = angles[i] * DEG2RAD;
|
||||
Vector2 end = { center.x + cosf(rad) * lineLength,
|
||||
center.y + sinf(rad) * lineLength };
|
||||
float rad = angles[i]*DEG2RAD;
|
||||
Vector2 end = { center.x + cosf(rad)*lineLength,
|
||||
center.y + sinf(rad)*lineLength };
|
||||
|
||||
// Gradient color from green → cyan → blue → magenta
|
||||
Color col;
|
||||
@ -78,15 +78,15 @@ int main(void)
|
||||
DrawLineEx(center, end, 5.0f, col);
|
||||
|
||||
// Draw angle label slightly offset along the line
|
||||
Vector2 textPos = { center.x + cosf(rad) * (lineLength + 20),
|
||||
center.y + sinf(rad) * (lineLength + 20) };
|
||||
Vector2 textPos = { center.x + cosf(rad)*(lineLength + 20),
|
||||
center.y + sinf(rad)*(lineLength + 20) };
|
||||
DrawText(TextFormat("%d°", angles[i]), (int)textPos.x, (int)textPos.y, 20, col);
|
||||
}
|
||||
|
||||
// Draw animated rotating line with changing color
|
||||
float animRad = totalAngle * DEG2RAD;
|
||||
Vector2 animEnd = { center.x + cosf(animRad) * lineLength,
|
||||
center.y + sinf(animRad) * lineLength };
|
||||
float animRad = totalAngle*DEG2RAD;
|
||||
Vector2 animEnd = { center.x + cosf(animRad)*lineLength,
|
||||
center.y + sinf(animRad)*lineLength };
|
||||
|
||||
// Cycle through HSV colors for animated line
|
||||
Color animCol = ColorFromHSV(fmodf(totalAngle, 360.0f), 0.8f, 0.9f);
|
||||
|
||||
@ -40,8 +40,8 @@ int main(void)
|
||||
|
||||
Vector2 sinePoints[WAVE_POINTS];
|
||||
Vector2 cosPoints[WAVE_POINTS];
|
||||
Vector2 center = { (screenWidth/2.0f) - 30.f, screenHeight/2.0f };
|
||||
Rectangle start = { 20.f, screenHeight - 120.f , 200.0f, 100.0f};
|
||||
Vector2 center = { (screenWidth/2.0f) - 30.0f, screenHeight/2.0f };
|
||||
Rectangle start = { 20.0f, screenHeight - 120.f , 200.0f, 100.0f};
|
||||
float radius = 130.0f;
|
||||
float angle = 0.0f;
|
||||
bool pause = false;
|
||||
@ -98,7 +98,7 @@ int main(void)
|
||||
// Base circle and axes
|
||||
DrawCircleLinesV(center, radius, GRAY);
|
||||
DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
|
||||
DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
|
||||
DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.0f, GRAY);
|
||||
|
||||
// Wave graph axes
|
||||
DrawLineEx((Vector2){ start.x , start.y }, (Vector2){ start.x , start.y + start.height }, 2.0f, GRAY);
|
||||
@ -135,19 +135,19 @@ int main(void)
|
||||
DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
|
||||
|
||||
// Complementary angle (beige)
|
||||
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
|
||||
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.0f , 36.0f, BEIGE);
|
||||
DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE);
|
||||
|
||||
// Supplementary angle (darkblue)
|
||||
DrawCircleSectorLines(center, radius*0.5f , -angle, -180.f , 36.0f, DARKBLUE);
|
||||
DrawCircleSectorLines(center, radius*0.5f , -angle, -180.0f , 36.0f, DARKBLUE);
|
||||
DrawText(TextFormat("Supplementary %0.f°",supplementary), 640, 130, 6, DARKBLUE);
|
||||
|
||||
// Explementary angle (pink)
|
||||
DrawCircleSectorLines(center, radius*0.4f , -angle, -360.f , 36.0f, PINK);
|
||||
DrawCircleSectorLines(center, radius*0.4f , -angle, -360.0f , 36.0f, PINK);
|
||||
DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK);
|
||||
|
||||
// Current angle - arc (lime), radius (black), endpoint (black)
|
||||
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
|
||||
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.0f, 36.0f, LIME);
|
||||
DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
|
||||
DrawCircleV(point, 4.0f, BLACK);
|
||||
|
||||
@ -156,11 +156,12 @@ int main(void)
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
|
||||
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.0f);
|
||||
|
||||
// Angle values panel
|
||||
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
@ -71,7 +71,7 @@ int main(void)
|
||||
if ((trailPositions[i].x != 0.0f) || (trailPositions[i].y != 0.0f))
|
||||
{
|
||||
// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
|
||||
float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
|
||||
float ratio = (float)(MAX_TRAIL_LENGTH - i)/MAX_TRAIL_LENGTH;
|
||||
|
||||
// Fade effect: oldest positions are more transparent
|
||||
// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
|
||||
|
||||
271
examples/shapes/shapes_penrose_tile.c
Normal file
@ -0,0 +1,271 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - penrose tile
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6-dev
|
||||
* Based on: https://processing.org/examples/penrosetile.html
|
||||
*
|
||||
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 David Buzatto (@davidbuzatto)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#define STR_MAX_SIZE 10000
|
||||
#define TURTLE_STACK_MAX_SIZE 50
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct TurtleState {
|
||||
Vector2 origin;
|
||||
double angle;
|
||||
} TurtleState;
|
||||
|
||||
typedef struct PenroseLSystem {
|
||||
int steps;
|
||||
char *production;
|
||||
const char *ruleW;
|
||||
const char *ruleX;
|
||||
const char *ruleY;
|
||||
const char *ruleZ;
|
||||
float drawLength;
|
||||
float theta;
|
||||
} PenroseLSystem;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static TurtleState turtleStack[TURTLE_STACK_MAX_SIZE];
|
||||
static int turtleTop = -1;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static void PushTurtleState(TurtleState state);
|
||||
static TurtleState PopTurtleState(void);
|
||||
static PenroseLSystem CreatePenroseLSystem(float drawLength);
|
||||
static void BuildProductionStep(PenroseLSystem *ls);
|
||||
static void DrawPenroseLSystem(PenroseLSystem *ls);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - penrose tile");
|
||||
|
||||
float drawLength = 460.0f;
|
||||
int minGenerations = 0;
|
||||
int maxGenerations = 4;
|
||||
int generations = 0;
|
||||
|
||||
// Initializee new penrose tile
|
||||
PenroseLSystem ls = CreatePenroseLSystem(drawLength*(generations/(float)maxGenerations));
|
||||
for (int i = 0; i < generations; i++) BuildProductionStep(&ls);
|
||||
|
||||
SetTargetFPS(120); // Set our game to run at 120 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
bool rebuild = false;
|
||||
if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
if (generations < maxGenerations)
|
||||
{
|
||||
generations++;
|
||||
rebuild = true;
|
||||
}
|
||||
}
|
||||
else if (IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
if (generations > minGenerations)
|
||||
{
|
||||
generations--;
|
||||
if (generations > 0) rebuild = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (rebuild)
|
||||
{
|
||||
RL_FREE(ls.production); // Free previous production for re-creation
|
||||
ls = CreatePenroseLSystem(drawLength*(generations/(float)maxGenerations));
|
||||
for (int i = 0; i < generations; i++) BuildProductionStep(&ls);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground( RAYWHITE );
|
||||
|
||||
if (generations > 0) DrawPenroseLSystem(&ls);
|
||||
|
||||
DrawText("penrose l-system", 10, 10, 20, DARKGRAY);
|
||||
DrawText("press up or down to change generations", 10, 30, 20, DARKGRAY);
|
||||
DrawText(TextFormat("generations: %d", generations), 10, 50, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Push turtle state for next step
|
||||
static void PushTurtleState(TurtleState state)
|
||||
{
|
||||
if (turtleTop < (TURTLE_STACK_MAX_SIZE - 1)) turtleStack[++turtleTop] = state;
|
||||
else TraceLog(LOG_WARNING, "TURTLE STACK OVERFLOW!");
|
||||
}
|
||||
|
||||
// Pop turtle state step
|
||||
static TurtleState PopTurtleState(void)
|
||||
{
|
||||
if (turtleTop >= 0) return turtleStack[turtleTop--];
|
||||
else TraceLog(LOG_WARNING, "TURTLE STACK UNDERFLOW!");
|
||||
|
||||
return (TurtleState){ 0 };
|
||||
}
|
||||
|
||||
// Create a new penrose tile structure
|
||||
static PenroseLSystem CreatePenroseLSystem(float drawLength)
|
||||
{
|
||||
// TODO: Review constant values assignment on recreation?
