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@ -587,6 +587,8 @@ SHAPES = \
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shapes/shapes_rectangle_scaling \
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shapes/shapes_recursive_tree \
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shapes/shapes_ring_drawing \
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shapes/shapes_rlgl_color_wheel \
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shapes/shapes_rlgl_triangle \
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shapes/shapes_rounded_rectangle_drawing \
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shapes/shapes_simple_particles \
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shapes/shapes_splines_drawing \
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@ -615,11 +617,12 @@ TEXTURES = \
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textures/textures_particles_blending \
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textures/textures_polygon_drawing \
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textures/textures_raw_data \
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textures/textures_screen_buffer \
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textures/textures_sprite_animation \
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textures/textures_sprite_button \
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textures/textures_sprite_explosion \
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textures/textures_sprite_stacking \
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textures/textures_srcrec_dstrec \
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textures/textures_screen_buffer \
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textures/textures_textured_curve \
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textures/textures_tiled_drawing \
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textures/textures_to_image
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@ -650,6 +653,7 @@ MODELS = \
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models/models_box_collisions \
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models/models_cubicmap_rendering \
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models/models_decals \
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models/models_directional_billboard \
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models/models_first_person_maze \
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models/models_geometric_shapes \
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models/models_heightmap_rendering \
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@ -704,7 +708,7 @@ SHADERS = \
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_fft_spectrum_visualizer \
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audio/audio_fft_spectrum_visualizer \
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audio/audio_mixed_processor \
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audio/audio_module_playing \
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audio/audio_music_stream \
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@ -575,6 +575,8 @@ SHAPES = \
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shapes/shapes_rectangle_scaling \
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shapes/shapes_recursive_tree \
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shapes/shapes_ring_drawing \
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shapes/shapes_rlgl_color_wheel \
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shapes/shapes_rlgl_triangle \
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shapes/shapes_rounded_rectangle_drawing \
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shapes/shapes_simple_particles \
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shapes/shapes_splines_drawing \
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@ -603,11 +605,12 @@ TEXTURES = \
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textures/textures_particles_blending \
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textures/textures_polygon_drawing \
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textures/textures_raw_data \
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textures/textures_screen_buffer \
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textures/textures_sprite_animation \
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textures/textures_sprite_button \
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textures/textures_sprite_explosion \
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textures/textures_sprite_stacking \
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textures/textures_srcrec_dstrec \
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textures/textures_screen_buffer \
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textures/textures_textured_curve \
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textures/textures_tiled_drawing \
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textures/textures_to_image
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@ -638,6 +641,7 @@ MODELS = \
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models/models_box_collisions \
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models/models_cubicmap_rendering \
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models/models_decals \
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models/models_directional_billboard \
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models/models_first_person_maze \
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models/models_geometric_shapes \
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models/models_heightmap_rendering \
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@ -692,6 +696,7 @@ SHADERS = \
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_fft_spectrum_visualizer \
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audio/audio_mixed_processor \
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audio/audio_module_playing \
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audio/audio_music_stream \
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@ -940,6 +945,12 @@ shapes/shapes_recursive_tree: shapes/shapes_recursive_tree.c
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shapes/shapes_ring_drawing: shapes/shapes_ring_drawing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_rlgl_color_wheel: shapes/shapes_rlgl_color_wheel.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_rlgl_triangle: shapes/shapes_rlgl_triangle.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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shapes/shapes_rounded_rectangle_drawing: shapes/shapes_rounded_rectangle_drawing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -975,7 +986,7 @@ textures/textures_blend_modes: textures/textures_blend_modes.c
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textures/textures_bunnymark: textures/textures_bunnymark.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/wabbit_alpha.png@resources/wabbit_alpha.png
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--preload-file textures/resources/raybunny.png@resources/raybunny.png
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textures/textures_fog_of_war: textures/textures_fog_of_war.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -1041,6 +1052,9 @@ textures/textures_raw_data: textures/textures_raw_data.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/fudesumi.raw@resources/fudesumi.raw
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textures/textures_screen_buffer: textures/textures_screen_buffer.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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textures/textures_sprite_animation: textures/textures_sprite_animation.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/scarfy.png@resources/scarfy.png
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@ -1055,13 +1069,14 @@ textures/textures_sprite_explosion: textures/textures_sprite_explosion.c
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--preload-file textures/resources/boom.wav@resources/boom.wav \
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--preload-file textures/resources/explosion.png@resources/explosion.png
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textures/textures_sprite_stacking: textures/textures_sprite_stacking.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/booth.png@resources/booth.png
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textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file textures/resources/scarfy.png@resources/scarfy.png
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textures/textures_screen_buffer: textures/textures_screen_buffer.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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textures/textures_textured_curve: textures/textures_textured_curve.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/road.png@resources/road.png
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@ -1184,6 +1199,10 @@ models/models_decals: models/models_decals.c
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--preload-file models/resources/models/obj/character_diffuse.png@resources/models/obj/character_diffuse.png \
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--preload-file models/resources/raylib_logo.png@resources/raylib_logo.png
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models/models_directional_billboard: models/models_directional_billboard.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/skillbot.png@resources/skillbot.png
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models/models_first_person_maze: models/models_first_person_maze.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
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@ -1452,6 +1471,10 @@ shaders/shaders_vertex_displacement: shaders/shaders_vertex_displacement.c
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--preload-file shaders/resources/shaders/glsl100/vertex_displacement.fs@resources/shaders/glsl100/vertex_displacement.fs
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# Compile AUDIO examples
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audio/audio_fft_spectrum_visualizer: audio/audio_fft_spectrum_visualizer.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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||||
--preload-file audio/resources/country.mp3@resources/country.mp3
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audio/audio_mixed_processor: audio/audio_mixed_processor.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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||||
--preload-file audio/resources/country.mp3@resources/country.mp3 \
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||||
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||||
@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
|
||||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
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## EXAMPLES COLLECTION [TOTAL: 195]
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## EXAMPLES COLLECTION [TOTAL: 200]
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### category: core [47]
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@ -43,7 +43,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
||||
| [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
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||||
| [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
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||||
| [core_3d_camera_split_screen](core/core_3d_camera_split_screen.c) | <img src="core/core_3d_camera_split_screen.png" alt="core_3d_camera_split_screen" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||
| [core_3d_camera_fps](core/core_3d_camera_fps.c) | <img src="core/core_3d_camera_fps.png" alt="core_3d_camera_fps" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Agnis Aldins](https://github.com/nezvers) |
|
||||
| [core_3d_camera_fps](core/core_3d_camera_fps.c) | <img src="core/core_3d_camera_fps.png" alt="core_3d_camera_fps" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
|
||||
| [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐⭐☆☆ | 1.3 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
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||||
| [core_window_flags](core/core_window_flags.c) | <img src="core/core_window_flags.png" alt="core_window_flags" width="80"> | ⭐⭐⭐☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
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@ -64,7 +64,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
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| [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) |
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| [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) |
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| [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) |
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| [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 Aldins](https://github.com/nezvers) |
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| [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) |
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| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
|
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| [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) |
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| [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) |
|
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@ -73,7 +73,7 @@ Examples using raylib [core](../src/rcore.c) module platform functionality: wind
|
||||
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
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| [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) |
|
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|
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### category: shapes [34]
|
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### category: shapes [36]
|
||||
|
||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||
|
||||
@ -113,8 +113,10 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
||||
| [shapes_starfield_effect](shapes/shapes_starfield_effect.c) | <img src="shapes/shapes_starfield_effect.png" alt="shapes_starfield_effect" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [shapes_lines_drawing](shapes/shapes_lines_drawing.c) | <img src="shapes/shapes_lines_drawing.png" alt="shapes_lines_drawing" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
||||
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Kris](https://github.com/krispy-snacc) |
|
||||
| [shapes_rlgl_color_wheel](shapes/shapes_rlgl_color_wheel.c) | <img src="shapes/shapes_rlgl_color_wheel.png" alt="shapes_rlgl_color_wheel" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
||||
| [shapes_rlgl_triangle](shapes/shapes_rlgl_triangle.c) | <img src="shapes/shapes_rlgl_triangle.png" alt="shapes_rlgl_triangle" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
||||
|
||||
### category: textures [27]
|
||||
### category: textures [28]
|
||||
|
||||
Examples using raylib textures functionality, including image/textures loading/generation and drawing, provided by raylib [textures](../src/rtextures.c) module.
