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6
.github/workflows/build_android.yml
vendored
@ -84,8 +84,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_linux.yml
vendored
@ -114,8 +114,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_macos.yml
vendored
@ -101,8 +101,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.tar.gz
|
||||
path: ./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.tar.gz
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_webassembly.yml
vendored
@ -71,8 +71,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
6
.github/workflows/build_windows.yml
vendored
@ -142,8 +142,10 @@ jobs:
|
||||
- name: Upload Artifacts
|
||||
uses: actions/upload-artifact@v4
|
||||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
name: ${{ env.RELEASE_NAME }}
|
||||
path: |
|
||||
./build/${{ env.RELEASE_NAME }}
|
||||
!./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
|
||||
4
.gitignore
vendored
@ -58,6 +58,10 @@ packages/
|
||||
*.h.pch
|
||||
./*.obj
|
||||
|
||||
# Ignore SDL libs for testing
|
||||
src/external/SDL2
|
||||
src/external/SDL3
|
||||
|
||||
# Emscripten
|
||||
emsdk
|
||||
|
||||
|
||||
@ -21,6 +21,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [claw-raylib](https://github.com/bohonghuang/claw-raylib) | **auto** | [Common Lisp](https://common-lisp.net) | Apache-2.0 |
|
||||
| [raylib](https://github.com/fosskers/raylib) | 5.5 | [Common Lisp](https://common-lisp.net) | MPL-2.0 |
|
||||
| [chez-raylib](https://github.com/Yunoinsky/chez-raylib) | **auto** | [Chez Scheme](https://cisco.github.io/ChezScheme) | GPLv3 |
|
||||
| [chicken-raylib](https://github.com/meowstr/chicken-raylib) | 5.5 | [CHICKEN Scheme](https://wiki.call-cc.org) | MIT |
|
||||
| [CLIPSraylib](https://github.com/mrryanjohnston/CLIPSraylib) | **auto** | [CLIPS](https://www.clipsrules.net/) | MIT |
|
||||
| [raylib-cr](https://github.com/sol-vin/raylib-cr) | 4.6-dev (5e1a81) | [Crystal](https://crystal-lang.org) | Apache-2.0 |
|
||||
| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT |
|
||||
@ -28,6 +29,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
||||
| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
|
||||
| [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 |
|
||||
| [DenoRaylib550](https://github.com/JJLDonley/DenoRaylib550) | **5.5** | [Deno](https://deno.land) | MIT |
|
||||
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
|
||||
| [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 |
|
||||
@ -76,6 +78,7 @@ 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 |
|
||||
|
||||
2
LICENSE
@ -1,4 +1,4 @@
|
||||
Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
|
||||
This software is provided "as-is", without any express or implied warranty. In no event
|
||||
will the authors be held liable for any damages arising from the use of this software.
|
||||
|
||||
@ -140,7 +140,7 @@ contributors
|
||||
------------
|
||||
|
||||
<a href="https://github.com/raysan5/raylib/graphs/contributors">
|
||||
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=500&columns=20&anon=1" />
|
||||
<img src="https://contrib.rocks/image?repo=raysan5/raylib&max=800&columns=24&anon=0" />
|
||||
</a>
|
||||
|
||||
license
|
||||
|
||||
@ -15,13 +15,13 @@ _Current version of raylib is complete and functional but there is always room f
|
||||
|
||||
**raylib 5.x**
|
||||
- [ ] `rcore`: Support additional platforms: iOS, consoles?
|
||||
- [ ] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
|
||||
- [x] `rcore_web`: Avoid GLFW dependency, functionality can be directly implemented using emscripten SDK
|
||||
- [ ] `rlgl`: Review GLSL shaders naming conventions for consistency
|
||||
- [ ] `textures`: Improve compressed textures support, loading and saving
|
||||
- [ ] `rmodels`: Improve 3d objects loading, specially animations (obj, gltf)
|
||||
- [ ] `raudio`: Implement miniaudio high-level provided features
|
||||
- [ ] `examples`: Review all examples, add more and better code explanations
|
||||
- [ ] Software renderer backend? Maybe using `Image` provided API
|
||||
- [x] `examples`: Review all examples, add more and better code explanations
|
||||
- [x] Software renderer backend? Maybe using `Image` provided API
|
||||
|
||||
**raylib 4.x**
|
||||
- [x] Split core module into separate platforms?
|
||||
|
||||
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 indicating 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.
|
||||
@ -193,11 +193,11 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
|
||||
// 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);
|
||||
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c", "src/utils.c" });
|
||||
c_source_files.appendSliceAssumeCapacity(&.{ "src/rcore.c" });
|
||||
|
||||
if (options.rshapes) {
|
||||
try c_source_files.append(b.allocator, "src/rshapes.c");
|
||||
@ -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) {
|
||||
@ -348,7 +348,7 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
|
||||
}
|
||||
},
|
||||
.freebsd, .openbsd, .netbsd, .dragonfly => {
|
||||
try c_source_files.append(b.allocator, "rglfw.c");
|
||||
try c_source_files.append(b.allocator, "src/rglfw.c");
|
||||
raylib.root_module.linkSystemLibrary("GL", .{});
|
||||
raylib.root_module.linkSystemLibrary("rt", .{});
|
||||
raylib.root_module.linkSystemLibrary("dl", .{});
|
||||
|
||||
@ -27,6 +27,12 @@ if (${PLATFORM} MATCHES "Desktop")
|
||||
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
|
||||
find_package(OpenGL QUIET)
|
||||
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} winmm)
|
||||
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
|
||||
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
|
||||
find_library(GLESV2 GLESv2)
|
||||
find_library(EGL EGL)
|
||||
set(LIBS_PUBLIC m)
|
||||
set(LIBS_PRIVATE ${GLESV2} ${EGL} atomic pthread dl)
|
||||
elseif (UNIX)
|
||||
find_library(pthread NAMES pthread)
|
||||
find_package(OpenGL QUIET)
|
||||
@ -143,6 +149,24 @@ elseif ("${PLATFORM}" MATCHES "SDL")
|
||||
endif()
|
||||
elseif ("${PLATFORM}" MATCHES "RGFW")
|
||||
set(PLATFORM_CPP "PLATFORM_DESKTOP_RGFW")
|
||||
|
||||
if (APPLE)
|
||||
find_library(COCOA Cocoa)
|
||||
find_library(OPENGL OpenGL)
|
||||
|
||||
set(LIBS_PRIVATE ${COCOA} ${OPENGL})
|
||||
elseif (WIN32)
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
set(LIBS_PRIVATE ${OPENGL_LIBRARIES} gdi32)
|
||||
elseif("${CMAKE_SYSTEM_NAME}" MATCHES "QNX")
|
||||
message(FATAL_ERROR "RGFW platform does not support QNX. Use PLATFORM=Desktop or PLATFORM=SDL instead.")
|
||||
elseif (UNIX)
|
||||
find_package(X11 REQUIRED)
|
||||
find_package(OpenGL REQUIRED)
|
||||
|
||||
set(LIBS_PRIVATE ${X11_LIBRARIES} ${OPENGL_LIBRARIES})
|
||||
endif ()
|
||||
endif ()
|
||||
|
||||
if (NOT ${OPENGL_VERSION} MATCHES "OFF")
|
||||
|
||||
@ -30,7 +30,7 @@
|
||||
# > PLATFORM_ANDROID:
|
||||
# - Android (ARM, ARM64)
|
||||
#
|
||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -205,15 +205,17 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||
MAKE = mingw32-make
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
ifeq ($(OS),Windows_NT)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
else
|
||||
EMMAKE != type emmake
|
||||
EMMAKE := $(shell command -v emmake)
|
||||
ifneq (, $(EMMAKE))
|
||||
MAKE = emmake make
|
||||
MAKE = $(EMMAKE) make
|
||||
else
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
@ -531,7 +533,7 @@ CORE = \
|
||||
core/core_delta_time \
|
||||
core/core_directory_files \
|
||||
core/core_drop_files \
|
||||
core/core_high_dpi \
|
||||
core/core_highdpi_demo \
|
||||
core/core_highdpi_testbed \
|
||||
core/core_input_actions \
|
||||
core/core_input_gamepad \
|
||||
@ -542,6 +544,7 @@ CORE = \
|
||||
core/core_input_mouse_wheel \
|
||||
core/core_input_multitouch \
|
||||
core/core_input_virtual_controls \
|
||||
core/core_keyboard_testbed \
|
||||
core/core_monitor_detector \
|
||||
core/core_random_sequence \
|
||||
core/core_random_values \
|
||||
@ -575,6 +578,7 @@ SHAPES = \
|
||||
shapes/shapes_easings_box \
|
||||
shapes/shapes_easings_rectangles \
|
||||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_hilbert_curve \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
@ -605,6 +609,7 @@ TEXTURES = \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_cellular_automata \
|
||||
textures/textures_fog_of_war \
|
||||
textures/textures_framebuffer_rendering \
|
||||
textures/textures_gif_player \
|
||||
textures/textures_image_channel \
|
||||
textures/textures_image_drawing \
|
||||
|
||||
@ -30,7 +30,7 @@
|
||||
# > PLATFORM_ANDROID:
|
||||
# - Android (ARM, ARM64)
|
||||
#
|
||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -208,12 +208,12 @@ ifeq ($(TARGET_PLATFORM),PLATFORM_ANDROID)
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
ifeq ($(OS),Windows_NT)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
MAKE = mingw32-make
|
||||
else
|
||||
EMMAKE != type emmake
|
||||
EMMAKE := $(shell command -v emmake)
|
||||
ifneq (, $(EMMAKE))
|
||||
MAKE = emmake make
|
||||
MAKE = $(EMMAKE) make
|
||||
else
|
||||
MAKE = mingw32-make
|
||||
endif
|
||||
@ -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 \
|
||||
@ -530,6 +530,7 @@ CORE = \
|
||||
core/core_input_mouse_wheel \
|
||||
core/core_input_multitouch \
|
||||
core/core_input_virtual_controls \
|
||||
core/core_keyboard_testbed \
|
||||
core/core_monitor_detector \
|
||||
core/core_random_sequence \
|
||||
core/core_random_values \
|
||||
@ -563,6 +564,7 @@ SHAPES = \
|
||||
shapes/shapes_easings_box \
|
||||
shapes/shapes_easings_rectangles \
|
||||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_hilbert_curve \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
@ -593,6 +595,7 @@ TEXTURES = \
|
||||
textures/textures_bunnymark \
|
||||
textures/textures_cellular_automata \
|
||||
textures/textures_fog_of_war \
|
||||
textures/textures_framebuffer_rendering \
|
||||
textures/textures_gif_player \
|
||||
textures/textures_image_channel \
|
||||
textures/textures_image_drawing \
|
||||
@ -783,7 +786,7 @@ 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
|
||||
@ -818,6 +821,9 @@ core/core_input_multitouch: core/core_input_multitouch.c
|
||||
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_keyboard_testbed: core/core_keyboard_testbed.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_monitor_detector: core/core_monitor_detector.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -914,6 +920,9 @@ shapes/shapes_easings_rectangles: shapes/shapes_easings_rectangles.c
|
||||
shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_hilbert_curve: shapes/shapes_hilbert_curve.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
@ -1005,6 +1014,9 @@ textures/textures_cellular_automata: textures/textures_cellular_automata.c
|
||||
textures/textures_fog_of_war: textures/textures_fog_of_war.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
textures/textures_framebuffer_rendering: textures/textures_framebuffer_rendering.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
textures/textures_gif_player: textures/textures_gif_player.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file textures/resources/scarfy_run.gif@resources/scarfy_run.gif
|
||||
@ -1367,15 +1379,15 @@ shaders/shaders_fog_rendering: shaders/shaders_fog_rendering.c
|
||||
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/r_pentomino.png@resources/game_of_life/r_pentomino.png \
|
||||
--preload-file shaders/resources/game_of_life/glider.png@resources/game_of_life/glider.png \
|
||||
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
|
||||
--preload-file shaders/resources/game_of_life/acorn.png@resources/game_of_life/acorn.png \
|
||||
--preload-file shaders/resources/game_of_life/spaceships.png@resources/game_of_life/spaceships.png \
|
||||
--preload-file shaders/resources/game_of_life/still_lifes.png@resources/game_of_life/still_lifes.png \
|
||||
--preload-file shaders/resources/game_of_life/oscillators.png@resources/game_of_life/oscillators.png \
|
||||
--preload-file shaders/resources/game_of_life/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
|
||||
--preload-file shaders/resources/game_of_life/glider_gun.png@resources/game_of_life/glider_gun.png \
|
||||
--preload-file shaders/resources/game_of_life/breeder.png@resources/game_of_life/breeder.png
|
||||
|
||||
shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
|
||||
@ -17,9 +17,9 @@ 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: 205]
|
||||
## EXAMPLES COLLECTION [TOTAL: 208]
|
||||
|
||||
### category: core [47]
|
||||
### category: core [48]
|
||||
|
||||
Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
@ -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) |
|
||||
@ -69,11 +69,12 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
||||
| [core_directory_files](core/core_directory_files.c) | <img src="core/core_directory_files.png" alt="core_directory_files" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
||||
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ananth S](https://github.com/Ananth1839) |
|
||||
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ananth S](https://github.com/Ananth1839) |
|
||||
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
||||
| [core_compute_hash](core/core_compute_hash.c) | <img src="core/core_compute_hash.png" alt="core_compute_hash" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_keyboard_testbed](core/core_keyboard_testbed.c) | <img src="core/core_keyboard_testbed.png" alt="core_keyboard_testbed" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
|
||||
### category: shapes [38]
|
||||
### category: shapes [39]
|
||||
|
||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||
|
||||
@ -117,8 +118,9 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||