|
||||
PenroseLSystem ls = {
|
||||
.steps = 0,
|
||||
.ruleW = "YF++ZF4-XF[-YF4-WF]++",
|
||||
.ruleX = "+YF--ZF[3-WF--XF]+",
|
||||
.ruleY = "-WF++XF[+++YF++ZF]-",
|
||||
.ruleZ = "--YF++++WF[+ZF++++XF]--XF",
|
||||
.drawLength = drawLength,
|
||||
.theta = 36.0f // Degrees
|
||||
};
|
||||
|
||||
ls.production = (char *)RL_MALLOC(sizeof(char)*STR_MAX_SIZE);
|
||||
ls.production[0] = '\0';
|
||||
strncpy(ls.production, "[X]++[X]++[X]++[X]++[X]", STR_MAX_SIZE);
|
||||
|
||||
return ls;
|
||||
}
|
||||
|
||||
// Build next penrose step
|
||||
static void BuildProductionStep(PenroseLSystem *ls)
|
||||
{
|
||||
char *newProduction = (char *)RL_MALLOC(sizeof(char)*STR_MAX_SIZE);
|
||||
newProduction[0] = '\0';
|
||||
|
||||
int productionLength = strnlen(ls->production, STR_MAX_SIZE);
|
||||
|
||||
for (int i = 0; i < productionLength; i++)
|
||||
{
|
||||
char step = ls->production[i];
|
||||
int remainingSpace = STR_MAX_SIZE - strnlen(newProduction, STR_MAX_SIZE) - 1;
|
||||
switch (step)
|
||||
{
|
||||
case 'W': strncat(newProduction, ls->ruleW, remainingSpace); break;
|
||||
case 'X': strncat(newProduction, ls->ruleX, remainingSpace); break;
|
||||
case 'Y': strncat(newProduction, ls->ruleY, remainingSpace); break;
|
||||
case 'Z': strncat(newProduction, ls->ruleZ, remainingSpace); break;
|
||||
default:
|
||||
{
|
||||
if (step != 'F')
|
||||
{
|
||||
int t = strnlen(newProduction, STR_MAX_SIZE);
|
||||
newProduction[t] = step;
|
||||
newProduction[t + 1] = '\0';
|
||||
}
|
||||
} break;
|
||||
}
|
||||
}
|
||||
|
||||
ls->drawLength *= 0.5f;
|
||||
strncpy(ls->production, newProduction, STR_MAX_SIZE);
|
||||
|
||||
RL_FREE(newProduction);
|
||||
}
|
||||
|
||||
// Draw penrose tile lines
|
||||
static void DrawPenroseLSystem(PenroseLSystem *ls)
|
||||
{
|
||||
Vector2 screenCenter = { GetScreenWidth()/2, GetScreenHeight()/2 };
|
||||
|
||||
TurtleState turtle = {
|
||||
.origin = { 0 },
|
||||
.angle = -90.0f
|
||||
};
|
||||
|
||||
int repeats = 1;
|
||||
int productionLength = (int)strnlen(ls->production, STR_MAX_SIZE);
|
||||
ls->steps += 12;
|
||||
|
||||
if (ls->steps > productionLength) ls->steps = productionLength;
|
||||
|
||||
for (int i = 0; i < ls->steps; i++)
|
||||
{
|
||||
char step = ls->production[i];
|
||||
if (step == 'F')
|
||||
{
|
||||
for (int j = 0; j < repeats; j++)
|
||||
{
|
||||
Vector2 startPosWorld = turtle.origin;
|
||||
float radAngle = DEG2RAD*turtle.angle;
|
||||
turtle.origin.x += ls->drawLength*cosf(radAngle);
|
||||
turtle.origin.y += ls->drawLength*sinf(radAngle);
|
||||
Vector2 startPosScreen = { startPosWorld.x + screenCenter.x, startPosWorld.y + screenCenter.y };
|
||||
Vector2 endPosScreen = { turtle.origin.x + screenCenter.x, turtle.origin.y + screenCenter.y };
|
||||
|
||||
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2));
|
||||
}
|
||||
|
||||
repeats = 1;
|
||||
}
|
||||
else if (step == '+')
|
||||
{
|
||||
for (int j = 0; j < repeats; j++) turtle.angle += ls->theta;
|
||||
|
||||
repeats = 1;
|
||||
}
|
||||
else if (step == '-')
|
||||
{
|
||||
for (int j = 0; j < repeats; j++) turtle.angle += -ls->theta;
|
||||
|
||||
repeats = 1;
|
||||
}
|
||||
else if (step == '[') PushTurtleState(turtle);
|
||||
else if (step == ']') turtle = PopTurtleState();
|
||||
else if ((step >= 48) && (step <= 57)) repeats = (int) step - 48;
|
||||
}
|
||||
|
||||
turtleTop = -1;
|
||||
}
|
||||
BIN
examples/shapes/shapes_penrose_tile.png
Normal file
|
After Width: | Height: | Size: 25 KiB |
@ -184,7 +184,7 @@ static void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, fl
|
||||
}
|
||||
|
||||
// End one even segments
|
||||
if ( segments % 2)
|
||||
if ( segments%2)
|
||||
{
|
||||
rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
|
||||
rlVertex2f(center.x, center.y);
|
||||
|
||||
@ -112,7 +112,7 @@ int main(void)
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f", angle), &angle, 0, 180);
|
||||
GuiSliderBar((Rectangle){ 640, 70, 120, 20 }, "Length", TextFormat("%.0f", length), &length, 12.0f, 240.0f);
|
||||
GuiSliderBar((Rectangle){ 640, 100, 120, 20}, "Decay", TextFormat("%.2f", branchDecay), &branchDecay, 0.1f, 0.78f);
|
||||
GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.f);
|
||||
GuiSliderBar((Rectangle){ 640, 130, 120, 20 }, "Depth", TextFormat("%.0f", treeDepth), &treeDepth, 1.0f, 10.0f);
|
||||
GuiSliderBar((Rectangle){ 640, 160, 120, 20}, "Thick", TextFormat("%.0f", thick), &thick, 1, 8);
|
||||
GuiCheckBox((Rectangle){ 640, 190, 20, 20 }, "Bezier", &bezier);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
@ -122,11 +122,11 @@ int main(void)
|
||||
}
|
||||
|
||||
float distance = Vector2Distance(center, circlePosition)/pointScale;
|
||||
float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f) / 2.0f);
|
||||
float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
|
||||
|
||||
if (distance > 1.0f)
|
||||
{
|
||||
circlePosition = Vector2Add((Vector2){ sinf(angle*(PI * 2.0f)) * pointScale, -cosf(angle*(PI*2.0f))*pointScale }, center);
|
||||
circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI*2.0f))*pointScale }, center);
|
||||
}
|
||||
}
|
||||
|
||||
@ -152,21 +152,15 @@ int main(void)
|
||||
// If the slider or the wheel was clicked, update the current color
|
||||
if (settingColor || sliderClicked)
|
||||
{
|
||||
if (settingColor) {
|
||||
circlePosition = GetMousePosition();
|
||||
}
|
||||
if (settingColor) circlePosition = GetMousePosition();
|
||||
|
||||
float distance = Vector2Distance(center, circlePosition) / pointScale;
|
||||
float distance = Vector2Distance(center, circlePosition)/pointScale;
|
||||
|
||||
float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
|
||||
if (settingColor && distance > 1.0f) {
|
||||
circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
|
||||
}
|
||||
if (settingColor && distance > 1.0f) circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
|
||||
|
||||
float angle360 = angle*360.0f;
|
||||
|
||||
float valueActual = Clamp(distance, 0.0f, 1.0f);
|
||||
|
||||
color = ColorLerp((Color){ (int)(value*255.0f), (int)(value*255.0f), (int)(value*255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -95,7 +95,7 @@ int main(void)
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
for (int i = 0; i <= emissionRate; i++) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
}
|
||||
|
||||
// Update the parameters of each particle
|
||||
|
||||
@ -34,7 +34,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
|
||||
|
||||
Vector2 points[122] = { 0 };
|
||||
Vector2 center = { (screenWidth/2.0f) - 125.f, screenHeight/2.0f };
|
||||
Vector2 center = { (screenWidth/2.0f) - 125.0f, screenHeight/2.0f };
|
||||
float segments = 6.0f;
|
||||
float insideRadius = 100.0f;
|
||||
float outsideRadius = 150.0f;
|
||||
@ -92,7 +92,7 @@ int main(void)
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.f);
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.0f);
|
||||
GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -8,13 +8,15 @@
|
||||
| fonts/mecha.png | Captain Falcon | [Freeware](https://www.dafont.com/es/mecha-cf.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
|
||||
| fonts/pixelplay.png | Aleksander Shevchuk | [Freeware](https://www.dafont.com/es/pixelplay.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
|
||||
| fonts/pixantiqua.ttf | Gerhard Großmann | [Freeware](https://www.dafont.com/es/pixantiqua.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
|
||||
| anonymous_pro_bold.ttf | [Mark Simonson](https://fonts.google.com/specimen/Anonymous+Pro) | [Open Font License](https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL) | - |
|
||||
| anonymous_pro_bold.ttf | [Mark Simonson](https://fonts.google.com/specimen/Anonymous+Pro) | [SIL Open Font License](https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL) | - |
|
||||
| custom_alagard.png | [Brian Kent (AEnigma)](https://www.dafont.com/es/aenigma.d188) | [Freeware](https://www.dafont.com/es/jupiter-crash.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
|
||||
| custom_jupiter_crash.png | [Brian Kent (AEnigma)](https://www.dafont.com/es/aenigma.d188) | [Freeware](https://www.dafont.com/es/jupiter-crash.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
|
||||
| custom_mecha.png | [Brian Kent (AEnigma)](https://www.dafont.com/es/aenigma.d188) | [Freeware](https://www.dafont.com/es/jupiter-crash.font) | Atlas created by [@raysan5](https://github.com/raysan5) |
|
||||
| dejavu.fnt, dejavu.png | [DejaVu Fonts](https://dejavu-fonts.github.io/) | [Free](https://dejavu-fonts.github.io/License.html) | Atlas made with [BMFont](https://www.angelcode.com/products/bmfont/) by [@raysan5](https://github.com/raysan5) |
|
||||
| KAISG.ttf | [Dieter Steffmann](http://www.steffmann.de/wordpress/) | [Freeware](https://www.1001fonts.com/users/steffmann/) | [Kaiserzeit Gotisch](https://www.dafont.com/es/kaiserzeit-gotisch.font) font |
|
||||
| noto_cjk.fnt, noto_cjk.png | [Google Fonts](https://www.google.com/get/noto/help/cjk/) | [Open Font License](https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL) | Atlas made with [BMFont](https://www.angelcode.com/products/bmfont/) by [@raysan5](https://github.com/raysan5) |
|
||||
| noto_cjk.fnt, noto_cjk.png | [Google Fonts](https://www.google.com/get/noto/help/cjk/) | [SIL Open Font License](https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL) | Atlas made with [BMFont](https://www.angelcode.com/products/bmfont/) by [@raysan5](https://github.com/raysan5) |
|
||||
| pixantiqua.fnt, pixantiqua.png | Gerhard Großmann | [Freeware](https://www.dafont.com/es/pixantiqua.font) | Atlas made with [BMFont](https://www.angelcode.com/products/bmfont/) by [@raysan5](https://github.com/raysan5) |
|
||||
| pixantiqua.ttf | Gerhard Großmann | [Freeware](https://www.dafont.com/es/pixantiqua.font) | - |
|
||||
| symbola.fnt, symbola.png | George Douros | [Freeware](https://fontlibrary.org/en/font/symbola) | Atlas made with [BMFont](https://www.angelcode.com/products/bmfont/) by [@raysan5](https://github.com/raysan5) |
|
||||
| DotGothic16-Regular.ttf | [The DotGothic16 Project Authors](https://github.com/fontworks-fonts/DotGothic16) | [Open Font License](https://scripts.sil.org/cms/scripts/page.php?site_id=nrsi&id=OFL) | - |
|
||||
| NotoSansTC-Regular.ttf | [Adobe](http://www.adobe.com/) | [SIL Open Font License](https://openfontlicense.org/documents/OFL.txt) | - |
|
||||
|
||||
@ -231,7 +231,7 @@ int main(void)
|
||||
if (multicolor)
|
||||
{
|
||||
// Fill color array with random colors
|
||||
for (int i = 0; i < TEXT_MAX_LAYERS; ++i)
|
||||
for (int i = 0; i < TEXT_MAX_LAYERS; i++)
|
||||
{
|
||||
multi[i] = GenerateRandomColor(0.5f, 0.8f);
|
||||
multi[i].a = GetRandomValue(0, 255);
|
||||
@ -296,7 +296,7 @@ int main(void)
|
||||
rlRotatef(90.0f, 1.0f, 0.0f, 0.0f);
|
||||
rlRotatef(90.0f, 0.0f, 0.0f, -1.0f);
|
||||
|
||||
for (int i = 0; i < layers; ++i)
|
||||
for (int i = 0; i < layers; i++)
|
||||
{
|
||||
Color clr = light;
|
||||
if (multicolor) clr = multi[i];
|
||||
|
||||
@ -70,6 +70,8 @@ int main(void)
|
||||
// - Define foreground color: [cRRGGBBAA]
|
||||
// - Define background color: [bRRGGBBAA]
|
||||
// - Reset formating: [r]
|
||||
// Colors defined with [cRRGGBBAA] or [bRRGGBBAA] are multiplied by the base color alpha
|
||||
// This allows global transparency control while keeping per-section styling (ex. text fade effects)
|
||||
// Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text
|
||||
|
||||
DrawTextStyled(GetFontDefault(), "This changes the [cFF0000FF]foreground color[r] of provided text!!!",