|
||||
|
||||
@ -145,8 +147,9 @@ Examples using raylib textures functionality, including image/textures loading/g
|
||||
| [textures_image_kernel](textures/textures_image_kernel.c) | <img src="textures/textures_image_kernel.png" alt="textures_image_kernel" width="80"> | ⭐⭐⭐⭐️ | 1.3 | 1.3 | [Karim Salem](https://github.com/kimo-s) |
|
||||
| [textures_image_channel](textures/textures_image_channel.c) | <img src="textures/textures_image_channel.png" alt="textures_image_channel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Bruno Cabral](https://github.com/brccabral) |
|
||||
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [textures_screen_buffer](textures/textures_screen_buffer.c) | <img src="textures/textures_screen_buffer.png" alt="textures_screen_buffer" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldins](https://github.com/nezvers) |
|
||||
| [textures_screen_buffer](textures/textures_screen_buffer.c) | <img src="textures/textures_screen_buffer.png" alt="textures_screen_buffer" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Agnis Aldiņš](https://github.com/nezvers) |
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| [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) |
|
||||
|
||||
### category: text [15]
|
||||
|
||||
@ -170,7 +173,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
||||
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
|
||||
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
|
||||
### category: models [26]
|
||||
### category: models [27]
|
||||
|
||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
||||
|
||||
@ -202,6 +205,7 @@ Examples using raylib models functionality, including models loading/generation
|
||||
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
|
||||
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
||||
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [models_directional_billboard](models/models_directional_billboard.c) | <img src="models/models_directional_billboard.png" alt="models_directional_billboard" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
||||
|
||||
### category: shaders [32]
|
||||
|
||||
@ -242,7 +246,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
||||
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
|
||||
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
|
||||
|
||||
### category: audio [8]
|
||||
### category: audio [9]
|
||||
|
||||
Examples using raylib audio functionality, including sound/music loading and playing. This functionality is provided by raylib [raudio](../src/raudio.c) module. Note this module can be used standalone independently of raylib.
|
||||
|
||||
@ -256,6 +260,7 @@ Examples using raylib audio functionality, including sound/music loading and pla
|
||||
| [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 5.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||
| [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
|
||||
| [audio_fft_spectrum_visualizer](audio/audio_fft_spectrum_visualizer.c) | <img src="audio/audio_fft_spectrum_visualizer.png" alt="audio_fft_spectrum_visualizer" width="80"> | ⭐⭐⭐☆ | 6.0 | 5.6-dev | [IANN](https://github.com/meisei4) |
|
||||
|
||||
### category: others [6]
|
||||
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 6.0
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Inspired by Inigo Quilez's https://www.shadertoy.com/
|
||||
* Resources/specification: https://gist.github.com/soulthreads/2efe50da4be1fb5f7ab60ff14ca434b8
|
||||
@ -19,11 +19,19 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#include <math.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
#define MONO 1
|
||||
#define SAMPLE_RATE 44100
|
||||
#define SAMPLE_RATE_F 44100.0f
|
||||
@ -77,7 +85,8 @@ int main(void)
|
||||
RenderTexture2D bufferA = LoadRenderTexture(screenWidth, screenHeight);
|
||||
Vector2 iResolution = { (float)screenWidth, (float)screenHeight };
|
||||
|
||||
Shader shader = LoadShader(NULL, "resources/fft.glsl");
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/fft.fs", GLSL_VERSION));
|
||||
|
||||
int iResolutionLocation = GetShaderLocation(shader, "iResolution");
|
||||
int iChannel0Location = GetShaderLocation(shader, "iChannel0");
|
||||
SetShaderValue(shader, iResolutionLocation, &iResolution, SHADER_UNIFORM_VEC2);
|
||||
@ -86,6 +95,7 @@ int main(void)
|
||||
InitAudioDevice();
|
||||
SetAudioStreamBufferSizeDefault(AUDIO_STREAM_RING_BUFFER_SIZE);
|
||||
|
||||
// WARNING: Memory out-of-bounds on PLATFORM_WEB
|
||||
Wave wav = LoadWave("resources/country.mp3");
|
||||
WaveFormat(&wav, SAMPLE_RATE, PER_SAMPLE_BIT_DEPTH, MONO);
|
||||
|
||||
@ -95,10 +105,10 @@ int main(void)
|
||||
int fftHistoryLen = (int)ceilf(FFT_HISTORICAL_SMOOTHING_DUR/WINDOW_TIME) + 1;
|
||||
|
||||
FFTData fft = {
|
||||
.spectrum = malloc(sizeof(FFTComplex)*FFT_WINDOW_SIZE),
|
||||
.workBuffer = malloc(sizeof(FFTComplex)*FFT_WINDOW_SIZE),
|
||||
.prevMagnitudes = calloc(BUFFER_SIZE, sizeof(float)),
|
||||
.fftHistory = calloc(fftHistoryLen, sizeof(float[BUFFER_SIZE])),
|
||||
.spectrum = RL_CALLOC(sizeof(FFTComplex), FFT_WINDOW_SIZE),
|
||||
.workBuffer = RL_CALLOC(sizeof(FFTComplex), FFT_WINDOW_SIZE),
|
||||
.prevMagnitudes = RL_CALLOC(BUFFER_SIZE, sizeof(float)),
|
||||
.fftHistory = RL_CALLOC(fftHistoryLen, sizeof(float[BUFFER_SIZE])),
|
||||
.fftHistoryLen = fftHistoryLen,
|
||||
.historyPos = 0,
|
||||
.lastFftTime = 0.0,
|
||||
@ -127,15 +137,12 @@ int main(void)
|
||||
int right = (wav.channels == 2)? wavPCM16[wavCursor*2 + 1] : left;
|
||||
chunkSamples[i] = (short)((left + right)/2);
|
||||
|
||||
if (++wavCursor >= wav.frameCount)
|
||||
wavCursor = 0;
|
||||
|
||||
if (++wavCursor >= wav.frameCount) wavCursor = 0;
|
||||
}
|
||||
|
||||
UpdateAudioStream(audioStream, chunkSamples, AUDIO_STREAM_RING_BUFFER_SIZE);
|
||||
|
||||
for (int i = 0; i < FFT_WINDOW_SIZE; i++)
|
||||
audioSamples[i] = (chunkSamples[i*2] + chunkSamples[i*2 + 1])*0.5f/32767.0f;
|
||||
for (int i = 0; i < FFT_WINDOW_SIZE; i++) audioSamples[i] = (chunkSamples[i*2] + chunkSamples[i*2 + 1])*0.5f/32767.0f;
|
||||
}
|
||||
|
||||
CaptureFrame(&fft, audioSamples);
|
||||
@ -146,14 +153,16 @@ int main(void)
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
SetShaderValueTexture(shader, iChannel0Location, fftTexture);
|
||||
DrawTextureRec(bufferA.texture,
|
||||
(Rectangle){ 0, 0, (float)screenWidth, (float)-screenHeight },
|
||||
(Vector2){ 0, 0 },
|
||||
WHITE);
|
||||
(Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
EndDrawing();
|
||||
//------------------------------------------------------------------------------
|
||||
}
|
||||
@ -168,10 +177,10 @@ int main(void)
|
||||
UnloadWave(wav);
|
||||
CloseAudioDevice();
|
||||
|
||||
free(fft.spectrum);
|
||||
free(fft.workBuffer);
|
||||
free(fft.prevMagnitudes);
|
||||
free(fft.fftHistory);
|
||||
RL_FREE(fft.spectrum);
|
||||
RL_FREE(fft.workBuffer);
|
||||
RL_FREE(fft.prevMagnitudes);
|
||||
RL_FREE(fft.fftHistory);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -1,32 +0,0 @@
|