| [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) |
|
||||
| [shapes_hilbert_curve](shapes/shapes_hilbert_curve.c) | <img src="shapes/shapes_hilbert_curve.png" alt="shapes_hilbert_curve" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Hamza RAHAL](https://github.com/hmz-rhl) |
|
||||
|
||||
### category: textures [29]
|
||||
### category: textures [30]
|
||||
|
||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
||||
|
||||
@ -153,6 +155,7 @@ Examples using raylib textures functionality, including image/textures loading/g
|
||||
| [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) |
|
||||
| [textures_framebuffer_rendering](textures/textures_framebuffer_rendering.c) | <img src="textures/textures_framebuffer_rendering.png" alt="textures_framebuffer_rendering" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jack Boakes](https://github.com/jackboakes) |
|
||||
|
||||
### category: text [16]
|
||||
|
||||
|
||||
@ -113,7 +113,7 @@ int main(void)
|
||||
DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, DARKBLUE);
|
||||
DrawRectangle(300, 100, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 100, 200, 12, GRAY);
|
||||
DrawRectangle(300 + (pan + 1.0)/2.0f*200 - 5, 92, 10, 28, DARKGRAY);
|
||||
DrawRectangle((int)(300 + (pan + 1.0f)/2.0f*200 - 5), 92, 10, 28, DARKGRAY);
|
||||
|
||||
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 200, (int)(timePlayed*400.0f), 12, MAROON);
|
||||
@ -125,7 +125,7 @@ int main(void)
|
||||
DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, DARKGREEN);
|
||||
DrawRectangle(300, 360, 200, 12, LIGHTGRAY);
|
||||
DrawRectangleLines(300, 360, 200, 12, GRAY);
|
||||
DrawRectangle(300 + volume*200 - 5, 352, 10, 28, DARKGRAY);
|
||||
DrawRectangle((int)(300 + volume*200 - 5), 352, 10, 28, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -115,7 +115,7 @@ int main(void)
|
||||
.tapbackPos = 0.01f
|
||||
};
|
||||
|
||||
size_t wavCursor = 0;
|
||||
int wavCursor = 0;
|
||||
const short *wavPCM16 = wav.data;
|
||||
|
||||
short chunkSamples[AUDIO_STREAM_RING_BUFFER_SIZE] = { 0 };
|
||||
|
||||
|
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 |
@ -226,10 +226,10 @@ void UpdateCameraCenterInsideMap(Camera2D *camera, Player *player, EnvItem *envI
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, *camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, *camera);
|
||||
|
||||
if (max.x < width) camera->offset.x = width - (max.x - width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - height/2);
|
||||
if (min.x > 0) camera->offset.x = width/2 - min.x;
|
||||
if (min.y > 0) camera->offset.y = height/2 - min.y;
|
||||
if (max.x < width) camera->offset.x = width - (max.x - (float)width/2);
|
||||
if (max.y < height) camera->offset.y = height - (max.y - (float)height/2);
|
||||
if (min.x > 0) camera->offset.x = (float)width/2 - min.x;
|
||||
if (min.y > 0) camera->offset.y = (float)height/2 - min.y;
|
||||
}
|
||||
|
||||
void UpdateCameraCenterSmoothFollow(Camera2D *camera, Player *player, EnvItem *envItems, int envItemsLength, float delta, int width, int height)
|
||||
|
||||
@ -225,10 +225,10 @@ int main(void)
|
||||
Vector2 max = GetWorldToScreen2D((Vector2){ maxX, maxY }, camera);
|
||||
Vector2 min = GetWorldToScreen2D((Vector2){ minX, minY }, camera);
|
||||
|
||||
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - screenWidth/2);
|
||||
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - screenHeight/2);
|
||||
if (min.x > 0) camera.offset.x = screenWidth/2 - min.x;
|
||||
if (min.y > 0) camera.offset.y = screenHeight/2 - min.y;
|
||||
if (max.x < screenWidth) camera.offset.x = screenWidth - (max.x - (float)screenWidth/2);
|
||||
if (max.y < screenHeight) camera.offset.y = screenHeight - (max.y - (float)screenHeight/2);
|
||||
if (min.x > 0) camera.offset.x = (float)screenWidth/2 - min.x;
|
||||
if (min.y > 0) camera.offset.y = (float)screenHeight/2 - min.y;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Events management
|
||||
|
||||
@ -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_HIGHDPI | FLAG_WINDOW_RESIZABLE);
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE | FLAG_WINDOW_HIGHDPI);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - highdpi testbed");
|
||||
|
||||
Vector2 scaleDpi = GetWindowScaleDPI();
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
int currentMonitor = GetCurrentMonitor();
|
||||
Vector2 windowPos = GetWindowPosition();
|
||||
|
||||
int gridSpacing = 40; // Grid spacing in pixels
|
||||
|
||||
SetTargetFPS(60);
|
||||
@ -40,7 +45,13 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update variables / Implement example logic at this point
|
||||
mousePos = GetMousePosition();
|
||||
currentMonitor = GetCurrentMonitor();
|
||||
scaleDpi = GetWindowScaleDPI();
|
||||
windowPos = GetWindowPosition();
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) ToggleBorderlessWindowed();
|
||||
if (IsKeyPressed(KEY_F)) ToggleFullscreen();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -50,11 +61,35 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw grid
|
||||
for (int h = 0; h < 20; h++) DrawLine(0, h*gridSpacing, GetRenderWidth(), h*gridSpacing, LIGHTGRAY);
|
||||
for (int v = 0; v < 40; v++) DrawLine(v*gridSpacing, 0, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
|
||||
for (int h = 0; h < GetScreenHeight()/gridSpacing + 1; 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 < GetScreenWidth()/gridSpacing + 1; v++)
|
||||
{
|
||||
DrawText(TextFormat("%02i", v*gridSpacing), v*gridSpacing - 10, 4, 10, GRAY);
|
||||
DrawLine(v*gridSpacing, 20, v*gridSpacing, GetScreenHeight(), LIGHTGRAY);
|
||||
}
|
||||
|
||||
// Draw UI info
|
||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 10, 10, 20, BLACK);
|
||||
DrawText(TextFormat("CURRENT MONITOR: %i/%i (%ix%i)", currentMonitor + 1, GetMonitorCount(),
|
||||
GetMonitorWidth(currentMonitor), GetMonitorHeight(currentMonitor)), 50, 50, 20, DARKGRAY);
|
||||
DrawText(TextFormat("WINDOW POSITION: %ix%i", (int)windowPos.x, (int)windowPos.y), 50, 90, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCREEN SIZE: %ix%i", GetScreenWidth(), GetScreenHeight()), 50, 130, 20, DARKGRAY);
|
||||
DrawText(TextFormat("RENDER SIZE: %ix%i", GetRenderWidth(), GetRenderHeight()), 50, 170, 20, DARKGRAY);
|
||||
DrawText(TextFormat("SCALE FACTOR: %.1fx%.1f", scaleDpi.x, scaleDpi.y), 50, 210, 20, GRAY);
|
||||
|
||||
// Draw reference rectangles, top-left and bottom-right corners
|
||||
DrawRectangle(0, 0, 30, 60, RED);
|
||||
DrawRectangle(GetScreenWidth() - 30, GetScreenHeight() - 60, 30, 60, BLUE);
|
||||
|
||||
// Draw mouse position
|
||||
DrawCircleV(GetMousePosition(), 20, MAROON);
|
||||
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();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
Before Width: | Height: | Size: 17 KiB After Width: | Height: | Size: 18 KiB |
@ -67,7 +67,7 @@ int main(void)
|
||||
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
|
||||
vibrateButton = (Rectangle){ 10, 70 + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
|
||||
vibrateButton = (Rectangle){ 10, 70.0f + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -262,7 +262,7 @@ int main(void)
|
||||
|
||||
// Draw vibrate button
|
||||
DrawRectangleRec(vibrateButton, SKYBLUE);
|
||||
DrawText("VIBRATE", vibrateButton.x + 14, vibrateButton.y + 1, 10, DARKGRAY);
|
||||
DrawText("VIBRATE", (int)(vibrateButton.x + 14), (int)(vibrateButton.y + 1), 10, DARKGRAY);
|
||||
|
||||
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
else DrawText("DETECTED BUTTON: NONE", 10, 430, 10, GRAY);
|
||||
|
||||
333
examples/core/core_keyboard_testbed.c
Normal file
@ -0,0 +1,333 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - keyboard testbed
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* NOTE: raylib defined keys refer to ENG-US Keyboard layout,
|
||||
* mapping to other layouts is up to the user
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define KEY_REC_SPACING 4 // Space in pixels between key rectangles
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static const char *GetKeyText(int key);
|
||||
static void GuiKeyboardKey(Rectangle bounds, int key);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard testbed");
|
||||
SetExitKey(KEY_NULL); // Avoid exit on KEY_ESCAPE
|
||||
|
||||
// Keyboard line 01
|
||||
int line01KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line01KeyWidths[i] = 45;
|
||||
line01KeyWidths[13] = 62; // PRINTSCREEN
|
||||
int line01Keys[15] = {
|
||||
KEY_ESCAPE, KEY_F1, KEY_F2, KEY_F3, KEY_F4, KEY_F5,
|
||||
KEY_F6, KEY_F7, KEY_F8, KEY_F9, KEY_F10, KEY_F11,
|
||||
KEY_F12, KEY_PRINT_SCREEN, KEY_PAUSE
|
||||
};
|
||||
|
||||
// Keyboard line 02
|
||||
int line02KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line02KeyWidths[i] = 45;
|
||||
line02KeyWidths[0] = 25; // GRAVE
|
||||
line02KeyWidths[13] = 82; // BACKSPACE
|
||||
int line02Keys[15] = {
|
||||
KEY_GRAVE, KEY_ONE, KEY_TWO, KEY_THREE, KEY_FOUR,
|
||||
KEY_FIVE, KEY_SIX, KEY_SEVEN, KEY_EIGHT, KEY_NINE,
|
||||
KEY_ZERO, KEY_MINUS, KEY_EQUAL, KEY_BACKSPACE, KEY_DELETE };
|
||||
|
||||
// Keyboard line 03
|
||||
int line03KeyWidths[15] = { 0 };
|
||||
for (int i = 0; i < 15; i++) line03KeyWidths[i] = 45;
|
||||
line03KeyWidths[0] = 50; // TAB
|
||||
line03KeyWidths[13] = 57; // BACKSLASH
|
||||
int line03Keys[15] = {
|
||||
KEY_TAB, KEY_Q, KEY_W, KEY_E, KEY_R, KEY_T, KEY_Y,
|
||||
KEY_U, KEY_I, KEY_O, KEY_P, KEY_LEFT_BRACKET,
|
||||
KEY_RIGHT_BRACKET, KEY_BACKSLASH, KEY_INSERT
|
||||
};
|
||||
|
||||
// Keyboard line 04
|
||||
int line04KeyWidths[14] = { 0 };
|
||||
for (int i = 0; i < 14; i++) line04KeyWidths[i] = 45;
|
||||
line04KeyWidths[0] = 68; // CAPS
|
||||
line04KeyWidths[12] = 88; // ENTER
|
||||
int line04Keys[14] = {
|
||||
KEY_CAPS_LOCK, KEY_A, KEY_S, KEY_D, KEY_F, KEY_G,
|
||||
KEY_H, KEY_J, KEY_K, KEY_L, KEY_SEMICOLON,
|
||||
KEY_APOSTROPHE, KEY_ENTER, KEY_PAGE_UP
|
||||
};
|
||||
|
||||
// Keyboard line 05
|
||||
int line05KeyWidths[14] = { 0 };
|
||||
for (int i = 0; i < 14; i++) line05KeyWidths[i] = 45;
|
||||
line05KeyWidths[0] = 80; // LSHIFT
|
||||
line05KeyWidths[11] = 76; // RSHIFT
|
||||
int line05Keys[14] = {
|
||||
KEY_LEFT_SHIFT, KEY_Z, KEY_X, KEY_C, KEY_V, KEY_B,
|
||||
KEY_N, KEY_M, KEY_COMMA, KEY_PERIOD, /*KEY_MINUS*/
|
||||
KEY_SLASH, KEY_RIGHT_SHIFT, KEY_UP, KEY_PAGE_DOWN
|
||||
};
|
||||
|
||||
// Keyboard line 06
|
||||
int line06KeyWidths[11] = { 0 };
|
||||
for (int i = 0; i < 11; i++) line06KeyWidths[i] = 45;
|
||||
line06KeyWidths[0] = 80; // LCTRL
|
||||
line06KeyWidths[3] = 208; // SPACE
|
||||
line06KeyWidths[7] = 60; // RCTRL
|
||||
int line06Keys[11] = {
|
||||
KEY_LEFT_CONTROL, KEY_LEFT_SUPER, KEY_LEFT_ALT,
|
||||
KEY_SPACE, KEY_RIGHT_ALT, 162, KEY_NULL,
|
||||
KEY_RIGHT_CONTROL, KEY_LEFT, KEY_DOWN, KEY_RIGHT
|
||||
};
|
||||
|
||||
Vector2 keyboardOffset = { 26, 80 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
int key = GetKeyPressed(); // Get pressed keycode
|
||||
if (key > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: KEY PRESSED: %d", key);
|
||||
|
||||
int ch = GetCharPressed(); // Get pressed char for text input, using OS mapping
|
||||
if (ch > 0) TraceLog(LOG_INFO, "KEYBOARD TESTBED: CHAR PRESSED: %c (%d)", ch, ch);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("KEYBOARD LAYOUT: ENG-US", 26, 38, 20, LIGHTGRAY);
|
||||
|
||||
// Keyboard line 01 - 15 keys
|
||||
// ESC, F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12, IMP, CLOSE
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y, line01KeyWidths[i], 30 }, line01Keys[i]);
|
||||
recOffsetX += line01KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 02 - 15 keys
|
||||
// `, 1, 2, 3, 4, 5, 6, 7, 8, 9, 0, -, =, BACKSPACE, DEL
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + KEY_REC_SPACING, line02KeyWidths[i], 38 }, line02Keys[i]);
|
||||
recOffsetX += line02KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 03 - 15 keys
|
||||
// TAB, Q, W, E, R, T, Y, U, I, O, P, [, ], \, INS
|
||||
for (int i = 0, recOffsetX = 0; i < 15; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38 + KEY_REC_SPACING*2, line03KeyWidths[i], 38 }, line03Keys[i]);
|
||||
recOffsetX += line03KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 04 - 14 keys
|
||||
// MAYUS, A, S, D, F, G, H, J, K, L, ;, ', ENTER, REPAG
|
||||
for (int i = 0, recOffsetX = 0; i < 14; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*2 + KEY_REC_SPACING*3, line04KeyWidths[i], 38 }, line04Keys[i]);
|
||||
recOffsetX += line04KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 05 - 14 keys
|
||||
// LSHIFT, Z, X, C, V, B, N, M, ,, ., /, RSHIFT, UP, AVPAG
|
||||
for (int i = 0, recOffsetX = 0; i < 14; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*3 + KEY_REC_SPACING*4, line05KeyWidths[i], 38 }, line05Keys[i]);
|
||||
recOffsetX += line05KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
// Keyboard line 06 - 11 keys
|
||||
// LCTRL, WIN, LALT, SPACE, ALTGR, \, FN, RCTRL, LEFT, DOWN, RIGHT
|
||||
for (int i = 0, recOffsetX = 0; i < 11; i++)
|
||||
{
|
||||
GuiKeyboardKey((Rectangle){ keyboardOffset.x + recOffsetX, keyboardOffset.y + 30 + 38*4 + KEY_REC_SPACING*5, line06KeyWidths[i], 38 }, line06Keys[i]);
|
||||
recOffsetX += line06KeyWidths[i] + KEY_REC_SPACING;
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Get keyboard keycode as text (US keyboard)
|
||||
// NOTE: Mapping for other keyboard layouts can be done here
|
||||
static const char *GetKeyText(int key)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case KEY_APOSTROPHE : return "'"; // Key: '
|
||||
case KEY_COMMA : return ","; // Key: ,
|
||||
case KEY_MINUS : return "-"; // Key: -
|
||||
case KEY_PERIOD : return "."; // Key: .