|
||||
@ -81,12 +83,15 @@ int main(void)
|
||||
DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff][bff0000ff]foreground and background colors[r]!!!",
|
||||
(Vector2){ 100, 160 }, 20.0f, 2.0f, BLACK);
|
||||
|
||||
DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff]alpha[r] relative [cffffffff][b000000ff]from source[r] [cff000088]color[r]!!!",
|
||||
(Vector2){ 100, 200 }, 20.0f, 2.0f, (Color){ 0, 0, 0, 100 });
|
||||
|
||||
// Get pointer to formated text
|
||||
const char *text = TextFormat("Let's be [c%02x%02x%02xFF]CREATIVE[r] !!!", colRandom.r, colRandom.g, colRandom.b);
|
||||
DrawTextStyled(GetFontDefault(), text, (Vector2){ 100, 220 }, 40.0f, 2.0f, BLACK);
|
||||
DrawTextStyled(GetFontDefault(), text, (Vector2){ 100, 240 }, 40.0f, 2.0f, BLACK);
|
||||
|
||||
textSize = MeasureTextStyled(GetFontDefault(), text, 40.0f, 2.0f);
|
||||
DrawRectangleLines(100, 220, (int)textSize.x, (int)textSize.y, GREEN);
|
||||
DrawRectangleLines(100, 240, (int)textSize.x, (int)textSize.y, GREEN);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -105,6 +110,7 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw text using inline styling
|
||||
// PARAM: color is the default text color, background color is BLANK by default
|
||||
// NOTE: Using input color as the base alpha multiplied to inline styles
|
||||
static void DrawTextStyled(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color color)
|
||||
{
|
||||
// Text inline styling strategy used: [ ] delimiters for format
|
||||
@ -171,8 +177,16 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
|
||||
|
||||
// Convert hex color text into actual Color
|
||||
unsigned int colHexValue = strtoul(colHexText, NULL, 16);
|
||||
if (text[i - 1] == 'c') colFront = GetColor(colHexValue);
|
||||
else if (text[i - 1] == 'b') colBack = GetColor(colHexValue);
|
||||
if (text[i - 1] == 'c')
|
||||
{
|
||||
colFront = GetColor(colHexValue);
|
||||
colFront.a *= (float)color.a/255.0f;
|
||||
}
|
||||
else if (text[i - 1] == 'b')
|
||||
{
|
||||
colBack = GetColor(colHexValue);
|
||||
colBack.a *= (float)color.a/255.0f;
|
||||
}
|
||||
|
||||
i += (colHexCount + 1); // Skip color value retrieved and ']'
|
||||
continue; // Do not draw characters
|
||||
@ -186,7 +200,7 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
|
||||
else increaseX += ((float)font.glyphs[index].advanceX*scaleFactor + spacing);
|
||||
|
||||
// Draw background rectangle color (if required)
|
||||
if (colBack.a > 0) DrawRectangleRec((Rectangle) { position.x + textOffsetX, position.y + textOffsetY - backRecPadding, increaseX, fontSize + 2 * backRecPadding }, colBack);
|
||||
if (colBack.a > 0) DrawRectangleRec((Rectangle) { position.x + textOffsetX, position.y + textOffsetY - backRecPadding, increaseX, fontSize + 2*backRecPadding }, colBack);
|
||||
|
||||
if ((codepoint != ' ') && (codepoint != '\t'))
|
||||
{
|
||||
|
||||
400
examples/text/text_strings_management.c
Normal file
@ -0,0 +1,400 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - strings management
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by David Buzatto (@davidbuzatto) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 David Buzatto (@davidbuzatto)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define MAX_TEXT_LENGTH 100
|
||||
#define MAX_TEXT_PARTICLES 100
|
||||
#define FONT_SIZE 30
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct TextParticle {
|
||||
char text[MAX_TEXT_LENGTH];
|
||||
Rectangle rect; // Boundary
|
||||
Vector2 vel; // Velocity
|
||||
Vector2 ppos; // Previous position
|
||||
float padding;
|
||||
float borderWidth;
|
||||
float friction;
|
||||
float elasticity;
|
||||
Color color;
|
||||
bool grabbed;
|
||||
} TextParticle;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particleCount);
|
||||
TextParticle CreateTextParticle(const char *text, float x, float y, Color color);
|
||||
void SliceTextParticle(TextParticle *tp, int particlePos, int sliceLength, TextParticle *tps, int *particleCount);
|
||||
void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *tps, int *particleCount);
|
||||
void ShatterTextParticle(TextParticle *tp, int particlePos, TextParticle *tps, int *particleCount);
|
||||
void GlueTextParticles(TextParticle *grabbed, TextParticle *target, TextParticle *tps, int *particleCount);
|
||||
void RealocateTextParticles(TextParticle *tps, int particlePos, int *particleCount);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - strings management");
|
||||
|
||||
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
|
||||
int particleCount = 0;
|
||||
TextParticle *grabbedTextParticle = NULL;
|
||||
Vector2 pressOffset = {0};
|
||||
|
||||
PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
float delta = GetFrameTime();
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
|
||||
// Checks if a text particle was grabbed
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
for (int i = particleCount - 1; i >= 0; i--)
|
||||
{
|
||||
TextParticle *tp = &textParticles[i];
|
||||
pressOffset.x = mousePos.x - tp->rect.x;
|
||||
pressOffset.y = mousePos.y - tp->rect.y;
|
||||
if (CheckCollisionPointRec(mousePos, tp->rect))
|
||||
{
|
||||
tp->grabbed = true;
|
||||
grabbedTextParticle = tp;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Releases any text particle the was grabbed
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
if (grabbedTextParticle != NULL)
|
||||
{
|
||||
grabbedTextParticle->grabbed = false;
|
||||
grabbedTextParticle = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Slice os shatter a text particle
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
for (int i = particleCount - 1; i >= 0; i--)
|
||||
{
|
||||
TextParticle *tp = &textParticles[i];
|
||||
if (CheckCollisionPointRec(mousePos, tp->rect))
|
||||
{
|
||||
if (IsKeyDown(KEY_LEFT_SHIFT))
|
||||
{
|
||||
ShatterTextParticle(tp, i, textParticles, &particleCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
SliceTextParticle(tp, i, TextLength(tp->text)/2, textParticles, &particleCount);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shake text particles
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
|
||||
}
|
||||
}
|
||||
|
||||
// Reset using TextTo* functions
|
||||
if (IsKeyPressed(KEY_ONE)) PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
|
||||
if (IsKeyPressed(KEY_TWO)) PrepareFirstTextParticle(TextToUpper("raylib => fun videogames programming!"), textParticles, &particleCount);
|
||||
if (IsKeyPressed(KEY_THREE)) PrepareFirstTextParticle(TextToLower("raylib => fun videogames programming!"), textParticles, &particleCount);
|
||||
if (IsKeyPressed(KEY_FOUR)) PrepareFirstTextParticle(TextToPascal("raylib_fun_videogames_programming"), textParticles, &particleCount);
|
||||
if (IsKeyPressed(KEY_FIVE)) PrepareFirstTextParticle(TextToSnake("RaylibFunVideogamesProgramming"), textParticles, &particleCount);
|
||||
if (IsKeyPressed(KEY_SIX)) PrepareFirstTextParticle(TextToCamel("raylib_fun_videogames_programming"), textParticles, &particleCount);
|
||||
|
||||
// Slice by char pressed only when we have one text particle
|
||||
char charPressed = GetCharPressed();
|
||||
if ((charPressed >= 'A') && (charPressed <= 'z') && (particleCount == 1))
|
||||
{
|
||||
SliceTextParticleByChar(&textParticles[0], charPressed, textParticles, &particleCount);
|
||||
}
|
||||
|
||||
// Updates each text particle state
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
TextParticle *tp = &textParticles[i];
|
||||
|
||||
// The text particle is not grabbed
|
||||
if (!tp->grabbed)
|
||||
{
|
||||
// text particle repositioning using the velocity
|
||||
tp->rect.x += tp->vel.x * delta;
|
||||
tp->rect.y += tp->vel.y * delta;
|
||||
|
||||
// Does the text particle hit the screen right boundary?
|
||||
if ((tp->rect.x + tp->rect.width) >= screenWidth)
|
||||
{
|
||||
tp->rect.x = screenWidth - tp->rect.width; // Text particle repositioning
|
||||
tp->vel.x = -tp->vel.x*tp->elasticity; // Elasticity makes the text particle lose 10% of its velocity on hit
|
||||
}
|
||||
// Does the text particle hit the screen left boundary?
|
||||
else if (tp->rect.x <= 0)
|
||||
{
|
||||
tp->rect.x = 0.0f;
|
||||
tp->vel.x = -tp->vel.x*tp->elasticity;
|
||||
}
|
||||
|
||||
// The same for y axis
|
||||
if ((tp->rect.y + tp->rect.height) >= screenHeight)
|
||||
{
|
||||
tp->rect.y = screenHeight - tp->rect.height;
|
||||
tp->vel.y = -tp->vel.y*tp->elasticity;
|
||||
}
|
||||
else if (tp->rect.y <= 0)
|
||||
{
|
||||
tp->rect.y = 0.0f;
|
||||
tp->vel.y = -tp->vel.y*tp->elasticity;
|
||||
}
|
||||
|
||||
// Friction makes the text particle lose 1% of its velocity each frame
|
||||
tp->vel.x = tp->vel.x*tp->friction;
|
||||
tp->vel.y = tp->vel.y*tp->friction;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Text particle repositioning using the mouse position
|
||||
tp->rect.x = mousePos.x - pressOffset.x;
|
||||
tp->rect.y = mousePos.y - pressOffset.y;
|
||||
|
||||
// While the text particle is grabbed, recalculates its velocity
|
||||
tp->vel.x = (tp->rect.x - tp->ppos.x)/delta;
|
||||
tp->vel.y = (tp->rect.y - tp->ppos.y)/delta;
|
||||
tp->ppos.x = tp->rect.x;
|
||||
tp->ppos.y = tp->rect.y;
|
||||
|
||||
// Glue text particles when dragging and pressing left ctrl
|
||||
if (IsKeyDown(KEY_LEFT_CONTROL))
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
if (&textParticles[i] != grabbedTextParticle && grabbedTextParticle->grabbed)
|
||||
{
|
||||
if (CheckCollisionRecs(grabbedTextParticle->rect, textParticles[i].rect))
|
||||
{
|
||||
GlueTextParticles(grabbedTextParticle, &textParticles[i], textParticles, &particleCount);
|
||||
grabbedTextParticle = &textParticles[particleCount-1];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
TextParticle *tp = &textParticles[i];
|
||||
DrawRectangle(tp->rect.x-tp->borderWidth, tp->rect.y-tp->borderWidth, tp->rect.width+tp->borderWidth*2, tp->rect.height+tp->borderWidth*2, BLACK);
|
||||
DrawRectangleRec(tp->rect, tp->color);
|
||||
DrawText(tp->text, tp->rect.x+tp->padding, tp->rect.y+tp->padding, FONT_SIZE, BLACK);
|
||||
}
|
||||
|
||||
DrawText("grab a text particle by pressing with the mouse and throw it by releasing", 10, 10, 10, DARKGRAY);
|
||||
DrawText("slice a text particle by pressing it with the mouse right button", 10, 30, 10, DARKGRAY);
|
||||
DrawText("shatter a text particle keeping left shift pressed and pressing it with the mouse right button", 10, 50, 10, DARKGRAY);
|
||||
DrawText("glue text particles by grabbing than and keeping left control pressed", 10, 70, 10, DARKGRAY);
|
||||
DrawText("1 to 6 to reset", 10, 90, 10, DARKGRAY);
|
||||
DrawText("when you have only one text particle, you can slice it by pressing a char", 10, 110, 10, DARKGRAY);
|
||||
DrawText(TextFormat("TEXT PARTICLE COUNT: %d", particleCount), 10, GetScreenHeight() - 30, 20, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particleCount)
|
||||
{
|
||||
tps[0] = CreateTextParticle(
|
||||
text,
|
||||
GetScreenWidth()/2,
|
||||
GetScreenHeight()/2,
|
||||
RAYWHITE
|
||||
);
|
||||
*particleCount = 1;
|
||||
}
|
||||
|
||||
TextParticle CreateTextParticle(const char *text, float x, float y, Color color)
|
||||
{
|
||||
TextParticle tp = {
|
||||
.text = "",
|
||||
.rect = { x, y, 30, 30 },
|
||||
.vel = { GetRandomValue(-200, 200), GetRandomValue(-200, 200) },
|
||||
.ppos = { 0 },
|
||||
.padding = 5.0f,
|
||||
.borderWidth = 5.0f,
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.color = color,
|
||||