||||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform vec2 iResolution;
|
||||
uniform sampler2D iChannel0;
|
||||
|
||||
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
const float FFT_ROW = 0.0;
|
||||
const float NUM_OF_BINS = 512.0;
|
||||
|
||||
void main() {
|
||||
vec2 fragCoord = fragTexCoord*iResolution;
|
||||
float cell_width = iResolution.x/NUM_OF_BINS;
|
||||
float bin_index = floor(fragCoord.x/cell_width);
|
||||
float local_x = mod(fragCoord.x, cell_width);
|
||||
float bar_width = cell_width - 1.0;
|
||||
vec4 color = BLACK;
|
||||
if (local_x <= bar_width) {
|
||||
float sample_x = (bin_index + 0.5)/NUM_OF_BINS;
|
||||
vec2 sample_coord = vec2(sample_x, FFT_ROW);
|
||||
float amplitude = texture(iChannel0, sample_coord).r; // only filled the red channel, all channels left open for alternative use
|
||||
if (fragTexCoord.y < amplitude) {
|
||||
color = WHITE;
|
||||
}
|
||||
}
|
||||
finalColor = color;
|
||||
}
|
||||
37
examples/audio/resources/shaders/glsl100/fft.fs
Normal file
37
examples/audio/resources/shaders/glsl100/fft.fs
Normal file
@ -0,0 +1,37 @@
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform vec2 iResolution;
|
||||
uniform sampler2D iChannel0;
|
||||
|
||||
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
const float FFT_ROW = 0.0;
|
||||
const float NUM_OF_BINS = 512.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = fragTexCoord*iResolution;
|
||||
float cellWidth = iResolution.x/NUM_OF_BINS;
|
||||
float binIndex = floor(fragCoord.x/cellWidth);
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
35
examples/audio/resources/shaders/glsl120/fft.fs
Normal file
35
examples/audio/resources/shaders/glsl120/fft.fs
Normal file
@ -0,0 +1,35 @@
|
||||
#version 120
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform vec2 iResolution;
|
||||
uniform sampler2D iChannel0;
|
||||
|
||||
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
const float FFT_ROW = 0.0;
|
||||
const float NUM_OF_BINS = 512.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = fragTexCoord*iResolution;
|
||||
float cellWidth = iResolution.x/NUM_OF_BINS;
|
||||
float binIndex = floor(fragCoord.x/cellWidth);
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture2D(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
||||
35
examples/audio/resources/shaders/glsl330/fft.fs
Normal file
35
examples/audio/resources/shaders/glsl330/fft.fs
Normal file
@ -0,0 +1,35 @@
|
||||
#version 330
|
||||
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform vec2 iResolution;
|
||||
uniform sampler2D iChannel0;
|
||||
|
||||
const vec4 BLACK = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
const vec4 WHITE = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
const float FFT_ROW = 0.0;
|
||||
const float NUM_OF_BINS = 512.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 fragCoord = fragTexCoord*iResolution;
|
||||
float cellWidth = iResolution.x/NUM_OF_BINS;
|
||||
float binIndex = floor(fragCoord.x/cellWidth);
|
||||
float localX = mod(fragCoord.x, cellWidth);
|
||||
float barWidth = cellWidth - 1.0;
|
||||
vec4 color = WHITE;
|
||||
|
||||
if (localX <= barWidth)
|
||||
{
|
||||
float sampleX = (binIndex + 0.5)/NUM_OF_BINS;
|
||||
vec2 sampleCoord = vec2(sampleX, FFT_ROW);
|
||||
float amplitude = texture(iChannel0, sampleCoord).r; // Only filled the red channel, all channels left open for alternative use
|
||||
|
||||
if (fragTexCoord.y < amplitude) color = BLACK;
|
||||
}
|
||||
|
||||
finalColor = color;
|
||||
}
|
||||
@ -6,12 +6,12 @@
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Agnis Aldiņš (@nezvers) 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 Agnis Aldins (@nezvers)
|
||||
* Copyright (c) 2025 Agnis Aldiņš (@nezvers)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
@ -64,7 +64,7 @@ int main(void)
|
||||
|
||||
// Encode data to Base64 string (includes NULL terminator), memory must be MemFree()
|
||||
base64Text = EncodeDataBase64((unsigned char *)textInput, textInputLen, &base64TextSize);
|
||||
|
||||
|
||||
hashCRC32 = ComputeCRC32((unsigned char *)textInput, textInputLen); // Compute CRC32 hash code (4 bytes)
|
||||
hashMD5 = ComputeMD5((unsigned char *)textInput, textInputLen); // Compute MD5 hash code, returns static int[4] (16 bytes)
|
||||
hashSHA1 = ComputeSHA1((unsigned char *)textInput, textInputLen); // Compute SHA1 hash code, returns static int[5] (20 bytes)
|
||||
|
||||
@ -59,7 +59,7 @@ int main(void)
|
||||
// GetFrameTime() returns the time it took to draw the last frame, in seconds (usually called delta time)
|
||||
// Uses the delta time to make the circle look like it's moving at a "consistent" speed regardless of FPS
|
||||
|
||||
// Multiply by 6.0 (an arbitrary value) in order to make the speed
|
||||
// Multiply by 6.0 (an arbitrary value) in order to make the speed
|
||||
// visually closer to the other circle (at 60 fps), for comparison
|
||||
deltaCircle.x += GetFrameTime()*6.0f*speed;
|
||||
// This circle can move faster or slower visually depending on the FPS
|
||||
@ -68,7 +68,7 @@ int main(void)
|
||||
// If either circle is off the screen, reset it back to the start
|
||||
if (deltaCircle.x > screenWidth) deltaCircle.x = 0;
|
||||
if (frameCircle.x > screenWidth) frameCircle.x = 0;
|
||||
|
||||
|
||||
// Reset both circles positions
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
|
||||
@ -17,7 +17,7 @@
|
||||
|
||||
// Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons
|
||||
// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
|
||||
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
|
||||
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
@ -44,7 +44,7 @@ typedef struct ActionInput {
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static int gamepadIndex = 0; // Gamepad default index
|
||||
static ActionInput actionInputs[MAX_ACTION] = { 0 };
|
||||
static ActionInput actionInputs[MAX_ACTION] = { 0 };
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
@ -67,15 +67,15 @@ int main(void)
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input actions");
|
||||
|
||||
// Set default actions
|
||||
|
||||
// Set default actions
|
||||
char actionSet = 0;
|
||||
SetActionsDefault();
|
||||
bool releaseAction = false;
|
||||
|
||||
Vector2 position = (Vector2){ 400.0f, 200.0f };
|
||||
Vector2 size = (Vector2){ 40.0f, 40.0f };
|
||||
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -85,7 +85,7 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
gamepadIndex = 0; // Set gamepad being checked
|
||||
|
||||
|
||||
if (IsActionDown(ACTION_UP)) position.y -= 2;
|
||||
if (IsActionDown(ACTION_DOWN)) position.y += 2;
|
||||
if (IsActionDown(ACTION_LEFT)) position.x -= 2;
|
||||
@ -95,12 +95,12 @@ int main(void)
|
||||
position.x = (screenWidth-size.x)/2;
|
||||
position.y = (screenHeight-size.y)/2;
|
||||
}
|
||||
|
||||
|
||||
// Register release action for one frame
|
||||
releaseAction = false;
|
||||
if (IsActionReleased(ACTION_FIRE)) releaseAction = true;
|
||||
|
||||
// Switch control scheme by pressing TAB