|
||||
case KEY_SLASH : return "/"; // Key: /
|
||||
case KEY_ZERO : return "0"; // Key: 0
|
||||
case KEY_ONE : return "1"; // Key: 1
|
||||
case KEY_TWO : return "2"; // Key: 2
|
||||
case KEY_THREE : return "3"; // Key: 3
|
||||
case KEY_FOUR : return "4"; // Key: 4
|
||||
case KEY_FIVE : return "5"; // Key: 5
|
||||
case KEY_SIX : return "6"; // Key: 6
|
||||
case KEY_SEVEN : return "7"; // Key: 7
|
||||
case KEY_EIGHT : return "8"; // Key: 8
|
||||
case KEY_NINE : return "9"; // Key: 9
|
||||
case KEY_SEMICOLON : return ";"; // Key: ;
|
||||
case KEY_EQUAL : return "="; // Key: =
|
||||
case KEY_A : return "A"; // Key: A | a
|
||||
case KEY_B : return "B"; // Key: B | b
|
||||
case KEY_C : return "C"; // Key: C | c
|
||||
case KEY_D : return "D"; // Key: D | d
|
||||
case KEY_E : return "E"; // Key: E | e
|
||||
case KEY_F : return "F"; // Key: F | f
|
||||
case KEY_G : return "G"; // Key: G | g
|
||||
case KEY_H : return "H"; // Key: H | h
|
||||
case KEY_I : return "I"; // Key: I | i
|
||||
case KEY_J : return "J"; // Key: J | j
|
||||
case KEY_K : return "K"; // Key: K | k
|
||||
case KEY_L : return "L"; // Key: L | l
|
||||
case KEY_M : return "M"; // Key: M | m
|
||||
case KEY_N : return "N"; // Key: N | n
|
||||
case KEY_O : return "O"; // Key: O | o
|
||||
case KEY_P : return "P"; // Key: P | p
|
||||
case KEY_Q : return "Q"; // Key: Q | q
|
||||
case KEY_R : return "R"; // Key: R | r
|
||||
case KEY_S : return "S"; // Key: S | s
|
||||
case KEY_T : return "T"; // Key: T | t
|
||||
case KEY_U : return "U"; // Key: U | u
|
||||
case KEY_V : return "V"; // Key: V | v
|
||||
case KEY_W : return "W"; // Key: W | w
|
||||
case KEY_X : return "X"; // Key: X | x
|
||||
case KEY_Y : return "Y"; // Key: Y | y
|
||||
case KEY_Z : return "Z"; // Key: Z | z
|
||||
case KEY_LEFT_BRACKET : return "["; // Key: [
|
||||
case KEY_BACKSLASH : return "\\"; // Key: '\'
|
||||
case KEY_RIGHT_BRACKET : return "]"; // Key: ]
|
||||
case KEY_GRAVE : return "`"; // Key: `
|
||||
case KEY_SPACE : return "SPACE"; // Key: Space
|
||||
case KEY_ESCAPE : return "ESC"; // Key: Esc
|
||||
case KEY_ENTER : return "ENTER"; // Key: Enter
|
||||
case KEY_TAB : return "TAB"; // Key: Tab
|
||||
case KEY_BACKSPACE : return "BACK"; // Key: Backspace
|
||||
case KEY_INSERT : return "INS"; // Key: Ins
|
||||
case KEY_DELETE : return "DEL"; // Key: Del
|
||||
case KEY_RIGHT : return "RIGHT"; // Key: Cursor right
|
||||
case KEY_LEFT : return "LEFT"; // Key: Cursor left
|
||||
case KEY_DOWN : return "DOWN"; // Key: Cursor down
|
||||
case KEY_UP : return "UP"; // Key: Cursor up
|
||||
case KEY_PAGE_UP : return "PGUP"; // Key: Page up
|
||||
case KEY_PAGE_DOWN : return "PGDOWN"; // Key: Page down
|
||||
case KEY_HOME : return "HOME"; // Key: Home
|
||||
case KEY_END : return "END"; // Key: End
|
||||
case KEY_CAPS_LOCK : return "CAPS"; // Key: Caps lock
|
||||
case KEY_SCROLL_LOCK : return "LOCK"; // Key: Scroll down
|
||||
case KEY_NUM_LOCK : return "NUMLOCK"; // Key: Num lock
|
||||
case KEY_PRINT_SCREEN : return "PRINTSCR"; // Key: Print screen
|
||||
case KEY_PAUSE : return "PAUSE"; // Key: Pause
|
||||
case KEY_F1 : return "F1"; // Key: F1
|
||||
case KEY_F2 : return "F2"; // Key: F2
|
||||
case KEY_F3 : return "F3"; // Key: F3
|
||||
case KEY_F4 : return "F4"; // Key: F4
|
||||
case KEY_F5 : return "F5"; // Key: F5
|
||||
case KEY_F6 : return "F6"; // Key: F6
|
||||
case KEY_F7 : return "F7"; // Key: F7
|
||||
case KEY_F8 : return "F8"; // Key: F8
|
||||
case KEY_F9 : return "F9"; // Key: F9
|
||||
case KEY_F10 : return "F10"; // Key: F10
|
||||
case KEY_F11 : return "F11"; // Key: F11
|
||||
case KEY_F12 : return "F12"; // Key: F12
|
||||
case KEY_LEFT_SHIFT : return "LSHIFT"; // Key: Shift left
|
||||
case KEY_LEFT_CONTROL : return "LCTRL"; // Key: Control left
|
||||
case KEY_LEFT_ALT : return "LALT"; // Key: Alt left
|
||||
case KEY_LEFT_SUPER : return "WIN"; // Key: Super left
|
||||
case KEY_RIGHT_SHIFT : return "RSHIFT"; // Key: Shift right
|
||||
case KEY_RIGHT_CONTROL : return "RCTRL"; // Key: Control right
|
||||
case KEY_RIGHT_ALT : return "ALTGR"; // Key: Alt right
|
||||
case KEY_RIGHT_SUPER : return "RSUPER"; // Key: Super right
|
||||
case KEY_KB_MENU : return "KBMENU"; // Key: KB menu
|
||||
case KEY_KP_0 : return "KP0"; // Key: Keypad 0
|
||||
case KEY_KP_1 : return "KP1"; // Key: Keypad 1
|
||||
case KEY_KP_2 : return "KP2"; // Key: Keypad 2
|
||||
case KEY_KP_3 : return "KP3"; // Key: Keypad 3
|
||||
case KEY_KP_4 : return "KP4"; // Key: Keypad 4
|
||||
case KEY_KP_5 : return "KP5"; // Key: Keypad 5
|
||||
case KEY_KP_6 : return "KP6"; // Key: Keypad 6
|
||||
case KEY_KP_7 : return "KP7"; // Key: Keypad 7
|
||||
case KEY_KP_8 : return "KP8"; // Key: Keypad 8
|
||||
case KEY_KP_9 : return "KP9"; // Key: Keypad 9
|
||||
case KEY_KP_DECIMAL : return "KPDEC"; // Key: Keypad .
|
||||
case KEY_KP_DIVIDE : return "KPDIV"; // Key: Keypad /
|
||||
case KEY_KP_MULTIPLY : return "KPMUL"; // Key: Keypad *
|
||||
case KEY_KP_SUBTRACT : return "KPSUB"; // Key: Keypad -
|
||||
case KEY_KP_ADD : return "KPADD"; // Key: Keypad +
|
||||
case KEY_KP_ENTER : return "KPENTER"; // Key: Keypad Enter
|
||||
case KEY_KP_EQUAL : return "KPEQU"; // Key: Keypad =
|
||||
default: return "";
|
||||
}
|
||||
}
|
||||
|
||||
// Draw keyboard key
|
||||
static void GuiKeyboardKey(Rectangle bounds, int key)
|
||||
{
|
||||
if (key == KEY_NULL) DrawRectangleLinesEx(bounds, 2.0f, LIGHTGRAY);
|
||||
else
|
||||
{
|
||||
if (IsKeyDown(key))
|
||||
{
|
||||
DrawRectangleLinesEx(bounds, 2.0f, MAROON);
|
||||
DrawText(GetKeyText(key), bounds.x + 4, bounds.y + 4, 10, MAROON);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangleLinesEx(bounds, 2.0f, DARKGRAY);
|
||||
DrawText(GetKeyText(key), bounds.x + 4, bounds.y + 4, 10, DARKGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), bounds))
|
||||
{
|
||||
DrawRectangleRec(bounds, Fade(RED, 0.2f));
|
||||
DrawRectangleLinesEx(bounds, 3.0f, RED);
|
||||
}
|
||||
}
|
||||
BIN
examples/core/core_keyboard_testbed.png
Normal file
|
After Width: | Height: | Size: 17 KiB |
@ -112,16 +112,16 @@ int main(void)
|
||||
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed)
|
||||
{
|
||||
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1)%RESOLUTION_COUNT;
|
||||
gameWidth = resolutionList[resolutionIndex].x;
|
||||
gameHeight = resolutionList[resolutionIndex].y;
|
||||
gameWidth = (int)resolutionList[resolutionIndex].x;
|
||||
gameHeight = (int)resolutionList[resolutionIndex].y;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
|
||||
if (CheckCollisionPointRec(mousePosition, increaseResolutionButton) && mousePressed)
|
||||
{
|
||||
resolutionIndex = (resolutionIndex + 1)%RESOLUTION_COUNT;
|
||||
gameWidth = resolutionList[resolutionIndex].x;
|
||||
gameHeight = resolutionList[resolutionIndex].y;
|
||||
gameWidth = (int)resolutionList[resolutionIndex].x;
|
||||
gameHeight = (int)resolutionList[resolutionIndex].y;
|
||||
ResizeRenderSize(viewportType, &screenWidth, &screenHeight, gameWidth, gameHeight, &sourceRect, &destRect, &target);
|
||||
}
|
||||
|
||||
@ -145,7 +145,7 @@ int main(void)
|
||||
// Draw our scene to the render texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
DrawCircle(textureMousePosition.x, textureMousePosition.y, 20.0f, LIME);
|
||||
DrawCircleV(textureMousePosition, 20.0f, LIME);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw render texture to main framebuffer
|
||||
@ -159,7 +159,7 @@ int main(void)
|
||||
// Draw info box
|
||||
Rectangle infoRect = (Rectangle){5, 5, 330, 105};
|
||||
DrawRectangleRec(infoRect, Fade(LIGHTGRAY, 0.7f));
|
||||
DrawRectangleLines(infoRect.x, infoRect.y, infoRect.width, infoRect.height, BLUE);
|
||||
DrawRectangleLinesEx(infoRect, 1, BLUE);
|
||||
|
||||
DrawText(TextFormat("Window Resolution: %d x %d", screenWidth, screenHeight), 15, 15, 10, BLACK);
|
||||
DrawText(TextFormat("Game Resolution: %d x %d", gameWidth, gameHeight), 15, 30, 10, BLACK);
|
||||
@ -216,7 +216,7 @@ static void KeepAspectCenteredInteger(int screenWidth, int screenHeight, int gam
|
||||
|
||||
static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenHeight/gameHeight);
|
||||
const float resizeRatio = (float)screenHeight/gameHeight;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)(int)(screenWidth/resizeRatio);
|
||||
@ -230,7 +230,7 @@ static void KeepHeightCenteredInteger(int screenWidth, int screenHeight, int gam
|
||||
|
||||
static void KeepWidthCenteredInteger(int screenWidth, int screenHeight, int gameWidth, int gameHeight, Rectangle *sourceRect, Rectangle *destRect)
|
||||
{
|
||||
const float resizeRatio = (float)(screenWidth/gameWidth);
|
||||
const float resizeRatio = (float)screenWidth/gameWidth;
|
||||
sourceRect->x = 0.0f;
|
||||
sourceRect->y = 0.0f;
|
||||
sourceRect->width = (float)gameWidth;
|
||||
|
||||
@ -413,7 +413,7 @@ static MsfGifBuffer * msf_compress_frame(void * allocContext, int width, int hei
|
||||
|
||||
//generate palette
|
||||
typedef struct { uint8_t r, g, b; } Color3;
|
||||
Color3 table[256] = { {0} };
|
||||
Color3 table[256] = { { 0 } };
|
||||
int tableIdx = 1; //we start counting at 1 because 0 is the transparent color
|
||||
//transparent is always last in the table
|
||||
tlb[tlbSize-1] = 0;
|
||||
@ -550,7 +550,7 @@ static void msf_free_gif_state(MsfGifState * handle) {
|
||||
|
||||
int msf_gif_begin(MsfGifState * handle, int width, int height) { MsfTimeFunc
|
||||
//NOTE: we cannot stomp the entire struct to zero because we must preserve `customAllocatorContext`.
|
||||
MsfCookedFrame empty = {0}; //god I hate MSVC...
|
||||
MsfCookedFrame empty = { 0 }; //god I hate MSVC...
|
||||
handle->previousFrame = empty;
|
||||
handle->currentFrame = empty;
|
||||
handle->width = width;
|
||||
@ -614,7 +614,7 @@ int msf_gif_frame(MsfGifState * handle, uint8_t * pixelData, int centiSecondsPer
|
||||
}
|
||||
|
||||
MsfGifResult msf_gif_end(MsfGifState * handle) { MsfTimeFunc
|
||||
if (!handle->listHead) { MsfGifResult empty = {0}; return empty; }
|
||||
if (!handle->listHead) { MsfGifResult empty = { 0 }; return empty; }
|
||||
|
||||
//first pass: determine total size
|
||||
size_t total = 1; //1 byte for trailing marker
|
||||
|
||||
@ -1,11 +1,13 @@
|
||||
#
|
||||
# raylib examples list used to generate/update collection
|
||||
# examples must be provided as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
|
||||
# raylib examples list with available .c example files
|
||||
#
|
||||
# WARNING: List is not ordered by example name but by the display order on web,
|
||||
# so it can not be automatically generated scanning available .c code files, only updated
|
||||
# new examples are added at the end of each category; it's up to the user to reorder them as desired
|
||||
#
|
||||
# examples data is listed as: <example_category>;<example_name>;<example_stars>;<raylib_created_version>;<raylib_last_update_version>;<year_created>;<year_reviewed>;"<example_author_name>";<author_github_user>
|
||||
#
|
||||
# This list is used as the main reference by [rexm] tool for examples collection validation and management
|
||||
# New examples must be added to this list and any possible rename must be made on this list first
|
||||
#
|
||||
# WARNING: List is not ordered by example name but by the display order on web
|
||||
#
|
||||
core;core_basic_window;★☆☆☆;1.0;1.0;2013;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_delta_time;★☆☆☆;5.5;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
@ -43,7 +45,7 @@ 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
|
||||
@ -54,6 +56,7 @@ core;core_screen_recording;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santama
|
||||
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
|
||||
core;core_keyboard_testbed;★★☆☆;5.6;5.6;2026;2026;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
|
||||
@ -92,6 +95,7 @@ shapes;shapes_rlgl_color_wheel;★★★☆;5.6-dev;5.6-dev;2025;2025;"Robin";@R
|
||||
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
|
||||
shapes;shapes_hilbert_curve;★★★☆;5.6;5.6;2025;2025;"Hamza RAHAL";@hmz-rhl
|
||||
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
|
||||
@ -121,6 +125,7 @@ textures;textures_screen_buffer;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";
|
||||
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
|
||||
textures;textures_framebuffer_rendering;★★☆☆;5.6;5.6;2026;2026;"Jack Boakes";@jackboakes
|
||||
text;text_sprite_fonts;★☆☆☆;1.7;3.7;2017;2025;"Ramon Santamaria";@raysan5
|
||||
text;text_font_spritefont;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
text;text_font_filters;★★☆☆;1.3;4.2;2015;2025;"Ramon Santamaria";@raysan5
|
||||
|
||||
@ -45,7 +45,7 @@ static void FreeMeshBuilder(MeshBuilder *mb);
|
||||
static Mesh BuildMesh(MeshBuilder *mb);
|
||||
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
|
||||
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
|
||||
static void FreeDecalMeshData(void) { GenMeshDecal((Model){ .meshCount = -1 }, (Matrix){ 0 }, 0.0f, 0.0f); }
|
||||
static bool GuiButton(Rectangle rec, const char *label);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -183,7 +183,7 @@ int main(void)
|
||||
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
|
||||
|
||||
// Draw the decal models
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
|
||||
|
||||
// If we hit the mesh, draw the box for the decal
|
||||
if (collision.hit)
|
||||
@ -191,19 +191,19 @@ int main(void)
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
|
||||
placementCube.transform = MatrixInvert(splat);
|
||||
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
|
||||
DrawModel(placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 10.0f);
|
||||
EndMode3D();
|
||||
|
||||
float yPos = 10;
|
||||
float x0 = GetScreenWidth() - 300;
|
||||
float x0 = GetScreenWidth() - 300.0f;
|
||||
float x1 = x0 + 100;
|
||||
float x2 = x1 + 100;
|
||||
|
||||
DrawText("Vertices", x1, yPos, 10, LIME);
|
||||
DrawText("Triangles", x2, yPos, 10, LIME);
|
||||
DrawText("Vertices", (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText("Triangles", (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
int vertexCount = 0;
|
||||
@ -215,24 +215,24 @@ int main(void)
|
||||
triangleCount += model.meshes[i].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("Main model", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