.grabbed = false
|
||||
};
|
||||
|
||||
TextCopy(tp.text, text);
|
||||
tp.rect.width = MeasureText(tp.text, FONT_SIZE)+tp.padding*2;
|
||||
tp.rect.height = FONT_SIZE+tp.padding*2;
|
||||
return tp;
|
||||
}
|
||||
|
||||
void SliceTextParticle(TextParticle *tp, int particlePos, int sliceLength, TextParticle *tps, int *particleCount)
|
||||
{
|
||||
int length = TextLength(tp->text);
|
||||
|
||||
if((length > 1) && ((*particleCount+length) < MAX_TEXT_PARTICLES))
|
||||
{
|
||||
for (int i = 0; i < length; i += sliceLength)
|
||||
{
|
||||
const char *text = sliceLength == 1 ? TextFormat("%c", tp->text[i]) : TextSubtext(tp->text, i, sliceLength);
|
||||
tps[(*particleCount)++] = CreateTextParticle(
|
||||
text,
|
||||
tp->rect.x + i * tp->rect.width/length,
|
||||
tp->rect.y,
|
||||
(Color) { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }
|
||||
);
|
||||
}
|
||||
RealocateTextParticles(tps, particlePos, particleCount);
|
||||
}
|
||||
}
|
||||
|
||||
void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *tps, int *particleCount)
|
||||
{
|
||||
int tokenCount = 0;
|
||||
char **tokens = TextSplit(tp->text, charToSlice, &tokenCount);
|
||||
|
||||
if (tokenCount > 1)
|
||||
{
|
||||
int textLength = TextLength(tp->text);
|
||||
for (int i = 0; i < textLength; i++)
|
||||
{
|
||||
if (tp->text[i] == charToSlice)
|
||||
{
|
||||
tps[(*particleCount)++] = CreateTextParticle(
|
||||
TextFormat("%c", charToSlice),
|
||||
tp->rect.x,
|
||||
tp->rect.y,
|
||||
(Color) { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }
|
||||
);
|
||||
}
|
||||
}
|
||||
for (int i = 0; i < tokenCount; i++)
|
||||
{
|
||||
int tokenLength = TextLength(tokens[i]);
|
||||
tps[(*particleCount)++] = CreateTextParticle(
|
||||
TextFormat("%s", tokens[i]),
|
||||
tp->rect.x + i * tp->rect.width/tokenLength,
|
||||
tp->rect.y,
|
||||
(Color) { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }
|
||||
);
|
||||
}
|
||||
if (tokenCount)
|
||||
{
|
||||
RealocateTextParticles(tps, 0, particleCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ShatterTextParticle(TextParticle *tp, int particlePos, TextParticle *tps, int *particleCount)
|
||||
{
|
||||
SliceTextParticle(tp, particlePos, 1, tps, particleCount);
|
||||
}
|
||||
|
||||
void GlueTextParticles(TextParticle *grabbed, TextParticle *target, TextParticle *tps, int *particleCount)
|
||||
{
|
||||
int p1 = -1;
|
||||
int p2 = -1;
|
||||
|
||||
for (int i = 0; i < *particleCount; i++)
|
||||
{
|
||||
if (&tps[i] == grabbed) p1 = i;
|
||||
if (&tps[i] == target) p2 = i;
|
||||
}
|
||||
|
||||
if ((p1 != -1) && (p2 != -1))
|
||||
{
|
||||
TextParticle tp = CreateTextParticle(
|
||||
TextFormat( "%s%s", grabbed->text, target->text),
|
||||
grabbed->rect.x,
|
||||
grabbed->rect.y,
|
||||
RAYWHITE
|
||||
);
|
||||
tp.grabbed = true;
|
||||
tps[(*particleCount)++] = tp;
|
||||
grabbed->grabbed = false;
|
||||
if (p1 < p2)
|
||||
{
|
||||
RealocateTextParticles(tps, p2, particleCount);
|
||||
RealocateTextParticles(tps, p1, particleCount);
|
||||
}
|
||||
else
|
||||
{
|
||||
RealocateTextParticles(tps, p1, particleCount);
|
||||
RealocateTextParticles(tps, p2, particleCount);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RealocateTextParticles(TextParticle *tps, int particlePos, int *particleCount)
|
||||
{
|
||||
for (int i = particlePos+1; i < *particleCount; i++)
|
||||
{
|
||||
tps[i-1] = tps[i];
|
||||
}
|
||||
(*particleCount)--;
|
||||
}
|
||||
BIN
examples/text/text_strings_management.png
Normal file
|
After Width: | Height: | Size: 18 KiB |
@ -210,7 +210,7 @@ int main(void)
|
||||
|
||||
// Draw random emojis in the background
|
||||
//------------------------------------------------------------------------------
|
||||
for (int i = 0; i < SIZEOF(emoji); ++i)
|
||||
for (int i = 0; i < SIZEOF(emoji); i++)
|
||||
{
|
||||
const char *txt = &emojiCodepoints[emoji[i].index];
|
||||
Rectangle emojiRect = { position.x, position.y, (float)fontEmoji.baseSize, (float)fontEmoji.baseSize };
|
||||
@ -316,7 +316,7 @@ static void RandomizeEmoji(void)
|
||||
hovered = selected = -1;
|
||||
int start = GetRandomValue(45, 360);
|
||||
|
||||
for (int i = 0; i < SIZEOF(emoji); ++i)
|
||||
for (int i = 0; i < SIZEOF(emoji); i++)
|
||||
{
|
||||
// 0-179 emoji codepoints (from emoji char array) each 4bytes + null char
|
||||
emoji[i].index = GetRandomValue(0, 179)*5;
|
||||
|
||||
@ -19,6 +19,8 @@
|
||||
|
||||
#include "raymath.h" // Required for: Lerp()
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
typedef enum TextAlignment {
|
||||
TEXT_ALIGN_LEFT = 0,
|
||||
TEXT_ALIGN_TOP = 0,
|
||||
@ -58,7 +60,7 @@ int main(void)
|
||||
// And of course the font...
|
||||
Font font = GetFontDefault();
|
||||
|
||||
// Intialize the alignment variables
|
||||
// Initialize the alignment variables
|
||||
TextAlignment hAlign = TEXT_ALIGN_CENTRE;
|
||||
TextAlignment vAlign = TEXT_ALIGN_MIDDLE;
|
||||
|
||||
@ -70,27 +72,31 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
if (IsKeyPressed(KEY_LEFT)) {
|
||||
hAlign = hAlign - 1;
|
||||
if (hAlign < 0) hAlign = 0;
|
||||
if (IsKeyPressed(KEY_LEFT))
|
||||
{
|
||||
if (hAlign > 0) hAlign = hAlign - 1;
|
||||
}
|
||||
if (IsKeyPressed(KEY_RIGHT)) {
|
||||
|
||||
if (IsKeyPressed(KEY_RIGHT))
|
||||
{
|
||||
hAlign = hAlign + 1;
|
||||
if (hAlign > 2) hAlign = 2;
|
||||
}
|
||||
if (IsKeyPressed(KEY_UP)) {
|
||||
vAlign = vAlign - 1;
|
||||
if (vAlign < 0) vAlign = 0;
|
||||
|
||||
if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
if (vAlign > 0) vAlign = vAlign - 1;
|
||||
}
|
||||
if (IsKeyPressed(KEY_DOWN)) {
|
||||
|
||||
if (IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
vAlign = vAlign + 1;
|
||||
if (vAlign > 2) vAlign = 2;
|
||||
}
|
||||
|
||||
// One word per second
|
||||
wordIndex = (int)GetTime() % wordCount;
|
||||
|
||||
if (wordCount > 0) wordIndex = (int)GetTime()%wordCount;
|
||||
else wordIndex = 0;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -108,9 +114,9 @@ int main(void)
|
||||
Vector2 textSize = MeasureTextEx(font, words[wordIndex], fontSize, fontSize*.1f);
|
||||
|
||||
// Calculate the top-left text position based on the rectangle and alignment
|
||||
Vector2 textPos = (Vector2) {
|
||||
textContainerRect.x + Lerp(0.0f, textContainerRect.width - textSize.x, ((float)hAlign) * 0.5f),
|
||||
textContainerRect.y + Lerp(0.0f, textContainerRect.height - textSize.y, ((float)vAlign) * 0.5f)
|
||||
Vector2 textPos = (Vector2){
|
||||
textContainerRect.x + Lerp(0.0f, textContainerRect.width - textSize.x, ((float)hAlign)*0.5f),
|
||||
textContainerRect.y + Lerp(0.0f, textContainerRect.height - textSize.y, ((float)vAlign)*0.5f)
|
||||
};
|
||||
|
||||
// Draw the text
|
||||
@ -127,4 +133,4 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
212
examples/textures/textures_cellular_automata.c
Normal file
@ -0,0 +1,212 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - cellular automata
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
// Initialization constants
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const int imageWidth = 800;
|
||||
const int imageHeight = 800/2;
|
||||
|
||||
// Rule button sizes and positions
|
||||
const int drawRuleStartX = 585;
|
||||
const int drawRuleStartY = 10;
|
||||
const int drawRuleSpacing = 15;
|
||||
const int drawRuleGroupSpacing = 50;
|
||||
const int drawRuleSize = 14;
|
||||
const int drawRuleInnerSize = 10;
|
||||
|
||||
// Preset button sizes
|
||||
const int presetsSizeX = 42;
|
||||
const int presetsSizeY = 22;
|
||||
|
||||
const int linesUpdatedPerFrame = 4;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Functions
|
||||
//----------------------------------------------------------------------------------
|
||||
void ComputeLine(Image *image, int line, int rule)
|
||||
{
|
||||
// Compute next line pixels. Boundaries are not computed, always 0
|
||||
for (int i = 1; i < imageWidth - 1; i++)
|
||||
{
|
||||
// Get, from the previous line, the 3 pixels states as a binary value
|
||||
const int prevValue = ((GetImageColor(*image, i - 1, line - 1).r < 5)? 4 : 0) + // Left pixel
|
||||
((GetImageColor(*image, i, line - 1).r < 5)? 2 : 0) + // Center pixel
|
||||
((GetImageColor(*image, i + 1, line - 1).r < 5)? 1 : 0); // Right pixel
|
||||
// Get next value from rule bitmask
|
||||
const bool currValue = (rule & (1 << prevValue));
|
||||
// Update pixel color
|
||||
ImageDrawPixel(image, i, line, (currValue)? BLACK : RAYWHITE);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - cellular automata");
|
||||
|
||||
// Image that contains the cellular automaton
|
||||
Image image = GenImageColor(imageWidth, imageHeight, RAYWHITE);
|
||||
// The top central pixel set as black
|
||||
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
|
||||
|
||||
Texture2D texture = LoadTextureFromImage(image);
|
||||
|
||||
// Some interesting rules
|
||||
const int presetValues[] = { 18, 30, 60, 86, 102, 124, 126, 150, 182, 225 };
|
||||
const int presetsCount = sizeof(presetValues)/sizeof(presetValues[0]);
|
||||
|
||||
// Variables
|
||||
int rule = 30; // Starting rule
|
||||
int line = 1; // Line to compute, starting from line 1. One point in line 0 is already set
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Handle mouse
|
||||
const Vector2 mouse = GetMousePosition();
|
||||
int mouseInCell = -1; // -1: outside any button; 0-7: rule cells; 8+: preset cells
|
||||
|
||||
// Check mouse on rule cells
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
const int cellX = drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing;
|
||||
const int cellY = drawRuleStartY + drawRuleSpacing;
|
||||
if ((mouse.x >= cellX) && (mouse.x <= cellX + drawRuleSize) &&
|
||||
(mouse.y >= cellY) && (mouse.y <= cellY + drawRuleSize))
|
||||
{
|
||||
mouseInCell = i; // 0-7: rule cells
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Check mouse on preset cells
|
||||
if (mouseInCell < 0)
|
||||
{
|
||||
for (int i = 0; i < presetsCount; i++)
|
||||
{
|
||||
const int cellX = 4 + (presetsSizeX + 2)*(i/2);
|
||||
const int cellY = 2 + (presetsSizeY + 2)*(i%2);
|
||||
if ((mouse.x >= cellX) && (mouse.x <= cellX + presetsSizeX) &&
|
||||
(mouse.y >= cellY) && (mouse.y <= cellY + presetsSizeY))
|
||||
{
|
||||
mouseInCell = i + 8; // 8+: preset cells
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (mouseInCell >= 0))
|
||||
{
|
||||
// Rule changed both by selecting a preset or toggling a bit
|
||||
if (mouseInCell < 8)
|
||||
rule ^= (1 << mouseInCell);
|
||||
else
|
||||
rule = presetValues[mouseInCell - 8];
|
||||
|
||||
// Reset image
|
||||
ImageClearBackground(&image, RAYWHITE);
|
||||
ImageDrawPixel(&image, imageWidth/2, 0, BLACK);
|
||||
line = 1;
|
||||
}
|
||||
|
||||
// Compute next lines
|
||||
//----------------------------------------------------------------------------------
|
||||
if (line < imageHeight)
|
||||
{
|
||||
for (int i = 0; (i < linesUpdatedPerFrame) && (line + i < imageHeight); i++)
|
||||
ComputeLine(&image, line + i, rule);
|
||||
line += linesUpdatedPerFrame;
|
||||
|
||||
UpdateTexture(texture, image.data);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw cellular automaton texture
|
||||
DrawTexture(texture, 0, screenHeight - imageHeight, WHITE);
|
||||
|
||||
// Draw preset values
|
||||
for (int i = 0; i < presetsCount; i++)
|
||||
{
|
||||
DrawText(TextFormat("%i", presetValues[i]), 8 + (presetsSizeX + 2)*(i/2), 4 + (presetsSizeY + 2)*(i%2), 20, GRAY);
|
||||
DrawRectangleLines(4 + (presetsSizeX + 2)*(i/2), 2 + (presetsSizeY + 2)*(i%2), presetsSizeX, presetsSizeY, BLUE);