|
||||
// Switch control scheme by pressing TAB
|
||||
if (IsKeyPressed(KEY_TAB))
|
||||
{
|
||||
actionSet = !actionSet;
|
||||
@ -116,7 +116,7 @@ int main(void)
|
||||
ClearBackground(GRAY);
|
||||
|
||||
DrawRectangleV(position, size, releaseAction? BLUE : RED);
|
||||
|
||||
|
||||
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE);
|
||||
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
|
||||
|
||||
@ -140,9 +140,9 @@ int main(void)
|
||||
static bool IsActionPressed(int action)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
|
||||
if (action < MAX_ACTION) result = (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -151,20 +151,20 @@ static bool IsActionPressed(int action)
|
||||
static bool IsActionReleased(int action)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
|
||||
if (action < MAX_ACTION) result = (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check action key/button down
|
||||
// NOTE: Combines key down and gamepad button down in one action
|
||||
static bool IsActionDown(int action)
|
||||
static bool IsActionDown(int action)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
|
||||
if (action < MAX_ACTION) result = (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@ -51,6 +51,8 @@ int main(void)
|
||||
const float leftTriggerDeadzone = -0.9f;
|
||||
const float rightTriggerDeadzone = -0.9f;
|
||||
|
||||
Rectangle vibrateButton = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -61,7 +63,12 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
if (IsKeyPressed(KEY_LEFT) && gamepad > 0) gamepad--;
|
||||
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
|
||||
vibrateButton = (Rectangle){ 10, 70 + 20*GetGamepadAxisCount(gamepad) + 20, 75, 24 };
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && CheckCollisionPointRec(mousePosition, vibrateButton)) SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -70,11 +77,6 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (IsKeyPressed(KEY_LEFT) && gamepad > 0) gamepad--;
|
||||
if (IsKeyPressed(KEY_RIGHT)) gamepad++;
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
|
||||
|
||||
if (IsGamepadAvailable(gamepad))
|
||||
{
|
||||
DrawText(TextFormat("GP%d: %s", gamepad, GetGamepadName(gamepad)), 10, 10, 10, BLACK);
|
||||
@ -95,7 +97,8 @@ int main(void)
|
||||
if (leftTrigger < leftTriggerDeadzone) leftTrigger = -1.0f;
|
||||
if (rightTrigger < rightTriggerDeadzone) rightTrigger = -1.0f;
|
||||
|
||||
if (TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1 || TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1)
|
||||
if ((TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_1) > -1) ||
|
||||
(TextFindIndex(TextToLower(GetGamepadName(gamepad)), XBOX_ALIAS_2) > -1))
|
||||
{
|
||||
DrawTexture(texXboxPad, 0, 0, DARKGRAY);
|
||||
|
||||
@ -127,16 +130,14 @@ int main(void)
|
||||
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
|
||||
DrawCircle(259, 152, 39, BLACK);
|
||||
DrawCircle(259, 152, 34, LIGHTGRAY);
|
||||
DrawCircle(259 + (int)(leftStickX*20),
|
||||
152 + (int)(leftStickY*20), 25, leftGamepadColor);
|
||||
DrawCircle(259 + (int)(leftStickX*20), 152 + (int)(leftStickY*20), 25, leftGamepadColor);
|
||||
|
||||
// Draw axis: right joystick
|
||||
Color rightGamepadColor = BLACK;
|
||||
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
|
||||
DrawCircle(461, 237, 38, BLACK);
|
||||
DrawCircle(461, 237, 33, LIGHTGRAY);
|
||||
DrawCircle(461 + (int)(rightStickX*20),
|
||||
237 + (int)(rightStickY*20), 25, rightGamepadColor);
|
||||
DrawCircle(461 + (int)(rightStickX*20), 237 + (int)(rightStickY*20), 25, rightGamepadColor);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(170, 30, 15, 70, GRAY);
|
||||
@ -179,16 +180,14 @@ int main(void)
|
||||
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
|
||||
DrawCircle(319, 255, 35, BLACK);
|
||||
DrawCircle(319, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(319 + (int)(leftStickX*20),
|
||||
255 + (int)(leftStickY*20), 25, leftGamepadColor);
|
||||
DrawCircle(319 + (int)(leftStickX*20), 255 + (int)(leftStickY*20), 25, leftGamepadColor);
|
||||
|
||||
// Draw axis: right joystick
|
||||
Color rightGamepadColor = BLACK;
|
||||
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
|
||||
DrawCircle(475, 255, 35, BLACK);
|
||||
DrawCircle(475, 255, 31, LIGHTGRAY);
|
||||
DrawCircle(475 + (int)(rightStickX*20),
|
||||
255 + (int)(rightStickY*20), 25, rightGamepadColor);
|
||||
DrawCircle(475 + (int)(rightStickX*20), 255 + (int)(rightStickY*20), 25, rightGamepadColor);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(169, 48, 15, 70, GRAY);
|
||||
@ -238,23 +237,20 @@ int main(void)
|
||||
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_LEFT_THUMB)) leftGamepadColor = RED;
|
||||
DrawCircle(345, 260, 40, BLACK);
|
||||
DrawCircle(345, 260, 35, LIGHTGRAY);
|
||||
DrawCircle(345 + (int)(leftStickX*20),
|
||||
260 + (int)(leftStickY*20), 25, leftGamepadColor);
|
||||
DrawCircle(345 + (int)(leftStickX*20), 260 + (int)(leftStickY*20), 25, leftGamepadColor);
|
||||
|
||||
// Draw axis: right joystick
|
||||
Color rightGamepadColor = BLACK;
|
||||
if (IsGamepadButtonDown(gamepad, GAMEPAD_BUTTON_RIGHT_THUMB)) rightGamepadColor = RED;
|
||||
DrawCircle(465, 260, 40, BLACK);
|
||||
DrawCircle(465, 260, 35, LIGHTGRAY);
|
||||
DrawCircle(465 + (int)(rightStickX*20),
|
||||
260 + (int)(rightStickY*20), 25, rightGamepadColor);
|
||||
DrawCircle(465 + (int)(rightStickX*20), 260 + (int)(rightStickY*20), 25, rightGamepadColor);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(151, 110, 15, 70, GRAY);
|
||||
DrawRectangle(644, 110, 15, 70, GRAY);
|
||||
DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger)/2)*70), RED);
|
||||
DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger)/2)*70), RED);
|
||||
|
||||
}
|
||||
|
||||
DrawText(TextFormat("DETECTED AXIS [%i]:", GetGamepadAxisCount(gamepad)), 10, 50, 10, MAROON);
|
||||
@ -264,12 +260,8 @@ int main(void)
|
||||
DrawText(TextFormat("AXIS %i: %.02f", i, GetGamepadAxisMovement(gamepad, i)), 20, 70 + 20*i, 10, DARKGRAY);
|
||||
}
|
||||
|
||||
Rectangle vibrateButton = (Rectangle){10, 70 + 20*GetGamepadAxisCount(gamepad) + 20, 75, 10};
|
||||
if (mousePressed && CheckCollisionPointRec(mousePosition, vibrateButton)){
|
||||
SetGamepadVibration(gamepad, 1.0, 1.0, 1.0);
|
||||
}
|
||||
// Draw vibrate button
|
||||
DrawRectangleRec(vibrateButton, SKYBLUE);
|
||||
|
||||
DrawText("VIBRATE", vibrateButton.x + 14, vibrateButton.y + 1, 10, DARKGRAY);
|
||||
|
||||
if (GetGamepadButtonPressed() != GAMEPAD_BUTTON_UNKNOWN) DrawText(TextFormat("DETECTED BUTTON: %i", GetGamepadButtonPressed()), 10, 430, 10, RED);
|
||||
|
||||
@ -118,6 +118,6 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -6,7 +6,7 @@
|
||||
*
|
||||
* Example originally created with raylib 5.0, last time updated with raylib 5.0
|
||||
*
|
||||
* Example contributed by GreenSnakeLinux (@GreenSnakeLinux),
|
||||
* Example contributed by GreenSnakeLinux (@GreenSnakeLinux),
|
||||