DrawText("Main model", (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
for (int i = 0; i < decalCount; i++)
|
||||
{
|
||||
if (i == 20)
|
||||
{
|
||||
DrawText("...", x0, yPos, 10, LIME);
|
||||
DrawText("...", (int)x0, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
if (i < 20)
|
||||
{
|
||||
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
|
||||
DrawText(TextFormat("Decal #%d", i+1), (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
@ -240,18 +240,18 @@ int main(void)
|
||||
triangleCount += decalModels[i].meshes[0].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("TOTAL", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
DrawText("TOTAL", (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
|
||||
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
|
||||
|
||||
// UI elements
|
||||
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
||||
if (GuiButton((Rectangle){ 10, screenHeight - 1000.f, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
||||
|
||||
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
|
||||
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100.0f, 100, 60 }, "Clear Decals"))
|
||||
{
|
||||
// Clear decals, unload all decal models
|
||||
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||
@ -596,8 +596,8 @@ static bool GuiButton(Rectangle rec, const char *label)
|
||||
DrawRectangleRec(rec, bgColor);
|
||||
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
||||
|
||||
float fontSize = 10.0f;
|
||||
float textWidth = MeasureText(label, fontSize);
|
||||
int fontSize = 10;
|
||||
int textWidth = MeasureText(label, fontSize);
|
||||
|
||||
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
|
||||
|
||||
|
||||
@ -80,18 +80,23 @@ int main(void)
|
||||
if (playerCellY < 0) playerCellY = 0;
|
||||
else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
|
||||
|
||||
// Check map collisions using image data and player position
|
||||
// TODO: Improvement: Just check player surrounding cells for collision
|
||||
for (int y = 0; y < cubicmap.height; y++)
|
||||
// Check map collisions using image data and player position against surrounding cells only
|
||||
for (int y = playerCellY - 1; y <= playerCellY + 1; y++)
|
||||
{
|
||||
for (int x = 0; x < cubicmap.width; x++)
|
||||
// Avoid map accessing out of bounds
|
||||
if ((y >= 0) && (y < cubicmap.height))
|
||||
{
|
||||
if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
|
||||
(CheckCollisionCircleRec(playerPos, playerRadius,
|
||||
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
|
||||
for (int x = playerCellX - 1; x <= playerCellX + 1; x++)
|
||||
{
|
||||
// Collision detected, reset camera position
|
||||
camera.position = oldCamPos;
|
||||
// NOTE: Collision: Only checking R channel for white pixel
|
||||
if (((x >= 0) && (x < cubicmap.width)) &&
|
||||
(mapPixels[y*cubicmap.width + x].r == 255) &&
|
||||
(CheckCollisionCircleRec(playerPos, playerRadius,
|
||||
(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
|
||||
{
|
||||
// Collision detected, reset camera position
|
||||
camera.position = oldCamPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -148,25 +148,25 @@ void DrawSphereBasic(Color color)
|
||||
{
|
||||
for (int j = 0; j < slices; j++)
|
||||
{
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
|
||||
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*sinf(DEG2RAD*(j*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*i)),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*i))*cosf(DEG2RAD*(j*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
rlVertex3f(cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360.0f/slices)),
|
||||
sinf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1))),
|
||||
cosf(DEG2RAD*(270+(180.0f/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360.0f/slices)));
|
||||
}
|
||||
}
|
||||
rlEnd();
|
||||
|
||||
@ -85,9 +85,9 @@ int main(void)
|
||||
|
||||
// Calculate the cube position
|
||||
Vector3 cubePos = {
|
||||
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
|
||||
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
|
||||
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
||||
(float)(x - (float)numBlocks/2)*(scale*3.0f) + scatter,
|
||||
(float)(y - (float)numBlocks/2)*(scale*2.0f) + scatter,
|
||||
(float)(z - (float)numBlocks/2)*(scale*3.0f) + scatter
|
||||
};
|
||||
|
||||
// Pick a color with a hue depending on cube position for the rainbow color effect
|
||||
|
||||
@ -30,6 +30,7 @@
|
||||
|
||||
#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
|
||||
#if defined(GRAPHICS_API_OPENGL_ES2)
|
||||
#define GLAD_GLES2_IMPLEMENTATION
|
||||
#include "glad_gles2.h" // Required for: OpenGL functionality
|
||||
#define glGenVertexArrays glGenVertexArraysOES
|
||||
#define glBindVertexArray glBindVertexArrayOES
|
||||
|
||||
@ -36,7 +36,7 @@ void main()
|
||||
vec3 ambient = albedo*vec3(0.1);
|
||||
vec3 viewDirection = normalize(viewPosition - fragPosition);
|
||||
|
||||
for (int i = 0; i < NR_LIGHTS; ++i)
|
||||
for (int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 0) continue;
|
||||
vec3 lightDirection = lights[i].position - fragPosition;
|
||||
|
||||
@ -34,7 +34,7 @@ void main()
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
for (int iter = 0; iter < maxIterationsLimit; ++iter)
|
||||
for (int iter = 0; iter < maxIterationsLimit; iter++)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
|
||||
@ -19,7 +19,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -34,7 +34,7 @@ void main()
|
||||
vec3 ambient = albedo*vec3(0.1);
|
||||
vec3 viewDirection = normalize(viewPosition - fragPosition);
|
||||
|
||||
for (int i = 0; i < NR_LIGHTS; ++i)
|
||||
for (int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 0) continue;
|
||||
vec3 lightDirection = lights[i].position - fragPosition;
|
||||
|
||||
@ -41,7 +41,7 @@ void main()
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
|
||||
++iter;
|
||||
iter++;
|
||||
}
|
||||
|
||||
if (iter >= maxIterations)
|
||||
|
||||
@ -17,7 +17,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -23,7 +23,8 @@ uniform vec3 viewPosition;
|
||||
const float QUADRATIC = 0.032;
|
||||
const float LINEAR = 0.09;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
vec3 fragPosition = texture(gPosition, texCoord).rgb;
|
||||
vec3 normal = texture(gNormal, texCoord).rgb;
|
||||
vec3 albedo = texture(gAlbedoSpec, texCoord).rgb;
|
||||
@ -32,7 +33,7 @@ void main() {
|
||||
vec3 ambient = albedo*vec3(0.1f);
|
||||
vec3 viewDirection = normalize(viewPosition - fragPosition);
|
||||
|
||||
for (int i = 0; i < NR_LIGHTS; ++i)
|
||||
for (int i = 0; i < NR_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 0) continue;
|
||||
vec3 lightDirection = lights[i].position - fragPosition;
|
||||
|
||||
@ -5,7 +5,8 @@ layout (location = 1) in vec2 vertexTexCoord;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
texCoord = vertexTexCoord;
|
||||
}
|
||||
|
||||
@ -10,7 +10,8 @@ in vec3 fragNormal;
|
||||
uniform sampler2D diffuseTexture;
|
||||
uniform sampler2D specularTexture;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
// store the fragment position vector in the first gbuffer texture
|
||||
gPosition = fragPosition;
|
||||
// also store the per-fragment normals into the gbuffer
|
||||
|
||||
@ -31,7 +31,7 @@ void main()
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
int iter = 0;
|
||||
for (iter = 0; iter < maxIterations; ++iter)
|
||||
for (iter = 0; iter < maxIterations; iter++)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
|
||||
@ -22,7 +22,8 @@ uniform float ampY;
|
||||
uniform float speedX;
|
||||
uniform float speedY;
|
||||
|
||||
void main() {
|
||||
void main()
|
||||
{
|
||||
float pixelWidth = 1.0/size.x;
|
||||
float pixelHeight = 1.0/size.y;
|
||||
float aspect = pixelHeight/pixelWidth;
|
||||
|
||||
@ -40,13 +40,13 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// GBuffer data
|
||||
typedef struct GBuffer {
|
||||
unsigned int framebuffer;
|
||||
unsigned int framebufferId;
|
||||
|
||||
unsigned int positionTexture;
|
||||
unsigned int normalTexture;
|
||||
unsigned int albedoSpecTexture;
|
||||
unsigned int positionTextureId;
|
||||
unsigned int normalTextureId;
|
||||
unsigned int albedoSpecTextureId;
|
||||
|
||||
unsigned int depthRenderbuffer;
|
||||
unsigned int depthRenderbufferId;
|
||||
} GBuffer;
|
||||
|
||||
// Deferred mode passes
|
||||
@ -90,15 +90,10 @@ int main(void)
|
||||
|
||||
// Initialize the G-buffer
|
||||
GBuffer gBuffer = { 0 };
|
||||
gBuffer.framebuffer = rlLoadFramebuffer();
|
||||
gBuffer.framebufferId = rlLoadFramebuffer();
|
||||
if (gBuffer.framebufferId == 0) TraceLog(LOG_WARNING, "Failed to create framebufferId");
|
||||
|
||||
if (!gBuffer.framebuffer)
|
||||
{
|
||||
TraceLog(LOG_WARNING, "Failed to create framebuffer");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||
rlEnableFramebuffer(gBuffer.framebufferId);
|
||||
|
||||
// NOTE: Vertex positions are stored in a texture for simplicity. A better approach would use a depth texture
|
||||
// (instead of a detph renderbuffer) to reconstruct world positions in the final render shader via clip-space position,
|
||||
@ -107,46 +102,42 @@ int main(void)
|
||||
// 16-bit precision ensures OpenGL ES 3 compatibility, though it may lack precision for real scenarios
|
||||
// But as mentioned above, the positions could be reconstructed instead of stored. If not targeting OpenGL ES
|
||||
// and you wish to maintain this approach, consider using `RL_PIXELFORMAT_UNCOMPRESSED_R32G32B32`
|
||||
gBuffer.positionTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
gBuffer.positionTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
// Similarly, 16-bit precision is used for normals ensures OpenGL ES 3 compatibility
|
||||
// This is generally sufficient, but a 16-bit fixed-point format offer a better uniform precision in all orientations
|
||||
gBuffer.normalTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
gBuffer.normalTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R16G16B16, 1);
|
||||
|
||||
// Albedo (diffuse color) and specular strength can be combined into one texture
|
||||
// The color in RGB, and the specular strength in the alpha channel
|
||||
gBuffer.albedoSpecTexture = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||
gBuffer.albedoSpecTextureId = rlLoadTexture(NULL, screenWidth, screenHeight, RL_PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 1);
|
||||
|
||||
// Activate the draw buffers for our framebuffer
|
||||
// Activate the draw buffers for our framebufferId
|
||||
rlActiveDrawBuffers(3);
|
||||
|
||||
// Now we attach our textures to the framebuffer
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.positionTexture, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.normalTexture, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.albedoSpecTexture, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
// Now we attach our textures to the framebufferId
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.positionTextureId, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.normalTextureId, RL_ATTACHMENT_COLOR_CHANNEL1, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.albedoSpecTextureId, RL_ATTACHMENT_COLOR_CHANNEL2, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
|
||||
// Finally we attach the depth buffer
|
||||
gBuffer.depthRenderbuffer = rlLoadTextureDepth(screenWidth, screenHeight, true);
|
||||
rlFramebufferAttach(gBuffer.framebuffer, gBuffer.depthRenderbuffer, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
gBuffer.depthRenderbufferId = rlLoadTextureDepth(screenWidth, screenHeight, true);
|
||||
rlFramebufferAttach(gBuffer.framebufferId, gBuffer.depthRenderbufferId, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
|
||||
// Make sure our framebuffer is complete
|
||||
// NOTE: rlFramebufferComplete() automatically unbinds the framebuffer, so we don't have
|
||||
// to rlDisableFramebuffer() here
|
||||
if (!rlFramebufferComplete(gBuffer.framebuffer))
|
||||
{
|
||||
TraceLog(LOG_WARNING, "Framebuffer is not complete");
|
||||
}
|
||||
// Make sure our framebufferId is complete
|
||||
// NOTE: rlFramebufferComplete() automatically unbinds the framebufferId, so we don't have to rlDisableFramebuffer() here
|
||||
if (!rlFramebufferComplete(gBuffer.framebufferId)) TraceLog(LOG_WARNING, "Framebuffer is not complete");
|
||||
|
||||
// Now we initialize the sampler2D uniform's in the deferred shader
|
||||
// We do this by setting the uniform's values to the texture units that
|
||||
// we later bind our g-buffer textures to
|
||||
rlEnableShader(deferredShader.id);
|
||||
int texUnitPosition = 0;
|
||||
int texUnitNormal = 1;
|
||||
int texUnitAlbedoSpec = 2;
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
int texUnitPosition = 0;
|
||||
int texUnitNormal = 1;
|
||||
int texUnitAlbedoSpec = 2;
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gPosition"), &texUnitPosition, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gNormal"), &texUnitNormal, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
SetShaderValue(deferredShader, rlGetLocationUniform(deferredShader.id, "gAlbedoSpec"), &texUnitAlbedoSpec, RL_SHADER_UNIFORM_SAMPLER2D);
|
||||
rlDisableShader();
|
||||
|
||||
// Assign out lighting shader to model
|
||||
@ -176,7 +167,7 @@ int main(void)
|
||||
cubeRotations[i] = (float)(rand()%360);
|
||||
}
|
||||
|
||||
DeferredMode mode = DEFERRED_SHADING;
|
||||
int mode = DEFERRED_SHADING;
|
||||
|
||||
rlEnableDepthTest();
|
||||
|
||||
@ -215,17 +206,16 @@ int main(void)
|
||||
BeginDrawing();
|
||||
|
||||
// Draw to the geometry buffer by first activating it
|
||||
rlEnableFramebuffer(gBuffer.framebuffer);
|
||||
rlEnableFramebuffer(gBuffer.framebufferId);
|
||||
rlClearColor(0, 0, 0, 0);
|
||||
rlClearScreenBuffers(); // Clear color and depth buffer
|
||||
|
||||
rlDisableColorBlend();
|
||||
|
||||
BeginMode3D(camera);
|
||||
// NOTE: We have to use rlEnableShader here. `BeginShaderMode` or thus `rlSetShader`
|
||||
// will not work, as they won't immediately load the shader program
|
||||
rlEnableShader(gbufferShader.id);
|
||||
// When drawing a model here, make sure that the material's shaders
|
||||
// are set to the gbuffer shader!
|
||||
// When drawing a model here, make sure that the material's shaders are set to the gbuffer shader!