|
||||
|
||||
// If the mouse is on this preset, highlight it
|
||||
if (mouseInCell == i + 8)
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
|
||||
(presetsSizeY + 2.0f)*(i%2),
|
||||
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
// Draw rule bits
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
// The three input bits
|
||||
for (int j = 0; j < 3; j++)
|
||||
{
|
||||
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY, drawRuleSize, drawRuleSize, GRAY);
|
||||
if (i & (4 >> j))
|
||||
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing*j, drawRuleStartY + 2, drawRuleInnerSize, drawRuleInnerSize, BLACK);
|
||||
}
|
||||
|
||||
// The output bit
|
||||
DrawRectangleLines(drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + drawRuleSpacing, drawRuleSize, drawRuleSize, BLUE);
|
||||
if (rule & (1 << i))
|
||||
DrawRectangle(drawRuleStartX + 2 - drawRuleGroupSpacing*i + drawRuleSpacing, drawRuleStartY + 2 + drawRuleSpacing, drawRuleInnerSize, drawRuleInnerSize, BLACK);
|
||||
|
||||
// If the mouse is on this rule bit, highlight it
|
||||
if (mouseInCell == i)
|
||||
DrawRectangleLinesEx((Rectangle){ drawRuleStartX - drawRuleGroupSpacing*i + drawRuleSpacing - 2.0f,
|
||||
drawRuleStartY + drawRuleSpacing - 2.0f,
|
||||
drawRuleSize + 4.0f, drawRuleSize + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
DrawText(TextFormat("RULE: %i", rule), drawRuleStartX + drawRuleSpacing*4, drawRuleStartY + 1, 30, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadImage(image);
|
||||
UnloadTexture(texture);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
BIN
examples/textures/textures_cellular_automata.png
Normal file
|
After Width: | Height: | Size: 14 KiB |
@ -179,7 +179,7 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
|
||||
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2) { 0, 0 }, WHITE);
|
||||
|
||||
// Draw drawing circle for reference
|
||||
if (mousePos.y > 50)
|
||||
|
||||
@ -17,16 +17,10 @@
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_COLORS 256
|
||||
#define SCREEN_WIDTH 800
|
||||
#define SCREEN_HEIGHT 450
|
||||
#define SCALE_FACTOR 2
|
||||
// buffer size at least for screenImage pixel count
|
||||
#define INDEX_BUFFER_SIZE ((SCREEN_WIDTH * SCREEN_HEIGHT) / SCALE_FACTOR)
|
||||
#define FLAME_WIDTH (SCREEN_WIDTH / SCALE_FACTOR)
|
||||
#include <stdlib.h> // Required for: calloc(), free()
|
||||
|
||||
static void GeneretePalette(Color *palette);
|
||||
static void ClearIndexBuffer(unsigned char *buffer, int count);
|
||||
#define MAX_COLORS 256
|
||||
#define SCALE_FACTOR 2
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
@ -35,22 +29,31 @@ int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = SCREEN_WIDTH;
|
||||
const int screenHeight = SCREEN_HEIGHT;
|
||||
const int pixelScale = SCALE_FACTOR;
|
||||
const int imageWidth = screenWidth / pixelScale;
|
||||
const int imageHeight = screenHeight / pixelScale;
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - screen buffer");
|
||||
|
||||
Color palette[MAX_COLORS] = {0};
|
||||
unsigned char indexBuffer[INDEX_BUFFER_SIZE] = {0};
|
||||
unsigned char flameRootBuffer[FLAME_WIDTH] = {0};
|
||||
int imageWidth = screenWidth/SCALE_FACTOR;
|
||||
int imageHeight = screenHeight/SCALE_FACTOR;
|
||||
int flameWidth = screenWidth/SCALE_FACTOR;
|
||||
|
||||
Color palette[MAX_COLORS] = { 0 };
|
||||
unsigned char *indexBuffer = RL_CALLOC(imageWidth*imageWidth, sizeof(unsigned char));
|
||||
unsigned char *flameRootBuffer = RL_CALLOC(flameWidth, sizeof(unsigned char));
|
||||
|
||||
Image screenImage = GenImageColor(imageWidth, imageHeight, BLACK);
|
||||
Texture screenTexture = LoadTextureFromImage(screenImage);
|
||||
GeneretePalette(palette);
|
||||
ClearIndexBuffer(indexBuffer, INDEX_BUFFER_SIZE);
|
||||
ClearIndexBuffer(flameRootBuffer, FLAME_WIDTH);
|
||||
|
||||
// Generate flame color palette
|
||||
for (int i = 0; i < MAX_COLORS; i++)
|
||||
{
|
||||
float t = (float)i/(float)(MAX_COLORS - 1);
|
||||
float hue = t*t;
|
||||
float saturation = t;
|
||||
float value = t;
|
||||
palette[i] = ColorFromHSV(250.0f + 150.0f*hue, saturation, value);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -58,8 +61,10 @@ int main(void)
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Grow flameRoot
|
||||
for (int x = 2; x < FLAME_WIDTH; ++x)
|
||||
for (int x = 2; x < flameWidth; x++)
|
||||
{
|
||||
unsigned short flame = flameRootBuffer[x];
|
||||
if (flame == 255) continue;
|
||||
@ -68,26 +73,26 @@ int main(void)
|
||||
flameRootBuffer[x] = flame;
|
||||
}
|
||||
|
||||
// transfer flameRoot to indexBuffer
|
||||
for (int x = 0; x < FLAME_WIDTH; ++x)
|
||||
// Transfer flameRoot to indexBuffer
|
||||
for (int x = 0; x < flameWidth; x++)
|
||||
{
|
||||
int i = x + (imageHeight - 1) * imageWidth;
|
||||
int i = x + (imageHeight - 1)*imageWidth;
|
||||
indexBuffer[i] = flameRootBuffer[x];
|
||||
}
|
||||
|
||||
// Clear top row, because it can't move any higher
|
||||
for (int x = 0; x < imageWidth; ++x)
|
||||
for (int x = 0; x < imageWidth; x++)
|
||||
{
|
||||
if (indexBuffer[x] == 0) continue;
|
||||
indexBuffer[x] = 0;
|
||||
}
|
||||
|
||||
// Skip top row, it is already cleared
|
||||
for (int y = 1; y < imageHeight; ++y)
|
||||
for (int y = 1; y < imageHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < imageWidth; ++x)
|
||||
for (int x = 0; x < imageWidth; x++)
|
||||
{
|
||||
unsigned i = x + y * imageWidth;
|
||||
unsigned int i = x + y*imageWidth;
|
||||
unsigned char colorIndex = indexBuffer[i];
|
||||
if (colorIndex == 0) continue;
|
||||
|
||||
@ -97,19 +102,19 @@ int main(void)
|
||||
int newX = x + moveX;
|
||||
if (newX < 0 || newX >= imageWidth) continue;
|
||||
|
||||
unsigned i_above = i - imageWidth + moveX;
|
||||
unsigned int iabove = i - imageWidth + moveX;
|
||||
int decay = GetRandomValue(0, 3);
|
||||
colorIndex -= (decay < colorIndex) ? decay : colorIndex;
|
||||
indexBuffer[i_above] = colorIndex;
|
||||
colorIndex -= (decay < colorIndex)? decay : colorIndex;
|
||||
indexBuffer[iabove] = colorIndex;
|
||||
}
|
||||
}
|
||||
|
||||
// Update screenImage with palette colors
|
||||
for (int y = 1; y < imageHeight; ++y)
|
||||
for (int y = 1; y < imageHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < imageWidth; ++x)
|
||||
for (int x = 0; x < imageWidth; x++)
|
||||
{
|
||||
unsigned i = x + y * imageWidth;
|
||||
unsigned int i = x + y*imageWidth;
|
||||
unsigned char colorIndex = indexBuffer[i];
|
||||
Color col = palette[colorIndex];
|
||||
ImageDrawPixel(&screenImage, x, y, col);
|
||||
@ -117,19 +122,24 @@ int main(void)
|
||||
}
|
||||
|
||||
UpdateTexture(screenTexture, screenImage.data);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
const Vector2 origin = (Vector2){0, 0};
|
||||
const float rotation = 0.f;
|
||||
DrawTextureEx(screenTexture, origin, rotation, pixelScale, WHITE);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextureEx(screenTexture, (Vector2){ 0, 0 }, 0.0f, 2.0f, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
RL_FREE(indexBuffer);
|
||||
RL_FREE(flameRootBuffer);
|
||||
UnloadTexture(screenTexture);
|
||||
UnloadImage(screenImage);
|
||||
|
||||
@ -138,24 +148,3 @@ int main(void)
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void GeneretePalette(Color *palette)
|
||||
{
|
||||
for (int i = 0; i < MAX_COLORS; ++i)
|
||||
{
|
||||
float t = (float)i/(float)(MAX_COLORS - 1);
|
||||
float hue = t * t;
|
||||
float saturation = t;
|
||||
float value = t;
|
||||
palette[i] = ColorFromHSV(250.f + 150.f * hue, saturation, value);
|
||||
}
|
||||
}
|
||||
|
||||
static void ClearIndexBuffer(unsigned char *buffer, int count)
|
||||
{
|
||||
// Use memset to set to ZERO, but for demonstration a plain for loop is used
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
buffer[i] = 0;
|
||||
}
|
||||
}
|
||||
@ -56,7 +56,7 @@ int main(void)
|
||||
// Add a positive/negative offset to spin right/left at different speeds
|
||||
if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) rotationSpeed -= speedChange;
|
||||
if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) rotationSpeed += speedChange;
|
||||
|
||||
|
||||
rotation += rotationSpeed*GetFrameTime();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -100,7 +100,7 @@ int main(void)
|
||||
}
|
||||
|
||||
// Check to see which color was clicked and set it as the active color
|
||||
for (int i = 0; i < MAX_COLORS; ++i)
|
||||
for (int i = 0; i < MAX_COLORS; i++)
|
||||
{
|
||||
if (CheckCollisionPointRec(mouse, colorRec[i]))
|
||||
{
|
||||
|
||||
@ -96,7 +96,7 @@ ifeq ($(ANDROID_ARCH),ARM)
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
|
||||
CFLAGS = -std=c99 -mfix-cortex-a53-835769
|
||||
endif
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
|
||||
@ -53,9 +53,9 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{2B3CED91-973F-4936-9DD4-CC8B1C8ACC68}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>audio_fft_spectrum_visualizer</RootNamespace>
|
||||
<RootNamespace>audio_spectrum_visualizer</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>audio_fft_spectrum_visualizer</ProjectName>
|
||||
<ProjectName>audio_spectrum_visualizer</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
@ -553,7 +553,7 @@
|
||||
</PostBuildEvent>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\audio\audio_fft_spectrum_visualizer.c" />
|
||||
<ClCompile Include="..\..\..\examples\audio\audio_spectrum_visualizer.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||
569
projects/VS2022/examples/shaders_game_of_life.vcxproj
Normal file
@ -0,0 +1,569 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug.DLL|ARM64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||
<Configuration>Debug.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|ARM64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|Win32">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release.DLL|x64">
|
||||
<Configuration>Release.DLL</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{071E64F3-1396-4A97-97CA-98CAC059B168}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>shaders_game_of_life</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>shaders_game_of_life</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
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</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\textures\textures_cellular_automata.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
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|
||||
</Project>
|
||||
@ -57,7 +57,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_custom_logging", "exam
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_drop_files", "examples\core_drop_files.vcxproj", "{0199E349-0701-40BC-8A7F-06A54FFA3E7C}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_high_dpi", "examples\core_high_dpi.vcxproj", "{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_highdpi_demo", "examples\core_highdpi_demo.vcxproj", "{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_gamepad", "examples\core_input_gamepad.vcxproj", "{8F19E3DA-8929-4000-87B5-3CA6929636CC}"
|
||||
EndProject
|
||||
@ -411,7 +411,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_compute_hash", "exampl