* reviewed by Ramon Santamaria (@raysan5), oblerion (@oblerion) and danilwhale (@danilwhale)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
@ -86,7 +86,7 @@ int main(void)
|
||||
pressedButton = BUTTON_NONE;
|
||||
|
||||
// Make sure user is pressing left mouse button if they're from desktop
|
||||
if ((GetTouchPointCount() > 0) ||
|
||||
if ((GetTouchPointCount() > 0) ||
|
||||
((GetTouchPointCount() == 0) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)))
|
||||
{
|
||||
// Find nearest D-Pad button to the input position
|
||||
@ -113,7 +113,7 @@ int main(void)
|
||||
default: break;
|
||||
};
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//--------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
@ -40,10 +40,9 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
MonitorInfo monitors[MAX_MONITORS] = { 0 };
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - monitor detector");
|
||||
|
||||
MonitorInfo monitors[MAX_MONITORS] = { 0 };
|
||||
int currentMonitorIndex = GetCurrentMonitor();
|
||||
int monitorCount = 0;
|
||||
|
||||
@ -55,7 +54,6 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Variables to find the max x and Y to calculate the scale
|
||||
int maxWidth = 1;
|
||||
int maxHeight = 1;
|
||||
@ -68,42 +66,40 @@ int main(void)
|
||||
for (int i = 0; i < monitorCount; i++)
|
||||
{
|
||||
monitors[i] = (MonitorInfo){
|
||||
GetMonitorPosition(i),
|
||||
GetMonitorName(i),
|
||||
GetMonitorPosition(i),
|
||||
GetMonitorName(i),
|
||||
GetMonitorWidth(i),
|
||||
GetMonitorHeight(i),
|
||||
GetMonitorPhysicalWidth(i),
|
||||
GetMonitorPhysicalHeight(i),
|
||||
GetMonitorRefreshRate(i)
|
||||
};
|
||||
if (monitors[i].position.x < monitorOffsetX) monitorOffsetX = (int)monitors[i].position.x*-1;
|
||||
|
||||
if (monitors[i].position.x < monitorOffsetX) monitorOffsetX = -(int)monitors[i].position.x;
|
||||
|
||||
const int width = (int)monitors[i].position.x + monitors[i].width;
|
||||
const int height = (int)monitors[i].position.y + monitors[i].height;
|
||||
|
||||
|
||||
if (maxWidth < width) maxWidth = width;
|
||||
if (maxHeight < height) maxHeight = height;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER) && monitorCount > 1)
|
||||
if (IsKeyPressed(KEY_ENTER) && (monitorCount > 1))
|
||||
{
|
||||
currentMonitorIndex += 1;
|
||||
|
||||
// Set index to 0 if the last one
|
||||
if(currentMonitorIndex == monitorCount) currentMonitorIndex = 0;
|
||||
if (currentMonitorIndex == monitorCount) currentMonitorIndex = 0;
|
||||
|
||||
SetWindowMonitor(currentMonitorIndex); // Move window to currentMonitorIndex
|
||||
}
|
||||
else
|
||||
{
|
||||
// Get currentMonitorIndex if manually moved
|
||||
currentMonitorIndex = GetCurrentMonitor();
|
||||
}
|
||||
else currentMonitorIndex = GetCurrentMonitor(); // Get currentMonitorIndex if manually moved
|
||||
|
||||
float monitorScale = 0.6f;
|
||||
float monitorScale = 0.6f;
|
||||
|
||||
if(maxHeight > maxWidth + monitorOffsetX) monitorScale *= ((float)screenHeight/(float)maxHeight);
|
||||
if (maxHeight > (maxWidth + monitorOffsetX)) monitorScale *= ((float)screenHeight/(float)maxHeight);
|
||||
else monitorScale *= ((float)screenWidth/(float)(maxWidth + monitorOffsetX));
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -120,18 +116,18 @@ int main(void)
|
||||
{
|
||||
// Calculate retangle position and size using monitorScale
|
||||
const Rectangle rec = (Rectangle){
|
||||
(monitors[i].position.x + monitorOffsetX) * monitorScale + 140,
|
||||
monitors[i].position.y * monitorScale + 80,
|
||||
monitors[i].width * monitorScale,
|
||||
monitors[i].height * monitorScale
|
||||
(monitors[i].position.x + monitorOffsetX)*monitorScale + 140,
|
||||
monitors[i].position.y*monitorScale + 80,
|
||||
monitors[i].width*monitorScale,
|
||||
monitors[i].height*monitorScale
|
||||
};
|
||||
|
||||
// Draw monitor name and information inside the rectangle
|
||||
DrawText(TextFormat("[%i] %s", i, monitors[i].name), (int)rec.x + 10, (int)rec.y + (int)(100*monitorScale), (int)(120*monitorScale), BLUE);
|
||||
DrawText(
|
||||
TextFormat("Resolution: [%ipx x %ipx]\nRefreshRate: [%ihz]\nPhysical Size: [%imm x %imm]\nPosition: %3.0f x %3.0f",
|
||||
monitors[i].width,
|
||||
monitors[i].height,
|
||||
TextFormat("Resolution: [%ipx x %ipx]\nRefreshRate: [%ihz]\nPhysical Size: [%imm x %imm]\nPosition: %3.0f x %3.0f",
|
||||
monitors[i].width,
|
||||
monitors[i].height,
|
||||
monitors[i].refreshRate,
|
||||
monitors[i].physicalWidth,
|
||||
monitors[i].physicalHeight,
|
||||
@ -148,14 +144,9 @@ int main(void)
|
||||
// Draw window position based on monitors
|
||||
DrawRectangleV(windowPosition, (Vector2){screenWidth * monitorScale, screenHeight * monitorScale}, Fade(GREEN, 0.5));
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangleLinesEx(rec, 5, GRAY);
|
||||
}
|
||||
|
||||
else DrawRectangleLinesEx(rec, 5, GRAY);
|
||||
}
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
@ -22,7 +22,7 @@
|
||||
|
||||
#define MAX_UNDO_STATES 26 // Maximum undo states supported for the ring buffer
|
||||
|
||||
#define GRID_CELL_SIZE 24
|
||||
#define GRID_CELL_SIZE 24
|
||||
#define MAX_GRID_CELLS_X 30
|
||||
#define MAX_GRID_CELLS_Y 13
|
||||
|
||||
@ -57,7 +57,7 @@ int main(void)
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
|
||||
// We have multiple options to implement an Undo/Redo system
|
||||
// Probably the most professional one is using the Command pattern to
|
||||
// define Actions and store those actions into an array as the events happen,
|
||||
|
||||
@ -6,12 +6,12 @@
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Agnis Aldiņš (@nezvers) 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 Agnis Aldins (@nezvers)
|
||||
* Copyright (c) 2025 Agnis Aldiņš (@nezvers)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@ -20,7 +20,7 @@
|
||||
// For itteration purposes and teaching example
|
||||
#define RESOLUTION_COUNT 4
|
||||
|
||||
enum ViewportType
|
||||
enum ViewportType
|
||||
{
|
||||
// Only upscale, useful for pixel art
|
||||
KEEP_ASPECT_INTEGER,
|
||||
@ -113,7 +113,7 @@ int main(void)
|
||||
}
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
bool mousePressed = IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
|
||||
|
||||
|
||||
// Check buttons and rescale
|
||||
if (CheckCollisionPointRec(mousePosition, decreaseResolutionButton) && mousePressed){
|
||||
resolutionIndex = (resolutionIndex + RESOLUTION_COUNT - 1) % RESOLUTION_COUNT;
|
||||
|
||||
@ -5079,25 +5079,18 @@ static const char **GetTextLines(const char *text, int *count)
|
||||
int textSize = (int)strlen(text);
|
||||
|
||||
lines[0] = text;
|
||||
int len = 0;
|
||||
*count = 1;
|
||||
//int lineSize = 0; // Stores current line size, not returned
|
||||
|
||||
for (int i = 0, k = 0; (i < textSize) && (*count < RAYGUI_MAX_TEXT_LINES); i++)
|
||||
{
|
||||
if (text[i] == '\n')
|
||||
{
|
||||
//lineSize = len;
|
||||
k++;
|
||||
lines[k] = &text[i + 1]; // WARNING: next value is valid?
|
||||
len = 0;
|
||||
lines[k] = &text[i + 1]; // WARNING: next value is valid?