|
||||
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
|
||||
DrawModel(cube, (Vector3) { 0.0, 1.0f, 0.0 }, 1.0f, WHITE);
|
||||
|
||||
@ -234,12 +224,12 @@ int main(void)
|
||||
Vector3 position = cubePositions[i];
|
||||
DrawModelEx(cube, position, (Vector3) { 1, 1, 1 }, cubeRotations[i], (Vector3) { CUBE_SCALE, CUBE_SCALE, CUBE_SCALE }, WHITE);
|
||||
}
|
||||
|
||||
rlDisableShader();
|
||||
EndMode3D();
|
||||
|
||||
rlEnableColorBlend();
|
||||
|
||||
// Go back to the default framebuffer (0) and draw our deferred shading
|
||||
// Go back to the default framebufferId (0) and draw our deferred shading
|
||||
rlDisableFramebuffer();
|
||||
rlClearScreenBuffers(); // Clear color & depth buffer
|
||||
|
||||
@ -254,21 +244,21 @@ int main(void)
|
||||
// We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
|
||||
// and `gAlbedoSpec`
|
||||
rlActiveTextureSlot(texUnitPosition);
|
||||
rlEnableTexture(gBuffer.positionTexture);
|
||||
rlEnableTexture(gBuffer.positionTextureId);
|
||||
rlActiveTextureSlot(texUnitNormal);
|
||||
rlEnableTexture(gBuffer.normalTexture);
|
||||
rlEnableTexture(gBuffer.normalTextureId);
|
||||
rlActiveTextureSlot(texUnitAlbedoSpec);
|
||||
rlEnableTexture(gBuffer.albedoSpecTexture);
|
||||
rlEnableTexture(gBuffer.albedoSpecTextureId);
|
||||
|
||||
// Finally, we draw a fullscreen quad to our default framebuffer
|
||||
// Finally, we draw a fullscreen quad to our default framebufferId
|
||||
// This will now be shaded using our deferred shader
|
||||
rlLoadDrawQuad();
|
||||
rlDisableShader();
|
||||
rlEnableColorBlend();
|
||||
EndMode3D();
|
||||
|
||||
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebuffer
|
||||
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebuffer);
|
||||
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebufferId
|
||||
rlBindFramebuffer(RL_READ_FRAMEBUFFER, gBuffer.framebufferId);
|
||||
rlBindFramebuffer(RL_DRAW_FRAMEBUFFER, 0);
|
||||
rlBlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, 0x00000100); // GL_DEPTH_BUFFER_BIT
|
||||
rlDisableFramebuffer();
|
||||
@ -290,7 +280,7 @@ int main(void)
|
||||
case DEFERRED_POSITION:
|
||||
{
|
||||
DrawTextureRec((Texture2D){
|
||||
.id = gBuffer.positionTexture,
|
||||
.id = gBuffer.positionTextureId,
|
||||
.width = screenWidth,
|
||||
.height = screenHeight,
|
||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||
@ -300,7 +290,7 @@ int main(void)
|
||||
case DEFERRED_NORMAL:
|
||||
{
|
||||
DrawTextureRec((Texture2D){
|
||||
.id = gBuffer.normalTexture,
|
||||
.id = gBuffer.normalTextureId,
|
||||
.width = screenWidth,
|
||||
.height = screenHeight,
|
||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||
@ -310,7 +300,7 @@ int main(void)
|
||||
case DEFERRED_ALBEDO:
|
||||
{
|
||||
DrawTextureRec((Texture2D){
|
||||
.id = gBuffer.albedoSpecTexture,
|
||||
.id = gBuffer.albedoSpecTextureId,
|
||||
.width = screenWidth,
|
||||
.height = screenHeight,
|
||||
}, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, Vector2Zero(), RAYWHITE);
|
||||
@ -331,18 +321,20 @@ int main(void)
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model); // Unload the models
|
||||
// Unload the models
|
||||
UnloadModel(model);
|
||||
UnloadModel(cube);
|
||||
|
||||
UnloadShader(deferredShader); // Unload shaders
|
||||
// Unload shaders
|
||||
UnloadShader(deferredShader);
|
||||
UnloadShader(gbufferShader);
|
||||
|
||||
// Unload geometry buffer and all attached textures
|
||||
rlUnloadFramebuffer(gBuffer.framebuffer);
|
||||
rlUnloadTexture(gBuffer.positionTexture);
|
||||
rlUnloadTexture(gBuffer.normalTexture);
|
||||
rlUnloadTexture(gBuffer.albedoSpecTexture);
|
||||
rlUnloadTexture(gBuffer.depthRenderbuffer);
|
||||
rlUnloadFramebuffer(gBuffer.framebufferId);
|
||||
rlUnloadTexture(gBuffer.positionTextureId);
|
||||
rlUnloadTexture(gBuffer.normalTextureId);
|
||||
rlUnloadTexture(gBuffer.albedoSpecTextureId);
|
||||
rlUnloadTexture(gBuffer.depthRenderbufferId);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -258,8 +258,8 @@ int main(void)
|
||||
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;
|
||||
offsetX = worldWidth*presetPatterns[preset].position.x - (float)windowWidth/zoom/2.0f;
|
||||
offsetY = worldHeight*presetPatterns[preset].position.y - (float)windowHeight/zoom/2.0f;
|
||||
}
|
||||
|
||||
// Check window draw inside world limits
|
||||
|
||||
@ -65,7 +65,7 @@ int main(void)
|
||||
Shader shdrRaster = LoadShader(0, TextFormat("resources/shaders/glsl%i/hybrid_raster.fs", GLSL_VERSION));
|
||||
|
||||
// Declare Struct used to store camera locs
|
||||
RayLocs marchLocs = {0};
|
||||
RayLocs marchLocs = { 0 };
|
||||
|
||||
// Fill the struct with shader locs
|
||||
marchLocs.camPos = GetShaderLocation(shdrRaymarch, "camPos");
|
||||
|
||||
@ -41,7 +41,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
|
||||
|
||||
// set up camera
|
||||
Camera camera = {0};
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
|
||||
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
|
||||
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
|
||||
|
||||
@ -46,19 +46,19 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ball physics");
|
||||
|
||||
Ball balls[MAX_BALLS] = {{
|
||||
.pos = { GetScreenWidth()/2, GetScreenHeight()/2 },
|
||||
.pos = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
|
||||
.vel = { 200, 200 },
|
||||
.ppos = { 0 },
|
||||
.radius = 40,
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
.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
|
||||
Vector2 pressOffset = { 0 }; // Mouse press offset relative to the ball that grabbedd
|
||||
|
||||
float gravity = 100; // World gravity
|
||||
|
||||
@ -110,11 +110,11 @@ int main(void)
|
||||
{
|
||||
balls[ballCount++] = (Ball){
|
||||
.pos = mousePos,
|
||||
.vel = { GetRandomValue(-300, 300), GetRandomValue(-300, 300) },
|
||||
.vel = { (float)GetRandomValue(-300, 300), (float)GetRandomValue(-300, 300) },
|
||||
.ppos = { 0 },
|
||||
.radius = 20 + GetRandomValue(0, 30),
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.radius = 20.0f + (float)GetRandomValue(0, 30),
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
.color = { GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 },
|
||||
.grabbed = false
|
||||
};
|
||||
@ -126,7 +126,7 @@ int main(void)
|
||||
{
|
||||
for (int i = 0; i < ballCount; i++)
|
||||
{
|
||||
if (!balls[i].grabbed) balls[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
|
||||
if (!balls[i].grabbed) balls[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -45,7 +45,7 @@ int main(void)
|
||||
for (int i = 0; i < MAX_COLORS_COUNT; i++)
|
||||
{
|
||||
colorsRecs[i].x = 20.0f + 100.0f *(i%7) + 10.0f *(i%7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *(i/7) + 10.0f *(i/7);
|
||||
colorsRecs[i].y = 80.0f + 100.0f *((float)i/7) + 10.0f *((float)i/7);
|
||||
colorsRecs[i].width = 100.0f;
|
||||
colorsRecs[i].height = 100.0f;
|
||||
}
|
||||
|
||||
@ -311,7 +311,7 @@ static void DrawDisplaySegment(Vector2 center, int length, int thick, bool verti
|
||||
(Vector2){ center.x + thick/2.0f, center.y - length/2.0f }, // Point 3
|
||||
(Vector2){ center.x - thick/2.0f, center.y + length/2.0f }, // Point 4
|
||||
(Vector2){ center.x + thick/2.0f, center.y + length/2.0f }, // Point 5
|
||||
(Vector2){ center.x, center.y + length/2 + thick/2.0f }, // Point 6
|
||||
(Vector2){ center.x, center.y + (float)length/2 + thick/2.0f }, // Point 6
|
||||
};
|
||||
|
||||
DrawTriangleStrip(segmentPointsV, 6, color);
|
||||
|
||||
@ -49,8 +49,8 @@ int main(void)
|
||||
float totalM = m1 + m2;
|
||||
|
||||
Vector2 previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
previousPosition.x += (screenWidth/2);
|
||||
previousPosition.y += (screenHeight/2 - 100);
|
||||
previousPosition.x += ((float)screenWidth/2);
|
||||
previousPosition.y += ((float)screenHeight/2 - 100);
|
||||
|
||||
// Scale length
|
||||
float L1 = l1*lengthScaler;
|
||||
@ -105,8 +105,8 @@ int main(void)
|
||||
|
||||
// Calculate position
|
||||
Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
|
||||
currentPosition.x += screenWidth/2;
|
||||
currentPosition.y += screenHeight/2 - 100;
|
||||
currentPosition.x += (float)screenWidth/2;
|
||||
currentPosition.y += (float)screenHeight/2 - 100;
|
||||
|
||||
// Draw to render texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
196
examples/shapes/shapes_hilbert_curve.c
Normal file
@ -0,0 +1,196 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - hilbert curve
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Hamza RAHAL (@hmz-rhl) 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 Hamza RAHAL (@hmz-rhl)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RAYGUI_IMPLEMENTATION
|
||||
#include "raygui.h"
|
||||
|
||||
#include <stdlib.h> // Required for: calloc(), free()
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount);
|
||||
static void UnloadHilbertPath(Vector2 *hilbertPath);
|
||||
static Vector2 ComputeHilbertStep(int order, int index);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - hilbert curve");
|
||||
|
||||
int order = 2;
|
||||
float size = GetScreenHeight();
|
||||
int strokeCount = 0;
|
||||
Vector2 *hilbertPath = LoadHilbertPath(order, size, &strokeCount);
|
||||
|
||||
int prevOrder = order;
|
||||
int prevSize = (int)size; // NOTE: Size from slider is float but for comparison we use int
|
||||
int counter = 0;
|
||||
float thick = 2.0f;
|
||||
bool animate = true;
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
// Check if order or size have changed to regenerate
|
||||
// NOTE: Size from slider is float but for comparison we use int
|
||||
if ((prevOrder != order) || (prevSize != (int)size))
|
||||
{
|
||||
UnloadHilbertPath(hilbertPath);
|
||||
hilbertPath = LoadHilbertPath(order, size, &strokeCount);
|
||||
|
||||
if (animate) counter = 0;
|
||||
else counter = strokeCount;
|
||||
|
||||
prevOrder = order;
|
||||
prevSize = size;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//--------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (counter < strokeCount)
|
||||
{
|
||||
// Draw Hilbert path animation, one stroke every frame
|
||||
for (int i = 1; i <= counter; i++)
|
||||
{
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
counter += 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw full Hilbert path
|
||||
for (int i = 1; i < strokeCount; i++)
|
||||
{
|
||||
DrawLineEx(hilbertPath[i], hilbertPath[i - 1], thick, ColorFromHSV(((float)i/strokeCount)*360.0f, 1.0f, 1.0f));
|
||||
}
|
||||
}
|
||||
|
||||
// Draw UI using raygui
|
||||
GuiCheckBox((Rectangle){ 450, 50, 20, 20 }, "ANIMATE GENERATION ON CHANGE", &animate);
|
||||
GuiSpinner((Rectangle){ 585, 100, 180, 30 }, "HILBERT CURVE ORDER: ", &order, 2, 8, false);
|
||||
GuiSlider((Rectangle){ 524, 150, 240, 24 }, "THICKNESS: ", NULL, &thick, 1.0f, 10.0f);
|
||||
GuiSlider((Rectangle){ 524, 190, 240, 24 }, "TOTAL SIZE: ", NULL, &size, 10.0f, GetScreenHeight()*1.5f);
|
||||
|
||||
EndDrawing();
|
||||
//--------------------------------------------------------------------------
|
||||
}
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadHilbertPath(hilbertPath);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//------------------------------------------------------------------------------------
|
||||
// Load the whole Hilbert Path (including each U and their link)
|
||||
static Vector2 *LoadHilbertPath(int order, float size, int *strokeCount)
|
||||
{
|
||||
int N = 1 << order;
|
||||
float len = size/N;
|
||||
*strokeCount = N*N;
|
||||
|
||||
Vector2 *hilbertPath = (Vector2 *)RL_CALLOC(*strokeCount, sizeof(Vector2));
|
||||
|
||||
for (int i = 0; i < *strokeCount; i++)
|
||||
{
|
||||
hilbertPath[i] = ComputeHilbertStep(order, i);
|
||||
hilbertPath[i].x = hilbertPath[i].x*len + len/2.0f;
|
||||
hilbertPath[i].y = hilbertPath[i].y*len + len/2.0f;
|
||||
}
|
||||
|
||||
return hilbertPath;
|
||||
}
|
||||
|
||||
// Unload Hilbert path data
|
||||
static void UnloadHilbertPath(Vector2 *hilbertPath)
|
||||
{
|
||||
RL_FREE(hilbertPath);
|
||||
}
|
||||
|
||||
// Compute Hilbert path U positions
|
||||
static Vector2 ComputeHilbertStep(int order, int index)
|
||||
{
|
||||
// Hilbert points base pattern
|
||||
static const Vector2 hilbertPoints[4] = {
|
||||
[0] = { .x = 0, .y = 0 },
|
||||
[1] = { .x = 0, .y = 1 },
|
||||
[2] = { .x = 1, .y = 1 },
|
||||
[3] = { .x = 1, .y = 0 },
|
||||
};
|
||||
|
||||
int hilbertIndex = index&3;
|
||||
Vector2 vect = hilbertPoints[hilbertIndex];
|
||||
float temp = 0.0f;
|
||||
int len = 0;
|
||||
|
||||
for (int j = 1; j < order; j++)
|
||||
{
|
||||
index = index >> 2;
|
||||
hilbertIndex = index&3;
|
||||
len = 1 << j;
|
||||
|
||||
switch (hilbertIndex)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
temp = vect.x;
|
||||
vect.x = vect.y;
|
||||
vect.y = temp;
|
||||
} break;
|
||||
case 2: vect.x += len;
|
||||
case 1: vect.y += len; break;
|
||||
case 3:
|
||||
{
|
||||
temp = len - 1 - vect.x;
|
||||
vect.x = 2*len - 1 - vect.y;
|
||||
vect.y = temp;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
|
||||
return vect;
|
||||
}
|
||||
BIN
examples/shapes/shapes_hilbert_curve.png
Normal file
|
After Width: | Height: | Size: 17 KiB |
@ -50,9 +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 };
|
||||
Rectangle resetButtonRec = { screenWidth - 55.0f, 5.0f, 50, 25 };
|
||||
Rectangle backButtonRec = { screenWidth - 55.0f, screenHeight - 30.0f, 25, 25 };
|
||||
Rectangle nextButtonRec = { screenWidth - 30.0f, screenHeight - 30.0f, 25, 25 };
|
||||
Vector2 mousePos = { 0 };
|
||||
Vector2 prevMousePos = { 0 };
|
||||
Vector2 scaleVector = { 1.0f, -1.0f };
|
||||
|
||||
@ -185,12 +185,12 @@ 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);
|
||||
int productionLength = (int)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;
|
||||
int remainingSpace = STR_MAX_SIZE - (int)strnlen(newProduction, STR_MAX_SIZE) - 1;
|
||||
switch (step)
|
||||
{
|
||||
case 'W': strncat(newProduction, ls->ruleW, remainingSpace); break;
|
||||
@ -201,7 +201,7 @@ static void BuildProductionStep(PenroseLSystem *ls)
|
||||
{
|
||||
if (step != 'F')
|
||||
{
|
||||
int t = strnlen(newProduction, STR_MAX_SIZE);
|
||||
int t = (int)strnlen(newProduction, STR_MAX_SIZE);
|
||||
newProduction[t] = step;
|
||||
newProduction[t + 1] = '\0';
|
||||
}
|
||||
@ -218,7 +218,7 @@ static void BuildProductionStep(PenroseLSystem *ls)
|
||||
// Draw penrose tile lines
|
||||
static void DrawPenroseLSystem(PenroseLSystem *ls)
|
||||
{
|
||||
Vector2 screenCenter = { GetScreenWidth()/2, GetScreenHeight()/2 };
|
||||
Vector2 screenCenter = { GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
|
||||
TurtleState turtle = {
|
||||
.origin = { 0 },
|
||||
@ -245,7 +245,7 @@ static void DrawPenroseLSystem(PenroseLSystem *ls)
|
||||
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));
|
||||
DrawLineEx(startPosScreen, endPosScreen, 2, Fade(BLACK, 0.2f));
|
||||
}
|
||||
|
||||
repeats = 1;
|
||||
|
||||
@ -49,8 +49,8 @@ int main(void)
|
||||
bool showPercentages = false;
|
||||
bool showDonut = false;
|
||||
int hoveredSlice = -1;
|
||||
Rectangle scrollPanelBounds = {0};
|
||||
Vector2 scrollContentOffset = {0};
|
||||
Rectangle scrollPanelBounds = { 0 };
|
||||
Vector2 scrollContentOffset = { 0 };
|
||||
Rectangle view = { 0 };
|
||||
|
||||
// UI layout parameters
|
||||
|
||||
@ -113,7 +113,7 @@ int main(void)
|
||||
|
||||
// Set the text (using markdown!)