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_screen_buffer", "examples\textures_screen_buffer.vcxproj", "{4E9D2828-EE83-40C8-97E0-137EEDFBAAAD}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_fft_spectrum_visualizer", "examples\audio_fft_spectrum_visualizer.vcxproj", "{2B3CED91-973F-4936-9DD4-CC8B1C8ACC68}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_spectrum_visualizer", "examples\audio_spectrum_visualizer.vcxproj", "{2B3CED91-973F-4936-9DD4-CC8B1C8ACC68}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_directional_billboard", "examples\models_directional_billboard.vcxproj", "{30011884-25EE-42C9-BB15-888CAFB1AA6E}"
|
||||
EndProject
|
||||
@ -421,6 +421,16 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_rlgl_triangle", "exa
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_sprite_stacking", "examples\textures_sprite_stacking.vcxproj", "{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}"
|
||||
EndProject
|
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_ball_physics", "examples\shapes_ball_physics.vcxproj", "{0653AFAF-5578-4C02-AF29-0C873E7634AE}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_game_of_life", "examples\shaders_game_of_life.vcxproj", "{071E64F3-1396-4A97-97CA-98CAC059B168}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shapes_penrose_tile", "examples\shapes_penrose_tile.vcxproj", "{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_strings_management", "examples\text_strings_management.vcxproj", "{1F4722E7-F78E-413F-A106-D3490211EA57}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_cellular_automata", "examples\textures_cellular_automata.vcxproj", "{0A0FC982-6E31-401F-BA77-3C5E8AB02C68}"
|
||||
EndProject
|
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Global
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@ -5235,6 +5245,126 @@ Global
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|
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@ -5402,7 +5532,7 @@ Global
|
||||
{C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
@ -5411,9 +5541,9 @@ Global
|
||||
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{19CA0070-B4B2-4394-90B7-D0C259AA35BA} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{2CCCD9E4-9058-4291-BD89-39C979F0CA1E} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{9DB1F875-6E65-4195-B23F-ED8095C0B99C} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{52BA9067-A5FC-4CE8-82AD-7204ECFDEF9F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{8E132D5A-2C00-48D0-8747-97E41356F26F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{A4662163-83E7-4309-8CAA-B0BF13655FE6} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{5F4B766F-DD52-4B53-B6C3-BC7611E17F20} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
@ -5429,7 +5559,7 @@ Global
|
||||
{124935CC-73BB-489E-92E8-4F922A85DB5D} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{AC215730-2B5F-4498-B7F5-5DB80AEFCA5F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{0835E6BF-0170-4E99-A55C-E06E1EF4C3B2} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{EA4AD5A7-DB95-43C0-9A67-2D94146BCF91} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{EA4AD5A7-DB95-43C0-9A67-2D94146BCF91} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{1ACC8236-EF4E-44B0-BD0C-AB1D95D5890F} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{9DE2FC01-A839-4F89-8319-9071D4C54821} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{2F578155-D51F-4C03-AB7F-5C5122CA46CC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
@ -5447,6 +5577,11 @@ Global
|
||||
{32FE2658-1D70-442E-8672-0AC5C6F0BD7B} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{842B6472-4AA6-4C2B-A5E5-A62F80DE2C4F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{0653AFAF-5578-4C02-AF29-0C873E7634AE} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{071E64F3-1396-4A97-97CA-98CAC059B168} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{7883D076-CA8F-4FF7-8B5D-0DFF41CEF8FC} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{1F4722E7-F78E-413F-A106-D3490211EA57} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{0A0FC982-6E31-401F-BA77-3C5E8AB02C68} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
||||
@ -533,6 +533,20 @@
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'">true</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\platforms\rcore_memory.c">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'">true</ExcludedFromBuild>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\platforms\rcore_template.c">
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
|
||||
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">true</ExcludedFromBuild>
|
||||
|
||||
@ -49,6 +49,9 @@
|
||||
<ClCompile Include="..\..\..\src\platforms\rcore_desktop_win32.c">
|
||||
<Filter>Source Files\Platform Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\platforms\rcore_memory.c">
|
||||
<Filter>Source Files\Platform Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\src\external\cgltf.h">
|
||||
|
||||
@ -96,7 +96,7 @@ ifeq ($(ANDROID_ARCH),ARM)
|
||||
CFLAGS = -std=c99 -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),ARM64)
|
||||
CFLAGS = -std=c99 -target aarch64 -mfix-cortex-a53-835769
|
||||
CFLAGS = -std=c99 -mfix-cortex-a53-835769
|
||||
endif
|
||||
# Compilation functions attributes options
|
||||
CFLAGS += -ffunction-sections -funwind-tables -fstack-protector-strong -fPIC
|
||||
|
||||
@ -406,7 +406,7 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||
CFLAGS += -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),arm64)
|
||||
CFLAGS += -target aarch64 -mfix-cortex-a53-835769
|
||||
CFLAGS += -mfix-cortex-a53-835769
|
||||
endif
|
||||
ifeq ($(ANDROID_ARCH),x86)
|
||||
CFLAGS += -march=i686
|
||||
|
||||
10
src/config.h
@ -49,10 +49,10 @@
|
||||
#define SUPPORT_RPRAND_GENERATOR 1
|
||||
// Mouse gestures are directly mapped like touches and processed by gestures system
|
||||
#define SUPPORT_MOUSE_GESTURES 1
|
||||
// Reconfigure standard input to receive key inputs, works with SSH connection.
|
||||
// Reconfigure standard input to receive key inputs, works with SSH connection
|
||||
#define SUPPORT_SSH_KEYBOARD_RPI 1
|
||||
// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions.
|
||||
// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often.
|
||||
// Setting a higher resolution can improve the accuracy of time-out intervals in wait functions
|
||||
// However, it can also reduce overall system performance, because the thread scheduler switches tasks more often
|
||||
#define SUPPORT_WINMM_HIGHRES_TIMER 1
|
||||
// Use busy wait loop for timing sync, if not defined, a high-resolution timer is set up and used
|
||||
//#define SUPPORT_BUSY_WAIT_LOOP 1
|
||||
@ -75,7 +75,7 @@
|
||||
#define SUPPORT_CLIPBOARD_IMAGE 1
|
||||
|
||||
// NOTE: Clipboard image loading requires support for some image file formats
|
||||
// TODO: Those defines should probably be removed from here, I prefer to let the user manage them
|
||||
// TODO: Those defines should probably be removed from here, letting the user manage them
|
||||
#if defined(SUPPORT_CLIPBOARD_IMAGE)
|
||||
#ifndef SUPPORT_MODULE_RTEXTURES
|
||||
#define SUPPORT_MODULE_RTEXTURES 1
|
||||
@ -225,7 +225,7 @@
|
||||
|
||||
// On font atlas image generation [GenImageFontAtlas()], add a 3x3 pixels white rectangle
|
||||
// at the bottom-right corner of the atlas. It can be useful to for shapes drawing, to allow
|
||||
// drawing text and shapes with a single draw call [SetShapesTexture()].
|
||||
// drawing text and shapes with a single draw call [SetShapesTexture()]
|
||||
#define SUPPORT_FONT_ATLAS_WHITE_REC 1
|
||||
|
||||
// Support conservative font atlas size estimation
|
||||
|
||||
8
src/external/rl_gputex.h
vendored
@ -308,7 +308,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
unsigned char alpha = 0;
|
||||
|
||||
// NOTE: Data comes as A1R5G5B5, it must be reordered to R5G5B5A1
|
||||
for (int i = 0; i < image_pixel_size; i++)
|
||||
for (int i = 0; i < data_size/sizeof(unsigned short); i++)
|
||||
{
|
||||
alpha = ((unsigned short *)image_data)[i] >> 15;
|
||||
((unsigned short *)image_data)[i] = ((unsigned short *)image_data)[i] << 1;
|
||||
@ -328,7 +328,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
unsigned char alpha = 0;
|
||||
|
||||
// NOTE: Data comes as A4R4G4B4, it must be reordered R4G4B4A4
|
||||
for (int i = 0; i < image_pixel_size; i++)
|
||||
for (int i = 0; i < data_size/sizeof(unsigned short); i++)
|
||||
{
|
||||
alpha = ((unsigned short *)image_data)[i] >> 12;
|
||||
((unsigned short *)image_data)[i] = ((unsigned short *)image_data)[i] << 4;
|
||||
@ -339,7 +339,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed
|
||||
else if ((header->ddspf.flags == 0x40) && (header->ddspf.rgb_bit_count == 24)) // DDS_RGB, no compressed
|
||||
{
|
||||
int data_size = image_pixel_size*3*sizeof(unsigned char);
|
||||
if (header->mipmap_count > 1) data_size = data_size + data_size/3;
|
||||
@ -362,7 +362,7 @@ void *rl_load_dds_from_memory(const unsigned char *file_data, unsigned int file_
|
||||
// NOTE: Data comes as A8R8G8B8, it must be reordered R8G8B8A8 (view next comment)
|
||||
// DirecX understand ARGB as a 32bit DWORD but the actual memory byte alignment is BGRA
|
||||
// So, we must realign B8G8R8A8 to R8G8B8A8
|
||||
for (int i = 0; i < image_pixel_size*4; i += 4)
|
||||
for (int i = 0; i < data_size; i += 4)
|
||||
{
|
||||
blue = ((unsigned char *)image_data)[i];
|
||||
((unsigned char *)image_data)[i] = ((unsigned char *)image_data)[i + 2];
|
||||
|
||||
76
src/external/rlsw.h
vendored
@ -145,7 +145,7 @@
|
||||
#define SW_MAX_TEXTURES 128
|
||||
#endif
|
||||
|
||||
// Under normal circumstances, clipping a polygon can add at most one vertex per clipping plane.
|
||||
// Under normal circumstances, clipping a polygon can add at most one vertex per clipping plane
|
||||
// Considering the largest polygon involved is a quadrilateral (4 vertices),
|
||||
// and that clipping occurs against both the frustum (6 planes) and the scissors (4 planes),
|
||||
// the maximum number of vertices after clipping is:
|
||||
@ -1530,7 +1530,7 @@ DEFINE_FRAMEBUFFER_COPY_BEGIN(R5G5B5A1, uint16_t)
|
||||
uint8_t r5 = (color[0]*31 + 127)/255;
|
||||
uint8_t g5 = (color[1]*31 + 127)/255;
|
||||
uint8_t b5 = (color[2]*31 + 127)/255;
|
||||
uint8_t a1 = color[3] >= 128 ? 1 : 0;
|
||||
uint8_t a1 = (color[3] >= 128)? 1 : 0;
|
||||
|
||||
#if SW_GL_FRAMEBUFFER_COPY_BGRA
|
||||
uint16_t pixel = (b5 << 11) | (g5 << 6) | (r5 << 1) | a1;
|
||||
@ -1661,7 +1661,7 @@ DEFINE_FRAMEBUFFER_BLIT_BEGIN(R5G5B5A1, uint16_t)
|
||||
uint8_t r5 = (color[0]*31 + 127)/255;
|
||||
uint8_t g5 = (color[1]*31 + 127)/255;
|
||||
uint8_t b5 = (color[2]*31 + 127)/255;
|
||||
uint8_t a1 = color[3] >= 128 ? 1 : 0;
|
||||
uint8_t a1 = (color[3] >= 128)? 1 : 0;
|
||||
|
||||
#if SW_GL_FRAMEBUFFER_COPY_BGRA
|
||||
uint16_t pixel = (b5 << 11) | (g5 << 6) | (r5 << 1) | a1;
|
||||
@ -1919,7 +1919,7 @@ static inline void sw_texture_sample_nearest(float *color, const sw_texture_t *t
|
||||
static inline void sw_texture_sample_linear(float *color, const sw_texture_t *tex, float u, float v)
|
||||
{
|
||||
// TODO: With a bit more cleverness we could clearly reduce the
|
||||
// number of operations here, but for now it works fine.
|
||||
// number of operations here, but for now it works fine
|
||||
|
||||
float xf = (u*tex->width) - 0.5f;
|
||||
float yf = (v*tex->height) - 0.5f;
|
||||
@ -2203,13 +2203,13 @@ static inline bool sw_polygon_clip(sw_vertex_t polygon[SW_MAX_CLIPPED_POLYGON_VE
|
||||
//-------------------------------------------------------------------------------------------
|
||||
static inline bool sw_triangle_face_culling(void)
|
||||
{
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations.