|
||||
*count += 1;
|
||||
}
|
||||
else len++;
|
||||
}
|
||||
|
||||
//lines[*count - 1].size = len;
|
||||
|
||||
return lines;
|
||||
}
|
||||
|
||||
|
||||
@ -25,7 +25,7 @@ core;core_3d_camera_mode;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@rays
|
||||
core;core_3d_camera_free;★☆☆☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_3d_camera_first_person;★★☆☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_3d_camera_split_screen;★★★☆;3.7;4.0;2021;2025;"Jeffery Myers";@JeffM2501
|
||||
core;core_3d_camera_fps;★★★☆;5.5;5.5;2025;2025;"Agnis Aldins";@nezvers
|
||||
core;core_3d_camera_fps;★★★☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
||||
core;core_3d_picking;★★☆☆;1.3;4.0;2015;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_world_screen;★★☆☆;1.3;1.4;2015;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_window_flags;★★★☆;3.5;3.5;2020;2025;"Ramon Santamaria";@raysan5
|
||||
@ -46,7 +46,7 @@ core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@r
|
||||
core;core_high_dpi;★★☆☆;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 Aldins";@nezvers
|
||||
core;core_viewport_scaling;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
||||
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
|
||||
core;core_directory_files;★☆☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
||||
core;core_highdpi_testbed;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
@ -88,6 +88,8 @@ shapes;shapes_simple_particles;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@
|
||||
shapes;shapes_starfield_effect;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
shapes;shapes_lines_drawing;★☆☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
|
||||
shapes;shapes_math_angle_rotation;★☆☆☆;5.6-dev;5.6;2025;2025;"Kris";@krispy-snacc
|
||||
shapes;shapes_rlgl_color_wheel;★★★☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
shapes;shapes_rlgl_triangle;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
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
|
||||
@ -113,8 +115,9 @@ textures;textures_gif_player;★★★☆;4.2;4.2;2021;2025;"Ramon Santamaria";@
|
||||
textures;textures_image_kernel;★★★★;1.3;1.3;2015;2025;"Karim Salem";@kimo-s
|
||||
textures;textures_image_channel;★★☆☆;5.5;5.5;2024;2025;"Bruno Cabral";@brccabral
|
||||
textures;textures_image_rotate;★★☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_screen_buffer;★★☆☆;5.5;5.5;2014;2025;"Agnis Aldins";@nezvers
|
||||
textures;textures_screen_buffer;★★☆☆;5.5;5.5;2025;2025;"Agnis Aldiņš";@nezvers
|
||||
textures;textures_textured_curve;★★★☆;4.5;4.5;2022;2025;"Jeffery Myers";@JeffM2501
|
||||
textures;textures_sprite_stacking;★★☆☆;5.6-dev;6.0;2025;2025;"Robin";@RobinsAviary
|
||||
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
|
||||
@ -156,6 +159,7 @@ models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van
|
||||
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
|
||||
models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
||||
models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
models;models_directional_billboard;★★☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
|
||||
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
|
||||
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
|
||||
@ -196,6 +200,7 @@ audio;audio_mixed_processor;★★★★;4.2;4.2;2023;2025;"hkc";@hatkidchan
|
||||
audio;audio_stream_effects;★★★★;4.2;5.0;2022;2025;"Ramon Santamaria";@raysan5
|
||||
audio;audio_sound_multi;★★☆☆;5.0;5.0;2023;2025;"Jeffery Myers";@JeffM2501
|
||||
audio;audio_sound_positioning;★★☆☆;5.5;5.5;2025;2025;"Le Juez Victor";@Bigfoot71
|
||||
audio;audio_fft_spectrum_visualizer;★★★☆;6.0;5.6-dev;2025;2025;"IANN";@meisei4
|
||||
others;rlgl_standalone;★★★★;1.6;4.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
others;rlgl_compute_shader;★★★★;4.0;4.0;2021;2025;"Teddy Astie";@tsnake41
|
||||
others;easings_testbed;★★★☆;2.5;3.0;2019;2025;"Juan Miguel López";@flashback-fx
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
|
||||
* Copyright (c) 2025 Robin (@RobinsAviary)
|
||||
* Killbot art by patvanmackelberg https://opengameart.org/content/killbot-8-directional under CC0
|
||||
*
|
||||
********************************************************************************************/
|
||||
@ -62,7 +62,7 @@ int main(void)
|
||||
anim_timer += GetFrameTime();
|
||||
|
||||
// Update frame index after a certain amount of time (half a second)
|
||||
if (anim_timer > 0.5f)
|
||||
if (anim_timer > 0.5f)
|
||||
{
|
||||
anim_timer = 0.0f;
|
||||
anim += 1;
|
||||
|
||||
@ -35,122 +35,122 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const char *voxFileNames[] = {
|
||||
"resources/models/vox/chr_knight.vox",
|
||||
"resources/models/vox/chr_sword.vox",
|
||||
"resources/models/vox/monu9.vox",
|
||||
"resources/models/vox/fez.vox"
|
||||
};
|
||||
const char *voxFileNames[] = {
|
||||
"resources/models/vox/chr_knight.vox",
|
||||
"resources/models/vox/chr_sword.vox",
|
||||
"resources/models/vox/monu9.vox",
|
||||
"resources/models/vox/fez.vox"
|
||||
};
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load MagicaVoxel files
|
||||
Model models[MAX_VOX_FILES] = { 0 };
|
||||
// Load MagicaVoxel files
|
||||
Model models[MAX_VOX_FILES] = { 0 };
|
||||
|
||||
for (int i = 0; i < MAX_VOX_FILES; i++)
|
||||
{
|
||||
// Load VOX file and measure time
|
||||
double t0 = GetTime()*1000.0;
|
||||
models[i] = LoadModel(voxFileNames[i]);
|
||||
double t1 = GetTime()*1000.0;
|
||||
for (int i = 0; i < MAX_VOX_FILES; i++)
|
||||
{
|
||||
// Load VOX file and measure time
|
||||
double t0 = GetTime()*1000.0;
|
||||
models[i] = LoadModel(voxFileNames[i]);
|
||||
double t1 = GetTime()*1000.0;
|
||||
|
||||
TraceLog(LOG_INFO, TextFormat("[%s] Model file loaded in %.3f ms", voxFileNames[i], t1 - t0));
|
||||
TraceLog(LOG_INFO, TextFormat("[%s] Model file loaded in %.3f ms", voxFileNames[i], t1 - t0));
|
||||
|
||||
// Compute model translation matrix to center model on draw position (0, 0 , 0)
|
||||
BoundingBox bb = GetModelBoundingBox(models[i]);
|
||||
Vector3 center = { 0 };
|
||||
center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
|
||||
center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
|
||||
// Compute model translation matrix to center model on draw position (0, 0 , 0)
|
||||
BoundingBox bb = GetModelBoundingBox(models[i]);
|
||||
Vector3 center = { 0 };
|
||||
center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
|
||||
center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
|
||||
|
||||
Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
|
||||
models[i].transform = matTranslate;
|
||||
}
|
||||
Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
|
||||
models[i].transform = matTranslate;
|
||||
}
|
||||
|
||||
int currentModel = 0;
|
||||
Vector3 modelpos = { 0 };
|
||||
Vector3 camerarot = { 0 };
|
||||
int currentModel = 0;
|
||||
Vector3 modelpos = { 0 };
|
||||
Vector3 camerarot = { 0 };
|
||||
|
||||
// Load voxel shader
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
|
||||
// Load voxel shader
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
|
||||
|
||||
// Get some required shader locations
|
||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
||||
// no need to get the location again if using that uniform name
|
||||
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||
// Get some required shader locations
|
||||
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
||||
// no need to get the location again if using that uniform name
|
||||
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