|
||||
char text[64] = "Hello ~~World~~ in 3D!";
|
||||
Vector3 tbox = {0};
|
||||
Vector3 tbox = { 0 };
|
||||
int layers = 1;
|
||||
int quads = 0;
|
||||
float layerDistance = 0.01f;
|
||||
@ -133,7 +133,7 @@ int main(void)
|
||||
Shader alphaDiscard = LoadShader(NULL, TextFormat("resources/shaders/glsl%i/alpha_discard.fs", GLSL_VERSION));
|
||||
|
||||
// Array filled with multiple random colors (when multicolor mode is set)
|
||||
Color multi[TEXT_MAX_LAYERS] = {0};
|
||||
Color multi[TEXT_MAX_LAYERS] = { 0 };
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
|
||||
@ -97,8 +97,8 @@ int main(void)
|
||||
if (currentFont == 0) textSize = MeasureTextEx(fontDefault, msg, fontSize, 0);
|
||||
else textSize = MeasureTextEx(fontSDF, msg, fontSize, 0);
|
||||
|
||||
fontPosition.x = GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
fontPosition.x = (float)GetScreenWidth()/2 - textSize.x/2;
|
||||
fontPosition.y = (float)GetScreenHeight()/2 - textSize.y/2 + 80;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
||||
@ -178,14 +178,14 @@ 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);
|
||||
colFront.a *= (float)color.a/255.0f;
|
||||
//colFront.a *= (unsigned char)(colFront.a*(float)color.a/255.0f); // TODO: Review
|
||||
}
|
||||
else if (text[i - 1] == 'b')
|
||||
{
|
||||
colBack = GetColor(colHexValue);
|
||||
colBack.a *= (float)color.a/255.0f;
|
||||
//colBack.a *= (unsigned char)(colFront.a*(float)color.a/255.0f);
|
||||
}
|
||||
|
||||
i += (colHexCount + 1); // Skip color value retrieved and ']'
|
||||
|
||||
@ -226,7 +226,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
@ -234,7 +234,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
@ -258,7 +258,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
||||
@ -65,7 +65,7 @@ int main(void)
|
||||
TextParticle textParticles[MAX_TEXT_PARTICLES] = { 0 };
|
||||
int particleCount = 0;
|
||||
TextParticle *grabbedTextParticle = NULL;
|
||||
Vector2 pressOffset = {0};
|
||||
Vector2 pressOffset = { 0 };
|
||||
|
||||
PrepareFirstTextParticle("raylib => fun videogames programming!", textParticles, &particleCount);
|
||||
|
||||
@ -133,7 +133,7 @@ int main(void)
|
||||
{
|
||||
for (int i = 0; i < particleCount; i++)
|
||||
{
|
||||
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ GetRandomValue(-2000, 2000), GetRandomValue(-2000, 2000) };
|
||||
if (!textParticles[i].grabbed) textParticles[i].vel = (Vector2){ (float)GetRandomValue(-2000, 2000), (float)GetRandomValue(-2000, 2000) };
|
||||
}
|
||||
}
|
||||
|
||||
@ -233,9 +233,9 @@ int main(void)
|
||||
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((Rectangle) { 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(tp->text, (int)(tp->rect.x+tp->padding), (int)(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);
|
||||
@ -265,8 +265,8 @@ void PrepareFirstTextParticle(const char* text, TextParticle *tps, int *particle
|
||||
{
|
||||
tps[0] = CreateTextParticle(
|
||||
text,
|
||||
GetScreenWidth()/2,
|
||||
GetScreenHeight()/2,
|
||||
GetScreenWidth()/2.0f,
|
||||
GetScreenHeight()/2.0f,
|
||||
RAYWHITE
|
||||
);
|
||||
*particleCount = 1;
|
||||
@ -277,12 +277,12 @@ 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) },
|
||||
.vel = { (float)GetRandomValue(-200, 200), (float)GetRandomValue(-200, 200) },
|
||||
.ppos = { 0 },
|
||||
.padding = 5.0f,
|
||||
.borderWidth = 5.0f,
|
||||
.friction = 0.99,
|
||||
.elasticity = 0.9,
|
||||
.friction = 0.99f,
|
||||
.elasticity = 0.9f,
|
||||
.color = color,
|
||||
.grabbed = false
|
||||
};
|
||||
@ -316,7 +316,7 @@ void SliceTextParticle(TextParticle *tp, int particlePos, int sliceLength, TextP
|
||||
void SliceTextParticleByChar(TextParticle *tp, char charToSlice, TextParticle *tps, int *particleCount)
|
||||
{
|
||||
int tokenCount = 0;
|
||||
const char **tokens = TextSplit(tp->text, charToSlice, &tokenCount);
|
||||
char **tokens = TextSplit(tp->text, charToSlice, &tokenCount);
|
||||
|
||||
if (tokenCount > 1)
|
||||
{
|
||||
|
||||
@ -277,7 +277,7 @@ int main(void)
|
||||
DrawTriangle(a, b, c, emoji[selected].color);
|
||||
|
||||
// Draw the main text message
|
||||
Rectangle textRect = { msgRect.x + horizontalPadding/2, msgRect.y + verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
Rectangle textRect = { msgRect.x + (float)horizontalPadding/2, msgRect.y + (float)verticalPadding/2, msgRect.width - horizontalPadding, msgRect.height };
|
||||
DrawTextBoxed(*font, messages[message].text, textRect, (float)font->baseSize, 1.0f, true, WHITE);
|
||||
|
||||
// Draw the info text below the main message
|
||||
@ -421,7 +421,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap)
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
}
|
||||
@ -429,7 +429,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
{
|
||||
if (!wordWrap && ((textOffsetX + glyphWidth) > rec.width))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
}
|
||||
|
||||
@ -453,7 +453,7 @@ static void DrawTextBoxedSelectable(Font font, const char *text, Rectangle rec,
|
||||
|
||||
if (wordWrap && (i == endLine))
|
||||
{
|
||||
textOffsetY += (font.baseSize + font.baseSize/2)*scaleFactor;
|
||||
textOffsetY += (font.baseSize + (float)font.baseSize/2)*scaleFactor;
|
||||
textOffsetX = 0;
|
||||
startLine = endLine;
|
||||
endLine = -1;
|
||||
|
||||
@ -41,7 +41,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - words alignment");
|
||||
|
||||
// Define the rectangle we will draw the text in
|
||||
Rectangle textContainerRect = (Rectangle){ screenWidth/2-screenWidth/4, screenHeight/2-screenHeight/3, screenWidth/2, screenHeight*2/3 };
|
||||
Rectangle textContainerRect = (Rectangle){ (float)screenWidth/2-(float)screenWidth/4, (float)screenHeight/2-(float)screenHeight/3, (float)screenWidth/2, (float)screenHeight*2/3 };
|
||||
|
||||
// Some text to display the current alignment
|
||||
const char *textAlignNameH[] = { "Left", "Centre", "Right" };
|
||||
@ -58,7 +58,7 @@ 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;
|
||||
|
||||
@ -72,8 +72,7 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_LEFT))
|
||||
{
|
||||
hAlign = hAlign - 1;
|
||||
if (hAlign < 0) hAlign = 0;
|
||||
if (hAlign > 0) hAlign = hAlign - 1;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_RIGHT))
|
||||
@ -84,8 +83,7 @@ int main(void)
|
||||
|
||||
if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
vAlign = vAlign - 1;
|
||||
if (vAlign < 0) vAlign = 0;
|
||||
if (vAlign > 0) vAlign = vAlign - 1;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_DOWN))
|
||||
@ -95,7 +93,8 @@ int main(void)
|
||||
}
|
||||
|
||||
// One word per second
|
||||
wordIndex = (int)GetTime()%wordCount;
|
||||
if (wordCount > 0) wordIndex = (int)GetTime()%wordCount;
|
||||
else wordIndex = 0;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
||||
@ -83,10 +83,10 @@ int main(void)
|
||||
bunnies[i].position.x += bunnies[i].speed.x;
|
||||
bunnies[i].position.y += bunnies[i].speed.y;
|
||||
|
||||
if (((bunnies[i].position.x + texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
if (((bunnies[i].position.x + (float)texBunny.width/2) > GetScreenWidth()) ||
|
||||
((bunnies[i].position.x + (float)texBunny.width/2) < 0)) bunnies[i].speed.x *= -1;
|
||||
if (((bunnies[i].position.y + (float)texBunny.height/2) > GetScreenHeight()) ||
|
||||
((bunnies[i].position.y + (float)texBunny.height/2 - 40) < 0)) bunnies[i].speed.y *= -1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -165,7 +165,7 @@ int main(void)
|
||||
|
||||
// If the mouse is on this preset, highlight it
|
||||
if (mouseInCell == i + 8)
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*(i/2),
|
||||
DrawRectangleLinesEx((Rectangle) { 2 + (presetsSizeX + 2.0f)*((float)i/2),
|
||||
(presetsSizeY + 2.0f)*(i%2),
|
||||
presetsSizeX + 4.0f, presetsSizeY + 4.0f }, 3, RED);
|
||||
}
|
||||
|
||||
@ -93,8 +93,8 @@ int main(void)
|
||||
for (unsigned int i = 0; i < map.tilesX*map.tilesY; i++) if (map.tileFog[i] == 1) map.tileFog[i] = 2;
|
||||
|
||||
// Get current tile position from player pixel position
|
||||
playerTileX = (int)((playerPosition.x + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileX = (int)((playerPosition.x + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
playerTileY = (int)((playerPosition.y + (float)MAP_TILE_SIZE/2)/MAP_TILE_SIZE);
|
||||
|
||||
// Check visibility and update fog
|
||||
// NOTE: We check tilemap limits to avoid processing tiles out-of-array-bounds (it could crash program)
|
||||
|
||||
208
examples/textures/textures_framebuffer_rendering.c
Normal file
@ -0,0 +1,208 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - framebuffer rendering
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jack Boakes (@jackboakes) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2026 Jack Boakes (@jackboakes)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void DrawCameraPrism(Camera3D camera, float aspect, Color color);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const int splitWidth = screenWidth/2;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - framebuffer rendering");
|
||||
|
||||
// Camera to look at the 3D world
|
||||
Camera3D subjectCamera = { 0 };
|
||||
subjectCamera.position = (Vector3){ 5.0f, 5.0f, 5.0f };
|
||||
subjectCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
subjectCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
subjectCamera.fovy = 45.0f;
|
||||
subjectCamera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Camera to observe the subject camera and 3D world
|
||||
Camera3D observerCamera = { 0 };
|
||||
observerCamera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
|
||||
observerCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
observerCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
observerCamera.fovy = 45.0f;
|
||||
observerCamera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Set up render textures
|
||||
RenderTexture2D observerTarget = LoadRenderTexture(splitWidth, screenHeight);
|
||||
Rectangle observerSource = { 0.0f, 0.0f, (float)observerTarget.texture.width, -(float)observerTarget.texture.height };
|
||||
Rectangle observerDest = { 0.0f, 0.0f, (float)splitWidth, (float)screenHeight };
|
||||
|
||||
RenderTexture2D subjectTarget = LoadRenderTexture(splitWidth, screenHeight);
|
||||
Rectangle subjectSource = { 0.0f, 0.0f, (float)subjectTarget.texture.width, -(float)subjectTarget.texture.height };
|
||||
Rectangle subjectDest = { (float)splitWidth, 0.0f, (float)splitWidth, (float)screenHeight };
|
||||
const float textureAspectRatio = (float)subjectTarget.texture.width/(float)subjectTarget.texture.height;
|
||||
|
||||
// Rectangles for cropping render texture
|
||||
const float captureSize = 128.0f;
|
||||
Rectangle cropSource = { (subjectTarget.texture.width - captureSize)/2.0f, (subjectTarget.texture.height - captureSize)/2.0f, captureSize, -captureSize };
|
||||
Rectangle cropDest = { splitWidth + 20, 20, captureSize, captureSize};
|
||||
|
||||
SetTargetFPS(60);
|
||||
DisableCursor();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&observerCamera, CAMERA_FREE);
|
||||
UpdateCamera(&subjectCamera, CAMERA_ORBITAL);
|
||||
|
||||
if (IsKeyPressed(KEY_R)) observerCamera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
|
||||
// Build LHS observer view texture
|
||||
BeginTextureMode(observerTarget);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(observerCamera);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawCube((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, GOLD);
|
||||
DrawCubeWires((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, PINK);
|
||||
DrawCameraPrism(subjectCamera, textureAspectRatio, GREEN);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Observer View", 10, observerTarget.texture.height - 30, 20, BLACK);
|
||||
DrawText("WASD + Mouse to Move", 10, 10, 20, DARKGRAY);
|
||||
DrawText("Scroll to Zoom", 10, 30, 20, DARKGRAY);
|
||||
DrawText("R to Reset Observer Target", 10, 50, 20, DARKGRAY);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Build RHS subject view texture
|
||||
BeginTextureMode(subjectTarget);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(subjectCamera);
|
||||
|
||||
DrawCube((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, GOLD);
|
||||
DrawCubeWires((Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, 2.0f, 2.0f, PINK);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangleLines((subjectTarget.texture.width - captureSize)/2, (subjectTarget.texture.height - captureSize)/2, captureSize, captureSize, GREEN);
|
||||
DrawText("Subject View", 10, subjectTarget.texture.height - 30, 20, BLACK);
|
||||
|
||||
EndTextureMode();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw observer texture LHS
|
||||
DrawTexturePro(observerTarget.texture, observerSource, observerDest, (Vector2){0.0f, 0.0f }, 0.0f, WHITE);
|
||||
|
||||
// Draw subject texture RHS
|
||||
DrawTexturePro(subjectTarget.texture, subjectSource, subjectDest, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
|
||||
|
||||
// Draw the small crop overlay on top
|
||||
DrawTexturePro(subjectTarget.texture, cropSource, cropDest, (Vector2){ 0.0f, 0.0f }, 0.0f, WHITE);
|
||||
DrawRectangleLinesEx(cropDest, 2, BLACK);
|
||||
|
||||
// Draw split screen divider line
|
||||
DrawLine(splitWidth, 0, splitWidth, screenHeight, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(observerTarget);
|
||||
UnloadRenderTexture(subjectTarget);
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static void DrawCameraPrism(Camera3D camera, float aspect, Color color)
|
||||
{
|
||||
float length = Vector3Distance(camera.position, camera.target);
|
||||
// Define the 4 corners of the camera's prism plane sliced at the target in Normalized Device Coordinates
|
||||
Vector3 planeNDC[4] = {
|
||||
{ -1.0f, -1.0f, 1.0f }, // Bottom Left
|
||||
{ 1.0f, -1.0f, 1.0f }, // Bottom Right
|
||||
{ 1.0f, 1.0f, 1.0f }, // Top Right
|
||||
{ -1.0f, 1.0f, 1.0f } // Top Left
|
||||
};
|
||||
|
||||
// Build the matrices
|
||||
Matrix view = GetCameraMatrix(camera);
|
||||
Matrix proj = MatrixPerspective(camera.fovy * DEG2RAD, aspect, 0.05f, length);
|
||||
// Combine view and projection so we can reverse the full camera transform
|
||||
Matrix viewProj = MatrixMultiply(view, proj);
|
||||
// Invert the view-projection matrix to unproject points from NDC space back into world space
|
||||
Matrix inverseViewProj = MatrixInvert(viewProj);
|
||||
|
||||
// Transform the 4 plane corners from NDC into world space
|
||||
Vector3 corners[4];
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
float x = planeNDC[i].x;
|
||||
float y = planeNDC[i].y;
|
||||
float z = planeNDC[i].z;
|
||||
|
||||
// Multiply NDC position by the inverse view-projection matrix
|
||||
// This produces a homogeneous (x, y, z, w) position in world space
|
||||
float vx = inverseViewProj.m0*x + inverseViewProj.m4*y + inverseViewProj.m8*z + inverseViewProj.m12;
|
||||