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations
|
||||
// To handle triangles crossing the w=0 plane correctly,
|
||||
// we perform the winding order test in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w).
|
||||
// before the perspective division (division by w)
|
||||
// This test determines the orientation of the triangle in the (x,y,w) plane,
|
||||
// which corresponds to the projected 2D winding order sign,
|
||||
// even with negative w values.
|
||||
// even with negative w values
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
@ -2217,11 +2217,11 @@ static inline bool sw_triangle_face_culling(void)
|
||||
const float *h2 = RLSW.vertexBuffer[2].homogeneous;
|
||||
|
||||
// Compute a value proportional to the signed area in the projected 2D plane,
|
||||
// calculated directly using homogeneous coordinates BEFORE division by w.
|
||||
// calculated directly using homogeneous coordinates BEFORE division by w
|
||||
// This is the determinant of the matrix formed by the (x, y, w) components
|
||||
// of the vertices, which correctly captures the winding order in homogeneous
|
||||
// space and its relationship to the projected 2D winding order, even with
|
||||
// negative w values.
|
||||
// negative w values
|
||||
// The determinant formula used here is:
|
||||
// h0.x*(h1.y*h2.w - h2.y*h1.w) +
|
||||
// h1.x*(h2.y*h0.w - h0.y*h2.w) +
|
||||
@ -2233,20 +2233,18 @@ static inline bool sw_triangle_face_culling(void)
|
||||
h2[0]*(h0[1]*h1[3] - h1[1]*h0[3]);
|
||||
|
||||
// Discard the triangle if its winding order (determined by the sign
|
||||
// of the homogeneous area/determinant) matches the culled direction.
|
||||
// of the homogeneous area/determinant) matches the culled direction
|
||||
// A positive hSgnArea typically corresponds to a counter-clockwise
|
||||
// winding in the projected space when all w > 0.
|
||||
// winding in the projected space when all w > 0
|
||||
// This test is robust for points with w > 0 or w < 0, correctly
|
||||
// capturing the change in orientation when crossing the w=0 plane.
|
||||
// capturing the change in orientation when crossing the w=0 plane
|
||||
|
||||
// The culling logic remains the same based on the signed area/determinant.
|
||||
// The culling logic remains the same based on the signed area/determinant
|
||||
// A value of 0 for hSgnArea means the points are collinear in (x, y, w)
|
||||
// space, which corresponds to a degenerate triangle projection.
|
||||
// space, which corresponds to a degenerate triangle projection
|
||||
// Such triangles are typically not culled by this test (0 < 0 is false, 0 > 0 is false)
|
||||
// and should be handled by the clipper if necessary.
|
||||
return (RLSW.cullFace == SW_FRONT)
|
||||
? (hSgnArea < 0) // Cull if winding is "clockwise" in the projected sense
|
||||
: (hSgnArea > 0); // Cull if winding is "counter-clockwise" in the projected sense
|
||||
// and should be handled by the clipper if necessary
|
||||
return (RLSW.cullFace == SW_FRONT)? (hSgnArea < 0) : (hSgnArea > 0); // Cull if winding is "clockwise" : "counter-clockwise"
|
||||
}
|
||||
|
||||
static inline void sw_triangle_clip_and_project(void)
|
||||
@ -2559,14 +2557,14 @@ static inline void sw_triangle_render(void)
|
||||
//-------------------------------------------------------------------------------------------
|
||||
static inline bool sw_quad_face_culling(void)
|
||||
{
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations.
|
||||
// NOTE: Face culling is done before clipping to avoid unnecessary computations
|
||||
// To handle quads crossing the w=0 plane correctly,
|
||||
// we perform the winding order test in homogeneous coordinates directly,
|
||||
// before the perspective division (division by w).
|
||||
// before the perspective division (division by w)
|
||||
// For a convex quad with vertices P0, P1, P2, P3 in sequential order,
|
||||
// the winding order of the quad is the same as the winding order
|
||||
// of the triangle P0 P1 P2. We use the homogeneous triangle
|
||||
// winding test on this first triangle.
|
||||
// winding test on this first triangle
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
@ -2578,11 +2576,11 @@ static inline bool sw_quad_face_culling(void)
|
||||
|
||||
// Compute a value proportional to the signed area of the triangle P0 P1 P2
|
||||
// in the projected 2D plane, calculated directly using homogeneous coordinates
|
||||
// BEFORE division by w.
|
||||
// BEFORE division by w
|
||||
// This is the determinant of the matrix formed by the (x, y, w) components
|
||||
// of the vertices P0, P1, and P2. Its sign correctly indicates the winding order
|
||||
// in homogeneous space and its relationship to the projected 2D winding order,
|
||||
// even with negative w values.
|
||||
// even with negative w values
|
||||
// The determinant formula used here is:
|
||||
// h0.x*(h1.y*h2.w - h2.y*h1.w) +
|
||||
// h1.x*(h2.y*h0.w - h0.y*h2.w) +
|
||||
@ -2594,21 +2592,19 @@ static inline bool sw_quad_face_culling(void)
|
||||
h2[0]*(h0[1]*h1[3] - h1[1]*h0[3]);
|
||||
|
||||
// Perform face culling based on the winding order determined by the sign
|
||||
// of the homogeneous area/determinant of triangle P0 P1 P2.
|
||||
// of the homogeneous area/determinant of triangle P0 P1 P2
|
||||
// This test is robust for points with w > 0 or w < 0 within the triangle,
|
||||
// correctly capturing the change in orientation when crossing the w=0 plane.
|
||||
// correctly capturing the change in orientation when crossing the w=0 plane
|
||||
|
||||
// A positive hSgnArea typically corresponds to a counter-clockwise
|
||||
// winding in the projected space when all w > 0.
|
||||
// winding in the projected space when all w > 0
|
||||
// A value of 0 for hSgnArea means P0, P1, P2 are collinear in (x, y, w)
|
||||
// space, which corresponds to a degenerate triangle projection.
|
||||
// space, which corresponds to a degenerate triangle projection
|
||||
// Such quads might also be degenerate or non-planar. They are typically
|
||||
// not culled by this test (0 < 0 is false, 0 > 0 is false)
|
||||
// and should be handled by the clipper if necessary.
|
||||
// and should be handled by the clipper if necessary
|
||||
|
||||
return (RLSW.cullFace == SW_FRONT)
|
||||
? (hSgnArea < 0.0f) // Cull if winding is "clockwise" in the projected sense
|
||||
: (hSgnArea > 0.0f); // Cull if winding is "counter-clockwise" in the projected sense
|
||||
return (RLSW.cullFace == SW_FRONT)? (hSgnArea < 0.0f) : (hSgnArea > 0.0f); // Cull if winding is "clockwise" : "counter-clockwise"
|
||||
}
|
||||
|
||||
static inline void sw_quad_clip_and_project(void)
|
||||
@ -3672,9 +3668,9 @@ void swCopyFramebuffer(int x, int y, int w, int h, SWformat format, SWtype type,
|
||||
x = sw_clampi(x, 0, w);
|
||||
y = sw_clampi(y, 0, h);
|
||||
|
||||
if (x >= w || y >= h) return;
|
||||
if ((x >= w) || (y >= h)) return;
|
||||
|
||||
if (x == 0 && y == 0 && w == RLSW.framebuffer.width && h == RLSW.framebuffer.height)
|
||||
if ((x == 0) && (y == 0) && (w == RLSW.framebuffer.width) && (h == RLSW.framebuffer.height))
|
||||
{
|
||||
#if SW_COLOR_BUFFER_BITS == 32
|
||||
if (pFormat == SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8)
|
||||
@ -3699,7 +3695,7 @@ void swCopyFramebuffer(int x, int y, int w, int h, SWformat format, SWtype type,
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8: sw_framebuffer_copy_to_R8G8B8(x, y, w, h, (uint8_t *)pixels); break;
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R5G5B5A1: sw_framebuffer_copy_to_R5G5B5A1(x, y, w, h, (uint16_t *)pixels); break;
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R4G4B4A4: sw_framebuffer_copy_to_R4G4B4A4(x, y, w, h, (uint16_t *)pixels); break;
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: sw_framebuffer_copy_to_R8G8B8A8(x, y, w, h, (uint8_t *)pixels); break;
|
||||
//case SW_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8: sw_framebuffer_copy_to_R8G8B8A8(x, y, w, h, (uint8_t *)pixels); break;
|
||||
// Below: not implemented
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R32:
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R32G32B32:
|
||||
@ -3707,9 +3703,7 @@ void swCopyFramebuffer(int x, int y, int w, int h, SWformat format, SWtype type,
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R16:
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16:
|
||||
case SW_PIXELFORMAT_UNCOMPRESSED_R16G16B16A16:
|
||||
default:
|
||||
RLSW.errCode = SW_INVALID_ENUM;
|
||||
break;
|
||||
default: RLSW.errCode = SW_INVALID_ENUM; break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -4334,7 +4328,7 @@ void swVertex2f(float x, float y)
|
||||
void swVertex2fv(const float *v)
|
||||
{
|
||||
const float v4[4] = { v[0], v[1], 0.0f, 1.0f };
|
||||
sw_immediate_push_vertex(v, RLSW.current.color, RLSW.current.texcoord);
|
||||
sw_immediate_push_vertex(v4, RLSW.current.color, RLSW.current.texcoord);
|
||||
}
|
||||
|
||||
void swVertex3i(int x, int y, int z)
|
||||
@ -4352,7 +4346,7 @@ void swVertex3f(float x, float y, float z)
|
||||
void swVertex3fv(const float *v)
|
||||
{
|
||||
const float v4[4] = { v[0], v[1], v[2], 1.0f };
|
||||
sw_immediate_push_vertex(v, RLSW.current.color, RLSW.current.texcoord);
|
||||
sw_immediate_push_vertex(v4, RLSW.current.color, RLSW.current.texcoord);
|
||||
}
|
||||
|
||||
void swVertex4i(int x, int y, int z, int w)
|
||||
@ -4596,8 +4590,8 @@ void swDrawElements(SWdraw mode, int count, int type, const void *indices)
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
int index = indicesUb ? indicesUb[i] :
|
||||
(indicesUs ? indicesUs[i] : indicesUi[i]);
|
||||
int index = indicesUb? indicesUb[i] :
|
||||
(indicesUs? indicesUs[i] : indicesUi[i]);
|
||||
|
||||
float u, v;
|
||||
if (texcoords)
|
||||
|
||||
2
src/external/sdefl.h
vendored
@ -198,7 +198,7 @@ extern int zsdeflate(struct sdefl *s, void *o, const void *i, int n, int lvl);
|
||||
static int
|
||||
sdefl_ilog2(int n) {
|
||||
if (!n) return 0;
|
||||
#ifdef _MSC_VER
|
||||
#if defined(_MSC_VER) && !defined(__llvm__) && !defined(__INTEL_COMPILER) // @raysan5, address PR #5367
|
||||
unsigned long msbp = 0;
|
||||
_BitScanReverse(&msbp, (unsigned long)n);
|
||||
return (int)msbp;
|
||||
|
||||
2
src/external/sinfl.h
vendored
@ -171,7 +171,7 @@ extern int zsinflate(void *out, int cap, const void *in, int size);
|
||||
|
||||
static int
|
||||
sinfl_bsr(unsigned n) {
|
||||
#ifdef _MSC_VER
|
||||
#if defined(_MSC_VER) && !defined(__llvm__) && !defined(__INTEL_COMPILER) // @raysan5, address PR #5367
|
||||
unsigned long uln = 0;
|
||||
_BitScanReverse(&uln, n);
|
||||
return (int)(uln);
|
||||
|
||||
@ -84,7 +84,6 @@ typedef struct {
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
extern CoreData CORE; // Global CORE state context
|
||||
extern bool isGpuReady; // Flag to note GPU has been initialized successfully
|
||||
static PlatformData platform = { 0 }; // Platform specific data
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -358,13 +357,17 @@ void RestoreWindow(void)
|
||||
// Set window configuration state using flags
|
||||
void SetWindowState(unsigned int flags)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "SetWindowState() not available on target platform");
|
||||
if (!CORE.Window.ready) TRACELOG(LOG_WARNING, "WINDOW: SetWindowState does nothing before window initialization, Use \"SetConfigFlags\" instead");
|
||||
|
||||
// State change: FLAG_WINDOW_ALWAYS_RUN
|
||||
if (FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN)) FLAG_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN);
|
||||
}
|
||||
|
||||
// Clear window configuration state flags
|
||||
void ClearWindowState(unsigned int flags)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "ClearWindowState() not available on target platform");
|
||||
// State change: FLAG_WINDOW_ALWAYS_RUN
|
||||
if (FLAG_IS_SET(flags, FLAG_WINDOW_ALWAYS_RUN)) FLAG_CLEAR(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN);
|
||||
}
|
||||
|
||||
// Set icon for window
|
||||
@ -602,7 +605,7 @@ void DisableCursor(void)
|
||||
// Swap back buffer with front buffer (screen drawing)
|
||||
void SwapScreenBuffer(void)
|
||||
{
|
||||
eglSwapBuffers(platform.device, platform.surface);
|
||||
if (platform.surface != EGL_NO_SURFACE) eglSwapBuffers(platform.device, platform.surface);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -623,10 +626,9 @@ double GetTime(void)
|
||||
}
|
||||
|
||||
// Open URL with default system browser (if available)
|
||||
// NOTE: This function is only safe to use if you control the URL given.