||||
|
||||
// Ambient light level (some basic lighting)
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
|
||||
// Ambient light level (some basic lighting)
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
|
||||
|
||||
// Assign out lighting shader to model
|
||||
for (int i = 0; i < MAX_VOX_FILES; i++)
|
||||
{
|
||||
for (int j = 0; j < models[i].materialCount; j++) models[i].materials[j].shader = shader;
|
||||
}
|
||||
// Assign out lighting shader to model
|
||||
for (int i = 0; i < MAX_VOX_FILES; i++)
|
||||
{
|
||||
for (int j = 0; j < models[i].materialCount; j++) models[i].materials[j].shader = shader;
|
||||
}
|
||||
|
||||
// Create lights
|
||||
Light lights[MAX_LIGHTS] = { 0 };
|
||||
lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader);
|
||||
lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader);
|
||||
lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader);
|
||||
lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader);
|
||||
// Create lights
|
||||
Light lights[MAX_LIGHTS] = { 0 };
|
||||
lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader);
|
||||
lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader);
|
||||
lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader);
|
||||
lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
const Vector2 mouseDelta = GetMouseDelta();
|
||||
camerarot.x = mouseDelta.x*0.05f;
|
||||
camerarot.y = mouseDelta.y*0.05f;
|
||||
}
|
||||
else
|
||||
{
|
||||
camerarot.x = 0;
|
||||
camerarot.y = 0;
|
||||
}
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
const Vector2 mouseDelta = GetMouseDelta();
|
||||
camerarot.x = mouseDelta.x*0.05f;
|
||||
camerarot.y = mouseDelta.y*0.05f;
|
||||
}
|
||||
else
|
||||
{
|
||||
camerarot.x = 0;
|
||||
camerarot.y = 0;
|
||||
}
|
||||
|
||||
UpdateCameraPro(&camera,
|
||||
(Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
|
||||
UpdateCameraPro(&camera,
|
||||
(Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
|
||||
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, // Move right-left
|
||||
0.0f }, // Move up-down
|
||||
camerarot, // Camera rotation
|
||||
GetMouseWheelMove()*-2.0f); // Move to target (zoom)
|
||||
camerarot, // Camera rotation
|
||||
GetMouseWheelMove()*-2.0f); // Move to target (zoom)
|
||||
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Update light values (actually, only enable/disable them)
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
// Update light values (actually, only enable/disable them)
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
@ -175,17 +175,17 @@ int main(void)
|
||||
DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, BLUE);
|
||||
DrawText(TextFormat("Model file: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload models data (GPU VRAM)
|
||||
for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload models data (GPU VRAM)
|
||||
for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
@ -5,7 +5,7 @@
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
*
|
||||
* Example contributed by Jopestpe (@jopestpe)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
@ -48,7 +48,7 @@ int main(void)
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -59,7 +59,7 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation += 1.0f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
@ -67,13 +67,13 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw model defining: position, size, rotation-axis, rotation (degrees), size, and tint-color
|
||||
DrawModelEx(model, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.5f, 1.0f, 0.0f },
|
||||
|
||||
// Draw model defining: position, size, rotation-axis, rotation (degrees), size, and tint-color
|
||||
DrawModelEx(model, (Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.5f, 1.0f, 0.0f },
|
||||
rotation, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
|
||||
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
@ -221,7 +221,7 @@ int main(void)
|
||||
}
|
||||
|
||||
|
||||
// NoEase function, used when "no easing" is selected for any axis
|
||||
// NoEase function, used when "no easing" is selected for any axis
|
||||
// It just ignores all parameters besides b
|
||||
static float NoEase(float t, float b, float c, float d)
|
||||
{
|
||||
|
||||
@ -5079,25 +5079,18 @@ static const char **GetTextLines(const char *text, int *count)
|
||||
int textSize = (int)strlen(text);
|
||||
|
||||
lines[0] = text;
|
||||
int len = 0;
|
||||
*count = 1;
|
||||
//int lineSize = 0; // Stores current line size, not returned
|
||||
|
||||
for (int i = 0, k = 0; (i < textSize) && (*count < RAYGUI_MAX_TEXT_LINES); i++)
|
||||
{
|
||||
if (text[i] == '\n')
|
||||
{
|
||||
//lineSize = len;
|
||||
k++;
|
||||
lines[k] = &text[i + 1]; // WARNING: next value is valid?
|
||||
len = 0;
|
||||
lines[k] = &text[i + 1]; // WARNING: next value is valid?
|
||||
*count += 1;
|
||||
}
|
||||
else len++;
|
||||
}
|
||||
|
||||
//lines[*count - 1].size = len;
|
||||
|
||||
return lines;
|
||||
}
|
||||
|
||||
|
||||
@ -87,15 +87,15 @@ int main(void)
|
||||
DrawTexture(fudesumi, 500, -30, WHITE);
|
||||
DrawTextureV(raysan, circlePos, WHITE);
|
||||
EndTextureMode();
|
||||
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
// Draw the scene texture (that we rendered earlier) to the screen
|
||||
// The shader will process every pixel of this texture
|
||||
DrawTextureRec(target.texture,
|
||||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
||||
DrawTextureRec(target.texture,
|
||||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
|
||||
@ -242,7 +242,7 @@ int main(void)
|
||||
SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, SHADER_UNIFORM_VEC4);
|
||||
float emissiveIntensity = 0.01f;
|
||||
SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
|
||||
// Set old car metallic and roughness values
|
||||
SetShaderValue(shader, metallicValueLoc, &car.materials[0].maps[MATERIAL_MAP_METALNESS].value, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, roughnessValueLoc, &car.materials[0].maps[MATERIAL_MAP_ROUGHNESS].value, SHADER_UNIFORM_FLOAT);
|
||||
@ -252,7 +252,7 @@ int main(void)
|
||||
// Draw spheres to show the lights positions
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
Color lightColor = (Color){
|
||||
Color lightColor = (Color){
|
||||
(unsigned char)(lights[i].color[0]*255),
|
||||
(unsigned char)(lights[i].color[1] * 255),
|
||||
(unsigned char)(lights[i].color[2] * 255),
|
||||
|
||||
@ -124,7 +124,7 @@ int main(void)
|
||||
);
|
||||
BeginBlendMode(BLEND_ALPHA);
|
||||
EndTextureMode();
|
||||
|
||||
|
||||
// NOTE: To enable trilinear filtering we need mipmaps available for texture
|
||||
GenTextureMipmaps(&lightmap.texture);
|
||||
SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
|
||||
@ -143,7 +143,7 @@ int main(void)
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
@ -155,7 +155,7 @@ int main(void)
|
||||
(Vector2){ 0.0, 0.0 }, 0.0, WHITE);
|
||||
|
||||
DrawText(TextFormat("LIGHTMAP: %ix%i pixels", MAP_SIZE, MAP_SIZE), GetRenderWidth() - 130, 20 + MAP_SIZE*8, 10, GREEN);
|
||||
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
@ -45,7 +45,7 @@ int main(void)
|
||||
// Shadows are a HUGE topic, and this example shows an extremely simple implementation of the shadowmapping algorithm,
|
||||
// which is the industry standard for shadows. This algorithm can be extended in a ridiculous number of ways to improve
|
||||
// realism and also adapt it for different scenes. This is pretty much the simplest possible implementation
|
||||