float vy = inverseViewProj.m1*x + inverseViewProj.m5*y + inverseViewProj.m9*z + inverseViewProj.m13;
|
||||
float vz = inverseViewProj.m2*x + inverseViewProj.m6*y + inverseViewProj.m10*z + inverseViewProj.m14;
|
||||
float vw = inverseViewProj.m3*x + inverseViewProj.m7*y + inverseViewProj.m11*z + inverseViewProj.m15;
|
||||
|
||||
corners[i] = (Vector3){ vx/vw, vy/vw, vz/vw };
|
||||
}
|
||||
|
||||
// Draw the far plane sliced at the target
|
||||
DrawLine3D(corners[0], corners[1], color);
|
||||
DrawLine3D(corners[1], corners[2], color);
|
||||
DrawLine3D(corners[2], corners[3], color);
|
||||
DrawLine3D(corners[3], corners[0], color);
|
||||
|
||||
// Draw the prism lines from the far plane to the camera position
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
DrawLine3D(camera.position, corners[i], color);
|
||||
}
|
||||
}
|
||||
BIN
examples/textures/textures_framebuffer_rendering.png
Normal file
|
After Width: | Height: | Size: 31 KiB |
@ -156,7 +156,7 @@ int main(void)
|
||||
{
|
||||
DrawRectangleRec(toggleRecs[i], ((i == currentProcess) || (i == mouseHoverRec)) ? SKYBLUE : LIGHTGRAY);
|
||||
DrawRectangleLines((int)toggleRecs[i].x, (int) toggleRecs[i].y, (int) toggleRecs[i].width, (int) toggleRecs[i].height, ((i == currentProcess) || (i == mouseHoverRec)) ? BLUE : GRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
DrawText( processText[i], (int)( toggleRecs[i].x + toggleRecs[i].width/2 - (float)MeasureText(processText[i], 10)/2), (int) toggleRecs[i].y + 11, 10, ((i == currentProcess) || (i == mouseHoverRec)) ? DARKBLUE : DARKGRAY);
|
||||
}
|
||||
|
||||
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE);
|
||||
|
||||
@ -38,7 +38,7 @@ int main(void)
|
||||
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
|
||||
Vector2 position = { (float)screenWidth/2 - (float)texture.width/2, (float)screenHeight/2 - (float)texture.height/2 - 20 };
|
||||
|
||||
bool showFont = false;
|
||||
|
||||
|
||||
@ -66,7 +66,7 @@ int main(void)
|
||||
// Grow flameRoot
|
||||
for (int x = 2; x < flameWidth; x++)
|
||||
{
|
||||
unsigned short flame = flameRootBuffer[x];
|
||||
unsigned char flame = flameRootBuffer[x];
|
||||
if (flame == 255) continue;
|
||||
flame += GetRandomValue(0, 2);
|
||||
if (flame > 255) flame = 255;
|
||||
|
||||
@ -39,7 +39,7 @@ int main(void)
|
||||
Rectangle sourceRec = { 0, 0, (float)button.width, frameHeight };
|
||||
|
||||
// Define button bounds on screen
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
Rectangle btnBounds = { screenWidth/2.0f - button.width/2.0f, screenHeight/2.0f - (float)button.height/NUM_FRAMES/2.0f, (float)button.width, frameHeight };
|
||||
|
||||
int btnState = 0; // Button state: 0-NORMAL, 1-MOUSE_HOVER, 2-PRESSED
|
||||
bool btnAction = false; // Button action should be activated
|
||||
|
||||
@ -39,8 +39,8 @@ int main(void)
|
||||
Texture2D explosion = LoadTexture("resources/explosion.png");
|
||||
|
||||
// Init variables for animation
|
||||
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
|
||||
float frameHeight = (float)(explosion.height/NUM_LINES); // Sprite one frame rectangle height
|
||||
float frameWidth = (float)explosion.width/NUM_FRAMES_PER_LINE; // Sprite one frame rectangle width
|
||||
float frameHeight = (float)explosion.height/NUM_LINES; // Sprite one frame rectangle height
|
||||
int currentFrame = 0;
|
||||
int currentLine = 0;
|
||||
|
||||
|
||||
@ -190,7 +190,7 @@ static void DrawTexturedCurve(void)
|
||||
Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x });
|
||||
|
||||
// The v texture coordinate of the segment (add up the length of all the segments so far)
|
||||
float v = previousV + Vector2Length(delta);
|
||||
float v = previousV + Vector2Length(delta) / (float)(texRoad.height * 2);
|
||||
|
||||
// Make sure the start point has a normal
|
||||
if (!tangentSet)
|
||||
|
||||
|
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 4.5 KiB |
|
Before Width: | Height: | Size: 475 B After Width: | Height: | Size: 490 B |
@ -1,7 +1,8 @@
|
||||
#include <math.h>
|
||||
#include "raylib.h"
|
||||
|
||||
int main() {
|
||||
int main()
|
||||
{
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
@ -17,7 +18,8 @@ int main() {
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
||||
while (!WindowShouldClose()) {
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
cam.position.x = sin(GetTime())*10.0f;
|
||||
cam.position.z = cos(GetTime())*10.0f;
|
||||
|
||||
|
||||
@ -53,9 +53,9 @@
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>core_high_dpi</RootNamespace>
|
||||
<RootNamespace>core_highdpi_demo</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>core_high_dpi</ProjectName>
|
||||
<ProjectName>core_highdpi_demo</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\core\core_high_dpi.c" />
|
||||
<ClCompile Include="..\..\..\examples\core\core_highdpi_demo.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\..\..\examples\examples.rc" />
|
||||
569
projects/VS2022/examples/core_keyboard_testbed.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>{D35D2FDA-B53F-4F70-81CA-24D95812B89C}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>core_keyboard_testbed</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>core_keyboard_testbed</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>
|
||||
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@ -57,7 +57,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_custom_logging", "exam
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EndProject
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Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_drop_files", "examples\core_drop_files.vcxproj", "{0199E349-0701-40BC-8A7F-06A54FFA3E7C}"
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|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_highdpi_demo", "examples\core_highdpi_demo.vcxproj", "{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}"
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@ -431,6 +431,12 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_strings_management", "
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@ -5532,7 +5610,7 @@ Global
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|
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|
||||
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|
||||
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||||
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@ -5541,9 +5619,9 @@ Global
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@ -5559,7 +5637,7 @@ Global
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|
||||
{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}
|
||||
@ -5582,6 +5660,9 @@ Global
|
||||
{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}
|
||||
{DC163251-16C3-4B72-B965-ACDBA0F02BD1} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{D35D2FDA-B53F-4F70-81CA-24D95812B89C} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{F8DC77C0-556C-4672-B5B3-D2FA4ADC505C} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
||||
@ -582,7 +582,6 @@
|
||||
<ClCompile Include="..\..\..\src\rshapes.c" />
|
||||
<ClCompile Include="..\..\..\src\rtext.c" />
|
||||
<ClCompile Include="..\..\..\src\rtextures.c" />
|
||||
<ClCompile Include="..\..\..\src\utils.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\..\src\external\cgltf.h" />
|
||||
@ -602,7 +601,6 @@
|
||||
<ClInclude Include="..\..\..\src\raylib.h" />
|
||||
<ClInclude Include="..\..\..\src\raymath.h" />
|
||||
<ClInclude Include="..\..\..\src\rlgl.h" />
|
||||
<ClInclude Include="..\..\..\src\utils.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ResourceCompile Include="..\..\..\src\raylib.dll.rc" />
|
||||
|
||||
@ -22,9 +22,6 @@
|
||||
<ClCompile Include="..\..\..\src\rtextures.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\utils.c">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\..\src\platforms\rcore_android.c">
|
||||
<Filter>Source Files\Platform Files</Filter>
|
||||
</ClCompile>
|
||||
|
||||
@ -15,7 +15,7 @@
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
@ -36,7 +36,6 @@ set(raylib_sources
|
||||
rshapes.c
|
||||
rtext.c
|
||||
rtextures.c
|
||||
utils.c
|
||||
)
|
||||
|
||||
# <root>/cmake/GlfwImport.cmake handles the details around the inclusion of glfw
|
||||
|
||||
15
src/Makefile
@ -33,7 +33,7 @@
|
||||
# Many thanks to Milan Nikolic (@gen2brain) for implementing Android platform pipeline.
|
||||
# Many thanks to Emanuele Petriglia for his contribution on GNU/Linux pipeline.
|
||||
#
|
||||
# Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
# Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
#
|
||||
# This software is provided "as-is", without any express or implied warranty. In no event
|
||||
# will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -658,8 +658,7 @@ endif
|
||||
OBJS = rcore.o \
|
||||
rshapes.o \
|
||||
rtextures.o \
|
||||
rtext.o \
|
||||
utils.o
|
||||
rtext.o
|
||||
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
|
||||
ifeq ($(USE_EXTERNAL_GLFW),FALSE)
|
||||
@ -758,7 +757,7 @@ endif
|
||||
rcore.o : platforms/*.c
|
||||
|
||||
# Compile core module
|
||||
rcore.o : rcore.c raylib.h rlgl.h utils.h raymath.h rcamera.h rgestures.h
|
||||
rcore.o : rcore.c raylib.h rlgl.h raymath.h rcamera.h rgestures.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile rglfw module
|
||||
@ -770,15 +769,11 @@ rshapes.o : rshapes.c raylib.h rlgl.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile textures module
|
||||
rtextures.o : rtextures.c raylib.h rlgl.h utils.h
|
||||
rtextures.o : rtextures.c raylib.h rlgl.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile text module
|
||||
rtext.o : rtext.c raylib.h utils.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile utils module
|
||||
utils.o : utils.c utils.h
|
||||
rtext.o : rtext.c raylib.h
|
||||
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS)
|
||||
|
||||
# Compile models module
|
||||
|
||||
61
src/config.h
@ -6,7 +6,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2018-2025 Ahmad Fatoum & Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2018-2026 Ahmad Fatoum and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -30,17 +30,24 @@
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module selection - Some modules could be avoided
|
||||
// Mandatory modules: rcore, rlgl, utils
|
||||
// Mandatory modules: rcore, rlgl
|
||||
//------------------------------------------------------------------------------------
|
||||
#define SUPPORT_MODULE_RSHAPES 1
|
||||
#define SUPPORT_MODULE_RTEXTURES 1
|
||||
#define SUPPORT_MODULE_RTEXT 1 // WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
|
||||
#define SUPPORT_MODULE_RMODELS 1
|
||||
#define SUPPORT_MODULE_RAUDIO 1
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
#define SUPPORT_MODULE_RSHAPES 1
|
||||
#define SUPPORT_MODULE_RTEXTURES 1
|
||||
#define SUPPORT_MODULE_RTEXT 1 // WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
|
||||
#define SUPPORT_MODULE_RMODELS 1
|
||||
#define SUPPORT_MODULE_RAUDIO 1
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rcore - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Standard file io library (stdio.h) included
|
||||
#define SUPPORT_STANDARD_FILEIO 1
|
||||
// Show TRACELOG() output messages
|
||||
#define SUPPORT_TRACELOG 1
|
||||
// Camera module is included (rcamera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital
|
||||
#define SUPPORT_CAMERA_SYSTEM 1
|
||||
// Gestures module is included (rgestures.h) to support gestures detection: tap, hold, swipe, drag
|
||||
@ -69,10 +76,10 @@
|
||||
// By default EndDrawing() does this job: draws everything + SwapScreenBuffer() + manage frame timing + PollInputEvents()
|
||||
// Enabling this flag allows manual control of the frame processes, use at your own risk
|
||||
//#define SUPPORT_CUSTOM_FRAME_CONTROL 1
|
||||
|
||||
// Support for clipboard image loading
|
||||
// NOTE: Only working on SDL3, GLFW (Windows) and RGFW (Windows)
|
||||
#define SUPPORT_CLIPBOARD_IMAGE 1
|
||||
#define SUPPORT_CLIPBOARD_IMAGE 1
|
||||
#endif
|
||||
|
||||
// NOTE: Clipboard image loading requires support for some image file formats
|
||||
// TODO: Those defines should probably be removed from here, letting the user manage them
|
||||
@ -94,8 +101,15 @@
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#if defined(SUPPORT_TRACELOG)
|
||||
#define TRACELOG(level, ...) TraceLog(level, __VA_ARGS__)
|
||||
#else
|
||||
#define TRACELOG(level, ...) (void)0
|
||||
#endif
|
||||
|
||||
// rcore: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
#define MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message
|
||||
#define MAX_FILEPATH_CAPACITY 8192 // Maximum file paths capacity
|
||||
#define MAX_FILEPATH_LENGTH 4096 // Maximum length for filepaths (Linux PATH_MAX default value)
|
||||
|
||||
@ -105,7 +119,7 @@
|
||||
#define MAX_GAMEPAD_AXES 8 // Maximum number of axes supported (per gamepad)
|
||||
#define MAX_GAMEPAD_BUTTONS 32 // Maximum number of buttons supported (per gamepad)
|
||||
#define MAX_GAMEPAD_VIBRATION_TIME 2.0f // Maximum vibration time in seconds
|
||||
#define MAX_TOUCH_POINTS 8 // Maximum number of touch points supported
|
||||
#define MAX_TOUCH_POINTS 10 // Maximum number of touch points supported
|
||||
#define MAX_KEY_PRESSED_QUEUE 16 // Maximum number of keys in the key input queue
|
||||
#define MAX_CHAR_PRESSED_QUEUE 16 // Maximum number of characters in the char input queue
|
||||
|
||||
@ -116,7 +130,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rlgl - Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Enable OpenGL Debug Context (only available on OpenGL 4.3)
|
||||
//#define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 1
|
||||
|
||||
@ -124,6 +138,7 @@
|
||||
//#define RLGL_SHOW_GL_DETAILS_INFO 1
|
||||
|
||||
#define RL_SUPPORT_MESH_GPU_SKINNING 1 // GPU skinning, comment if your GPU does not support more than 8 VBOs
|
||||
#endif
|
||||
|
||||
//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 4096 // Default internal render batch elements limits
|
||||
#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
|
||||
@ -173,9 +188,11 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rshapes - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Use QUADS instead of TRIANGLES for drawing when possible
|
||||
// Some lines-based shapes could still use lines
|
||||
#define SUPPORT_QUADS_DRAW_MODE 1
|
||||
#endif
|
||||
|
||||
// rshapes: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -184,6 +201,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rtextures - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Selected desired fileformats to be supported for image data loading
|
||||
#define SUPPORT_FILEFORMAT_PNG 1
|
||||
//#define SUPPORT_FILEFORMAT_BMP 1
|
||||
@ -207,10 +225,12 @@
|
||||
// Support multiple image editing functions to scale, adjust colors, flip, draw on images, crop...