|
||||
// A user could craft a malicious string performing another action.
|
||||
// Only call this function yourself not with user input or make sure to check the string yourself.
|
||||
// Ref: https://github.com/raysan5/raylib/issues/686
|
||||
// NOTE: This function is only safe to use if you control the URL given
|
||||
// A user could craft a malicious string performing another action
|
||||
// Only call this function yourself not with user input or make sure to check the string yourself
|
||||
void OpenURL(const char *url)
|
||||
{
|
||||
// Security check to (partially) avoid malicious code
|
||||
@ -687,7 +689,7 @@ void SetMouseCursor(int cursor)
|
||||
TRACELOG(LOG_WARNING, "SetMouseCursor() not implemented on target platform");
|
||||
}
|
||||
|
||||
// Get physical key name.
|
||||
// Get physical key name
|
||||
const char *GetKeyName(int key)
|
||||
{
|
||||
TRACELOG(LOG_WARNING, "GetKeyName() not implemented on target platform");
|
||||
@ -742,15 +744,15 @@ void PollInputEvents(void)
|
||||
int pollEvents = 0;
|
||||
|
||||
// Poll Events (registered events) until we reach TIMEOUT which indicates there are no events left to poll
|
||||
// NOTE: Activity is paused if not enabled (platform.appEnabled)
|
||||
while ((pollResult = ALooper_pollOnce(platform.appEnabled? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
|
||||
// NOTE: Activity is paused if not enabled (platform.appEnabled) and always run flag is not set (FLAG_WINDOW_ALWAYS_RUN)
|
||||
while ((pollResult = ALooper_pollOnce((platform.appEnabled || FLAG_IS_SET(CORE.Window.flags, FLAG_WINDOW_ALWAYS_RUN))? 0 : -1, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
|
||||
{
|
||||
// Process this event
|
||||
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
|
||||
|
||||
// NOTE: Allow closing the window in case a configuration change happened.
|
||||
// NOTE: Allow closing the window in case a configuration change happened
|
||||
// The android_main function should be allowed to return to its caller in order for the
|
||||
// Android OS to relaunch the activity.
|
||||
// Android OS to relaunch the activity
|
||||
if (platform.app->destroyRequested != 0)
|
||||
{
|
||||
CORE.Window.shouldClose = true;
|
||||
@ -829,13 +831,13 @@ int InitPlatform(void)
|
||||
// Wait for window to be initialized (display and context)
|
||||
while (!CORE.Window.ready)
|
||||
{
|
||||
// Process events until we reach TIMEOUT, which indicates no more events queued.
|
||||
// Process events until we reach TIMEOUT, which indicates no more events queued
|
||||
while ((pollResult = ALooper_pollOnce(0, NULL, &pollEvents, ((void **)&platform.source)) > ALOOPER_POLL_TIMEOUT))
|
||||
{
|
||||
// Process this event
|
||||
if (platform.source != NULL) platform.source->process(platform.app, platform.source);
|
||||
|
||||
// NOTE: It's highly likely destroyRequested will never be non-zero at the start of the activity lifecycle.
|
||||
// NOTE: It's highly likely destroyRequested will never be non-zero at the start of the activity lifecycle
|
||||
//if (platform.app->destroyRequested != 0) CORE.Window.shouldClose = true;
|
||||
}
|
||||
}
|
||||
@ -869,8 +871,9 @@ void ClosePlatform(void)
|
||||
platform.device = EGL_NO_DISPLAY;
|
||||
}
|
||||
|
||||
// NOTE: Reset global state in case the activity is being relaunched.
|
||||
if (platform.app->destroyRequested != 0) {
|
||||
// NOTE: Reset global state in case the activity is being relaunched
|
||||
if (platform.app->destroyRequested != 0)
|
||||
{
|
||||
CORE = (CoreData){0};
|
||||
platform = (PlatformData){0};
|
||||
}
|
||||
@ -925,7 +928,7 @@ static int InitGraphicsDevice(void)
|
||||
// Initialize the EGL device connection
|
||||
if (eglInitialize(platform.device, NULL, NULL) == EGL_FALSE)
|
||||
{
|
||||
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred.
|
||||
// If all of the calls to eglInitialize returned EGL_FALSE then an error has occurred
|
||||
TRACELOG(LOG_WARNING, "DISPLAY: Failed to initialize EGL device");
|
||||
return -1;
|
||||
}
|
||||
@ -1042,7 +1045,6 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
||||
// Initialize OpenGL context (states and resources)
|
||||
// NOTE: CORE.Window.currentFbo.width and CORE.Window.currentFbo.height not used, just stored as globals in rlgl
|
||||
rlglInit(CORE.Window.currentFbo.width, CORE.Window.currentFbo.height);
|
||||
isGpuReady = true;
|
||||
|
||||
// Setup default viewport
|
||||
// NOTE: It updated CORE.Window.render.width and CORE.Window.render.height
|
||||
@ -1081,21 +1083,6 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
||||
|
||||
// Initialize random seed
|
||||
SetRandomSeed((unsigned int)time(NULL));
|
||||
|
||||
// TODO: GPU assets reload in case of lost focus (lost context)
|
||||
// NOTE: This problem has been solved just unbinding and rebinding context from display
|
||||
/*
|
||||
if (assetsReloadRequired)
|
||||
{
|
||||
for (int i = 0; i < assetCount; i++)
|
||||
{
|
||||
// TODO: Unload old asset if required
|
||||
|
||||
// Load texture again to pointed texture
|
||||
(*textureAsset + i) = LoadTexture(assetPath[i]);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
} break;
|
||||
@ -1115,7 +1102,7 @@ static void AndroidCommandCallback(struct android_app *app, int32_t cmd)
|
||||
case APP_CMD_TERM_WINDOW:
|
||||
{
|
||||
// Detach OpenGL context and destroy display surface
|
||||
// NOTE 1: This case is used when the user exits the app without closing it. We detach the context to ensure everything is recoverable upon resuming.
|
||||
// NOTE 1: This case is used when the user exits the app without closing it, context is detached to ensure everything is recoverable upon resuming
|
||||
// NOTE 2: Detaching context before destroying display surface avoids losing our resources (textures, shaders, VBOs...)
|
||||
// NOTE 3: In some cases (too many context loaded), OS could unload context automatically... :(
|
||||
if (platform.device != EGL_NO_DISPLAY)
|
||||
@ -1179,8 +1166,8 @@ static GamepadButton AndroidTranslateGamepadButton(int button)
|
||||
static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
{
|
||||
// If additional inputs are required check:
|
||||
// https://developer.android.com/ndk/reference/group/input
|
||||
// https://developer.android.com/training/game-controllers/controller-input
|
||||
// REF: https://developer.android.com/ndk/reference/group/input
|
||||
// REF: https://developer.android.com/training/game-controllers/controller-input
|
||||
|
||||
int type = AInputEvent_getType(event);
|
||||
int source = AInputEvent_getSource(event);
|
||||
@ -1290,7 +1277,7 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
{
|
||||
// Let the OS handle input to avoid app stuck. Behaviour: CMD_PAUSE -> CMD_SAVE_STATE -> CMD_STOP -> CMD_CONFIG_CHANGED -> CMD_LOST_FOCUS
|
||||
// Resuming Behaviour: CMD_START -> CMD_RESUME -> CMD_CONFIG_CHANGED -> CMD_CONFIG_CHANGED -> CMD_GAINED_FOCUS
|
||||
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected.
|
||||
// It seems like locking mobile, screen size (CMD_CONFIG_CHANGED) is affected
|
||||
// NOTE: AndroidManifest.xml must have <activity android:configChanges="orientation|keyboardHidden|screenSize" >
|
||||
// Before that change, activity was calling CMD_TERM_WINDOW and CMD_DESTROY when locking mobile, so that was not a normal behaviour
|
||||
return 0;
|
||||
@ -1419,15 +1406,9 @@ static int32_t AndroidInputCallback(struct android_app *app, AInputEvent *event)
|
||||
if (CORE.Input.Touch.pointCount > 0) CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 1;
|
||||
else CORE.Input.Touch.currentTouchState[MOUSE_BUTTON_LEFT] = 0;
|
||||
|
||||
// Stores the previous position of touch[0] only while it's active to calculate the delta.
|
||||
if (flags == AMOTION_EVENT_ACTION_MOVE)
|
||||
{
|
||||
CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
||||
}
|
||||
else
|
||||
{
|
||||
CORE.Input.Mouse.previousPosition = CORE.Input.Touch.position[0];
|
||||
}
|
||||
// Stores the previous position of touch[0] only while it's active to calculate the delta
|
||||
if (flags == AMOTION_EVENT_ACTION_MOVE) CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
|
||||
else CORE.Input.Mouse.previousPosition = CORE.Input.Touch.position[0];
|
||||
|
||||
// Map touch[0] as mouse input for convenience
|
||||
CORE.Input.Mouse.currentPosition = CORE.Input.Touch.position[0];
|
||||
|
||||