|
||||
// If not defined, still some functions are supported: ImageFormat(), ImageCrop(), ImageToPOT()
|
||||
#define SUPPORT_IMAGE_MANIPULATION 1
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rtext - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Default font is loaded on window initialization to be available for the user to render simple text
|
||||
// NOTE: If enabled, uses external module functions to load default raylib font
|
||||
#define SUPPORT_DEFAULT_FONT 1
|
||||
@ -230,6 +250,7 @@
|
||||
|
||||
// Support conservative font atlas size estimation
|
||||
//#define SUPPORT_FONT_ATLAS_SIZE_CONSERVATIVE 1
|
||||
#endif
|
||||
|
||||
// rtext: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -240,6 +261,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: rmodels - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Selected desired model fileformats to be supported for loading
|
||||
#define SUPPORT_FILEFORMAT_OBJ 1
|
||||
#define SUPPORT_FILEFORMAT_MTL 1
|
||||
@ -250,6 +272,7 @@
|
||||
// Support procedural mesh generation functions, uses external par_shapes.h library
|
||||
// NOTE: Some generated meshes DO NOT include generated texture coordinates
|
||||
#define SUPPORT_MESH_GENERATION 1
|
||||
#endif
|
||||
|
||||
// rmodels: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -264,6 +287,7 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: raudio - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
#if !defined(EXTERNAL_CONFIG_FLAGS)
|
||||
// Desired audio fileformats to be supported for loading
|
||||
#define SUPPORT_FILEFORMAT_WAV 1
|
||||
#define SUPPORT_FILEFORMAT_OGG 1
|
||||
@ -272,6 +296,7 @@
|
||||
//#define SUPPORT_FILEFORMAT_FLAC 1
|
||||
#define SUPPORT_FILEFORMAT_XM 1
|
||||
#define SUPPORT_FILEFORMAT_MOD 1
|
||||
#endif
|
||||
|
||||
// raudio: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -281,18 +306,4 @@
|
||||
|
||||
#define MAX_AUDIO_BUFFER_POOL_CHANNELS 16 // Maximum number of audio pool channels
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module: utils - Configuration Flags
|
||||
//------------------------------------------------------------------------------------
|
||||
// Standard file io library (stdio.h) included
|
||||
#define SUPPORT_STANDARD_FILEIO 1
|
||||
// Show TRACELOG() output messages
|
||||
// NOTE: By default LOG_DEBUG traces not shown
|
||||
#define SUPPORT_TRACELOG 1
|
||||
//#define SUPPORT_TRACELOG_DEBUG 1
|
||||
|
||||
// utils: Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
#define MAX_TRACELOG_MSG_LENGTH 256 // Max length of one trace-log message
|
||||
|
||||
#endif // CONFIG_H
|
||||
|
||||
22
src/external/RGFW.h
vendored
@ -669,7 +669,8 @@ typedef struct RGFW_event {
|
||||
typedef struct RGFW_window_src {
|
||||
HWND window; /*!< source window */
|
||||
HDC hdc; /*!< source HDC */
|
||||
u32 hOffset; /*!< height offset for window */
|
||||
i32 wOffset; /*!< width offset for window */
|
||||
i32 hOffset; /*!< height offset for window */
|
||||
HICON hIconSmall, hIconBig; /*!< source window icons */
|
||||
#if (defined(RGFW_OPENGL)) && !defined(RGFW_OSMESA) && !defined(RGFW_EGL)
|
||||
HGLRC ctx; /*!< source graphics context */
|
||||
@ -6522,8 +6523,8 @@ LRESULT CALLBACK WndProcW(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
if (win->src.aspectRatio.w != 0 && win->src.aspectRatio.h != 0) {
|
||||
double aspectRatio = (double)win->src.aspectRatio.w / win->src.aspectRatio.h;
|
||||
|
||||
int width = windowRect.right - windowRect.left;
|
||||
int height = windowRect.bottom - windowRect.top;
|
||||
int width = (windowRect.right - windowRect.left) - win->src.wOffset;
|
||||
int height = (windowRect.bottom - windowRect.top) - win->src.hOffset;
|
||||
int newHeight = (int)(width / aspectRatio);
|
||||
int newWidth = (int)(height * aspectRatio);
|
||||
|
||||
@ -6537,11 +6538,11 @@ LRESULT CALLBACK WndProcW(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
else windowRect.bottom = windowRect.top + newHeight;
|
||||
}
|
||||
|
||||
RGFW_window_resize(win, RGFW_AREA((windowRect.right - windowRect.left),
|
||||
RGFW_window_resize(win, RGFW_AREA((u32)(windowRect.right - windowRect.left) - (u32)win->src.wOffset,
|
||||
(u32)(windowRect.bottom - windowRect.top) - (u32)win->src.hOffset));
|
||||
}
|
||||
|
||||
win->r.w = windowRect.right - windowRect.left;
|
||||
win->r.w = (windowRect.right - windowRect.left) - (i32)win->src.wOffset;
|
||||
win->r.h = (windowRect.bottom - windowRect.top) - (i32)win->src.hOffset;
|
||||
RGFW_eventQueuePushEx(e.type = RGFW_windowResized; e._win = win);
|
||||
RGFW_windowResizedCallback(win, win->r);
|
||||
@ -6561,12 +6562,12 @@ LRESULT CALLBACK WndProcW(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
|
||||
#endif
|
||||
case WM_GETMINMAXINFO: {
|
||||
MINMAXINFO* mmi = (MINMAXINFO*) lParam;
|
||||
mmi->ptMinTrackSize.x = (LONG)win->src.minSize.w;
|
||||
mmi->ptMinTrackSize.x = (LONG)(win->src.minSize.w + win->src.wOffset);
|
||||
mmi->ptMinTrackSize.y = (LONG)(win->src.minSize.h + win->src.hOffset);
|
||||
if (win->src.maxSize.w == 0 && win->src.maxSize.h == 0)
|
||||
return DefWindowProcW(hWnd, message, wParam, lParam);
|
||||
|
||||
mmi->ptMaxTrackSize.x = (LONG)win->src.maxSize.w;
|
||||
mmi->ptMaxTrackSize.x = (LONG)(win->src.maxSize.w + win->src.wOffset);
|
||||
mmi->ptMaxTrackSize.y = (LONG)(win->src.maxSize.h + win->src.hOffset);
|
||||
return DefWindowProcW(hWnd, message, wParam, lParam);
|
||||
}
|
||||
@ -6968,7 +6969,8 @@ RGFW_window* RGFW_createWindowPtr(const char* name, RGFW_rect rect, RGFW_windowF
|
||||
DestroyWindow(dummyWin);
|
||||
|
||||
win->src.hOffset = (u32)(windowRect.bottom - windowRect.top) - (u32)(clientRect.bottom - clientRect.top);
|
||||
win->src.window = CreateWindowW(Class.lpszClassName, (wchar_t*)wide_name, window_style, win->r.x, win->r.y, win->r.w, win->r.h + (i32)win->src.hOffset, 0, 0, inh, 0);
|
||||
win->src.wOffset = (u32)(windowRect.right - windowRect.left) - (u32)(clientRect.right - clientRect.left);
|
||||
win->src.window = CreateWindowW(Class.lpszClassName, (wchar_t*)wide_name, window_style, win->r.x, win->r.y, win->r.w + (i32)win->src.wOffset, win->r.h + (i32)win->src.hOffset, 0, 0, inh, 0);
|
||||
SetPropW(win->src.window, L"RGFW", win);
|
||||
RGFW_window_resize(win, RGFW_AREA(win->r.w, win->r.h)); /* so WM_GETMINMAXINFO gets called again */
|
||||
|
||||
@ -7064,7 +7066,7 @@ void RGFW_window_setFullscreen(RGFW_window* win, RGFW_bool fullscreen) {
|
||||
|
||||
if (fullscreen == RGFW_FALSE) {
|
||||
RGFW_window_setBorder(win, 1);
|
||||
SetWindowPos(win->src.window, HWND_NOTOPMOST, win->_oldRect.x, win->_oldRect.y, win->_oldRect.w, win->_oldRect.h + (i32)win->src.hOffset,
|
||||
SetWindowPos(win->src.window, HWND_NOTOPMOST, win->_oldRect.x, win->_oldRect.y, win->_oldRect.w + (i32)win->src.wOffset, win->_oldRect.h + (i32)win->src.hOffset,
|
||||
SWP_NOOWNERZORDER | SWP_FRAMECHANGED);
|
||||
|
||||
win->_flags &= ~(u32)RGFW_windowFullscreen;
|
||||
@ -7898,7 +7900,7 @@ void RGFW_window_resize(RGFW_window* win, RGFW_area a) {
|
||||
|
||||
win->r.w = (i32)a.w;
|
||||
win->r.h = (i32)a.h;
|
||||
SetWindowPos(win->src.window, HWND_TOP, 0, 0, win->r.w, win->r.h + (i32)win->src.hOffset, SWP_NOMOVE);
|
||||
SetWindowPos(win->src.window, HWND_TOP, 0, 0, win->r.w + (i32)win->src.wOffset, win->r.h + (i32)win->src.hOffset, SWP_NOMOVE);
|
||||
}
|
||||
|
||||
|
||||
|
||||
875
src/external/miniaudio.h
vendored
10
src/external/rl_gputex.h
vendored
@ -62,7 +62,7 @@
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2013-2026 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -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];
|
||||
|
||||
58
src/external/rlsw.h
vendored
@ -1177,7 +1177,7 @@ static inline void sw_float_to_unorm8_simd(uint8_t dst[4], const float src[4])
|
||||
static inline void sw_float_from_unorm8_simd(float dst[4], const uint8_t src[4])
|
||||
{
|
||||
#if defined(SW_HAS_NEON)
|
||||
uint8x8_t bytes8 = vld1_u8(src); //< Read 8 bytes, faster, but let's hope we're not at the end of the page (unlikely)...
|
||||
uint8x8_t bytes8 = vld1_u8(src); // Reading 8 bytes, faster, but let's hope not hitting the end of the page (unlikely)...
|
||||
uint16x8_t bytes16 = vmovl_u8(bytes8);
|
||||
uint32x4_t ints = vmovl_u16(vget_low_u16(bytes16));
|
||||
float32x4_t floats = vcvtq_f32_u32(ints);
|
||||
@ -1224,8 +1224,8 @@ static inline uint32_t sw_half_to_float_ui(uint16_t h)
|
||||
// denormal: flush to zero
|
||||
r = (em < (1 << 10))? 0 : r;
|
||||
|
||||
// infinity/NaN; note that we preserve NaN payload as a byproduct of unifying inf/nan cases
|
||||
// 112 is an exponent bias fixup; since we already applied it once, applying it twice converts 31 to 255
|
||||
// NOTE: infinity/NaN; NaN payload is preserved as a byproduct of unifying inf/nan cases
|
||||
// 112 is an exponent bias fixup; since it is already applied once, applying it twice converts 31 to 255
|
||||
r += (em >= (31 << 10))? (112 << 23) : 0;
|
||||
|
||||
return s | r;
|
||||
@ -1252,7 +1252,7 @@ static inline uint16_t sw_half_from_float_ui(uint32_t ui)
|
||||
// Overflow: infinity; 143 encodes exponent 16
|
||||
h = (em >= (143 << 23))? 0x7c00 : h;
|
||||
|
||||
// NaN; note that we convert all types of NaN to qNaN
|
||||
// NOTE: NaN; all types of NaN aree converted to qNaN
|
||||
h = (em > (255 << 23))? 0x7e00 : h;
|
||||
|
||||
return (uint16_t)(s | h);
|
||||
@ -1918,8 +1918,8 @@ 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
|
||||
// TODO: With a bit more cleverness thee number of operations can
|
||||
// be clearly reduced, but for now it works fine
|
||||
|
||||
float xf = (u*tex->width) - 0.5f;
|
||||
float yf = (v*tex->height) - 0.5f;
|
||||
@ -1933,7 +1933,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
|
||||
int x1 = x0 + 1;
|
||||
int y1 = y0 + 1;
|
||||
|
||||
// NOTE: If the textures are POT we could avoid the division for SW_REPEAT
|
||||
// NOTE: If the textures are POT, avoid the division for SW_REPEAT
|
||||
|
||||
if (tex->sWrap == SW_CLAMP)
|
||||
{
|
||||
@ -1974,7 +1974,7 @@ static inline void sw_texture_sample_linear(float *color, const sw_texture_t *te
|
||||
static inline void sw_texture_sample(float *color, const sw_texture_t *tex, float u, float v, float dUdx, float dUdy, float dVdx, float dVdy)
|
||||
{
|
||||
// Previous method: There is no need to compute the square root
|
||||
// because using the squared value, the comparison remains `L2 > 1.0f*1.0f`
|
||||
// because using the squared value, the comparison remains (L2 > 1.0f*1.0f)
|
||||
//float du = sqrtf(dUdx*dUdx + dUdy*dUdy);
|
||||
//float dv = sqrtf(dVdx*dVdx + dVdy*dVdy);
|
||||
//float L = (du > dv)? du : dv;
|
||||
@ -2204,12 +2204,12 @@ 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
|
||||
// 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)
|
||||
// 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
|
||||
// To handle triangles crossing the w=0 plane correctly,
|
||||
// the winding order test is performeed in homogeneous coordinates directly,
|
||||
// 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
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
@ -2217,7 +2217,7 @@ 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
|
||||
@ -2235,13 +2235,13 @@ static inline bool sw_triangle_face_culling(void)
|
||||
// Discard the triangle if its winding order (determined by the sign
|
||||
// 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
|
||||
|
||||
// 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) : (hSgnArea > 0); // Cull if winding is "clockwise" : "counter-clockwise"
|
||||
@ -2558,13 +2558,13 @@ 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
|
||||
// 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)
|
||||
// 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
|
||||
// To handle quads crossing the w=0 plane correctly,
|
||||
// the winding order test is performed in homogeneous coordinates directly,
|
||||
// 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. The homogeneous triangle is used on
|
||||
// winding test on this first triangle
|
||||
|
||||
// Preload homogeneous coordinates into local variables
|
||||
const float *h0 = RLSW.vertexBuffer[0].homogeneous;
|
||||
@ -2602,7 +2602,7 @@ static inline bool sw_quad_face_culling(void)
|
||||
// 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) : (hSgnArea > 0.0f); // Cull if winding is "clockwise" : "counter-clockwise"
|
||||
}
|
||||
@ -2649,7 +2649,7 @@ static inline bool sw_quad_is_axis_aligned(void)
|
||||
{
|
||||
// Reject quads with perspective projection
|
||||
// The fast path assumes affine (non-perspective) quads,
|
||||
// so we require all vertices to have homogeneous w = 1.0
|
||||
// so it's required for all vertices to have homogeneous w = 1.0
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (RLSW.vertexBuffer[i].homogeneous[3] != 1.0f) return false;
|
||||
@ -2721,7 +2721,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
|
||||
|
||||
// TODO: REVIEW: Could a perfectly aligned quad, where one of the four points has a different depth,
|
||||
// still appear perfectly aligned from a certain point of view?
|
||||
// Because in that case, we would still need to perform perspective division for textures and colors...
|
||||
// Because in that case, it's still needed to perform perspective division for textures and colors...
|
||||
#define DEFINE_QUAD_RASTER_AXIS_ALIGNED(FUNC_NAME, ENABLE_TEXTURE, ENABLE_DEPTH_TEST, ENABLE_COLOR_BLEND) \
|
||||
static inline void FUNC_NAME(void) \
|
||||
{ \
|
||||
@ -3090,7 +3090,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
|
||||
\
|
||||
for (int i = 0; i < numPixels; i++) \
|
||||
{ \
|
||||
/* REVIEW: May require reviewing projection details */ \
|
||||
/* TODO: REVIEW: May require reviewing projection details */ \
|
||||
int px = (int)(x - 0.5f); \
|
||||
int py = (int)(y - 0.5f); \
|
||||
\
|
||||
@ -3721,7 +3721,7 @@ void swBlitFramebuffer(int xDst, int yDst, int wDst, int hDst, int xSrc, int ySr
|
||||
ySrc = sw_clampi(ySrc, 0, hSrc);
|
||||
|
||||
// Check if the sizes are identical after clamping the source to avoid unexpected issues
|
||||
// REVIEW: This repeats the operations if true, so we could make a copy function without these checks
|
||||
// TODO: REVIEW: This repeats the operations if true, so a copy function can be made without these checks
|
||||
if (xDst == xSrc && yDst == ySrc && wDst == wSrc && hDst == hSrc)
|
||||
{
|
||||
swCopyFramebuffer(xSrc, ySrc, wSrc, hSrc, format, type, pixels);
|
||||
|
||||