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shadowmap rendering");
|
||||
|
||||
@ -59,7 +59,7 @@ int main(void)
|
||||
Shader shadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/shadowmap.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/shadowmap.fs", GLSL_VERSION));
|
||||
shadowShader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shadowShader, "viewPos");
|
||||
|
||||
|
||||
Vector3 lightDir = Vector3Normalize((Vector3){ 0.35f, -1.0f, -0.35f });
|
||||
Color lightColor = WHITE;
|
||||
Vector4 lightColorNormalized = ColorNormalize(lightColor);
|
||||
@ -83,7 +83,7 @@ int main(void)
|
||||
ModelAnimation *robotAnimations = LoadModelAnimations("resources/models/robot.glb", &animCount);
|
||||
|
||||
RenderTexture2D shadowMap = LoadShadowmapRenderTexture(SHADOWMAP_RESOLUTION, SHADOWMAP_RESOLUTION);
|
||||
|
||||
|
||||
// For the shadowmapping algorithm, we will be rendering everything from the light's point of view
|
||||
Camera3D lightCamera = { 0 };
|
||||
lightCamera.position = Vector3Scale(lightDir, -15.0f);
|
||||
@ -91,9 +91,9 @@ int main(void)
|
||||
lightCamera.projection = CAMERA_ORTHOGRAPHIC; // Use an orthographic projection for directional lights
|
||||
lightCamera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
lightCamera.fovy = 20.0f;
|
||||
|
||||
|
||||
int frameCounter = 0;
|
||||
|
||||
|
||||
// Store the light matrices
|
||||
Matrix lightView = { 0 };
|
||||
Matrix lightProj = { 0 };
|
||||
@ -136,7 +136,7 @@ int main(void)
|
||||
{
|
||||
if (lightDir.z > -0.6f) lightDir.z -= cameraSpeed*60.0f*deltaTime;
|
||||
}
|
||||
|
||||
|
||||
lightDir = Vector3Normalize(lightDir);
|
||||
lightCamera.position = Vector3Scale(lightDir, -15.0f);
|
||||
SetShaderValue(shadowShader, lightDirLoc, &lightDir, SHADER_UNIFORM_VEC3);
|
||||
@ -151,13 +151,13 @@ int main(void)
|
||||
// to determine whether a given point is "visible" to the light
|
||||
BeginTextureMode(shadowMap);
|
||||
ClearBackground(WHITE);
|
||||
|
||||
|
||||
BeginMode3D(lightCamera);
|
||||
lightView = rlGetMatrixModelview();
|
||||
lightProj = rlGetMatrixProjection();
|
||||
DrawScene(cube, robot);
|
||||
EndMode3D();
|
||||
|
||||
|
||||
EndTextureMode();
|
||||
lightViewProj = MatrixMultiply(lightView, lightProj);
|
||||
|
||||
@ -167,7 +167,7 @@ int main(void)
|
||||
|
||||
SetShaderValueMatrix(shadowShader, lightVPLoc, lightViewProj);
|
||||
rlEnableShader(shadowShader.id);
|
||||
|
||||
|
||||
rlActiveTextureSlot(textureActiveSlot);
|
||||
rlEnableTexture(shadowMap.depth.id);
|
||||
rlSetUniform(shadowMapLoc, &textureActiveSlot, SHADER_UNIFORM_INT, 1);
|
||||
@ -178,7 +178,7 @@ int main(void)
|
||||
|
||||
DrawText("Use the arrow keys to rotate the light!", 10, 10, 30, RED);
|
||||
DrawText("Shadows in raylib using the shadowmapping algorithm!", screenWidth - 280, screenHeight - 20, 10, GRAY);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
|
||||
if (IsKeyPressed(KEY_F)) TakeScreenshot("shaders_shadowmap.png");
|
||||
@ -200,7 +200,7 @@ int main(void)
|
||||
}
|
||||
|
||||
// Load render texture for shadowmap projection
|
||||
// NOTE: Load framebuffer with only a texture depth attachment,
|
||||
// NOTE: Load framebuffer with only a texture depth attachment,
|
||||
// no color attachment required for shadowmap
|
||||
static RenderTexture2D LoadShadowmapRenderTexture(int width, int height)
|
||||
{
|
||||
|
||||
@ -239,7 +239,7 @@ int main(void)
|
||||
static void ResetStar(Star *star)
|
||||
{
|
||||
star->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
|
||||
|
||||
star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
|
||||
@ -247,7 +247,7 @@ static void ResetStar(Star *star)
|
||||
{
|
||||
star->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
star->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
}
|
||||
}
|
||||
|
||||
star->position = Vector2Add(star->position, Vector2Multiply(star->speed, (Vector2){ 8.0f, 8.0f }));
|
||||
}
|
||||
|
||||
@ -5079,25 +5079,18 @@ static const char **GetTextLines(const char *text, int *count)
|
||||
int textSize = (int)strlen(text);
|
||||
|
||||
lines[0] = text;
|
||||
int len = 0;
|
||||
*count = 1;
|
||||
//int lineSize = 0; // Stores current line size, not returned
|
||||
|
||||
for (int i = 0, k = 0; (i < textSize) && (*count < RAYGUI_MAX_TEXT_LINES); i++)
|
||||
{
|
||||
if (text[i] == '\n')
|
||||
{
|
||||
//lineSize = len;
|
||||
k++;
|
||||
lines[k] = &text[i + 1]; // WARNING: next value is valid?
|
||||
len = 0;
|
||||
lines[k] = &text[i + 1]; // WARNING: next value is valid?
|
||||
*count += 1;
|
||||
}
|
||||
else len++;
|
||||
}
|
||||
|
||||
//lines[*count - 1].size = len;
|
||||
|
||||
return lines;
|
||||
}
|
||||
|
||||
|
||||
@ -7,7 +7,7 @@
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Ramon Santamaria (@raysan5), reviewed by Jopestpe (@jopestpe)
|
||||
*
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
@ -49,14 +49,14 @@ int main(void)
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KEY_G)) useGravity = !useGravity;
|
||||
if (IsKeyPressed(KEY_SPACE)) pause = !pause;
|
||||
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
ballPosition.x += ballSpeed.x;
|
||||
ballPosition.y += ballSpeed.y;
|
||||
|
||||
if (useGravity) ballSpeed.y += gravity;
|
||||
|
||||
|
||||
// Check walls collision for bouncing
|
||||
if ((ballPosition.x >= (GetScreenWidth() - ballRadius)) || (ballPosition.x <= ballRadius)) ballSpeed.x *= -1.0f;
|
||||
if ((ballPosition.y >= (GetScreenHeight() - ballRadius)) || (ballPosition.y <= ballRadius)) ballSpeed.y *= -0.95f;
|
||||
@ -72,7 +72,7 @@ int main(void)
|
||||
|
||||
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
|
||||
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, LIGHTGRAY);
|
||||
|
||||
|
||||
if (useGravity) DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, DARKGREEN);
|
||||
else DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, RED);
|
||||
|
||||
@ -80,7 +80,7 @@ int main(void)
|
||||
if (pause && ((framesCounter/30)%2)) DrawText("PAUSED", 350, 200, 30, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
@ -35,14 +35,14 @@ int main(void)
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - clock of clocks");
|
||||
|
||||
|
||||
const Color bgColor = ColorLerp(DARKBLUE, BLACK, 0.75f);
|
||||
const Color handsColor = ColorLerp(YELLOW, RAYWHITE, .25f);
|
||||
|
||||
|
||||
const float clockFaceSize = 24;
|
||||
const float clockFaceSpacing = 8.0f;
|
||||
const float sectionSpacing = 16.0f;
|
||||
|
||||
|
||||
const Vector2 TL = (Vector2){ 0.0f, 90.0f }; // Top-left corner
|
||||
const Vector2 TR = (Vector2){ 90.0f, 180.0f }; // Top-right corner
|
||||
const Vector2 BR = (Vector2){ 180.0f, 270.0f }; // Bottom-right corner
|
||||
@ -50,7 +50,7 @@ int main(void)
|
||||
const Vector2 HH = (Vector2){ 0.0f, 180.0f }; // Horizontal line
|
||||
const Vector2 VV = (Vector2){ 90.0f, 270.0f }; // Vertical line
|
||||
const Vector2 ZZ = (Vector2){ 135.0f, 135.0f }; // Not relevant
|
||||
|
||||
|
||||
const Vector2 digitAngles[10][24] = {
|
||||
/* 0 */ { TL,HH,HH,TR, /* */ VV,TL,TR,VV,/* */ VV,VV,VV,VV,/* */ VV,VV,VV,VV,/* */ VV,BL,BR,VV,/* */ BL,HH,HH,BR },
|
||||
/* 1 */ { TL,HH,TR,ZZ, /* */ BL,TR,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ ZZ,VV,VV,ZZ,/* */ TL,BR,BL,TR,/* */ BL,HH,HH,BR },
|
||||
@ -65,21 +65,21 @@ int main(void)
|
||||
};
|
||||
// Time for the hands to move to the new position (in seconds); this must be <1s
|
||||
const float handsMoveDuration = .5f;
|
||||
|
||||
|
||||
// We store the previous seconds value so we can see if the time has changed
|
||||
int prevSeconds = -1;
|
||||
|
||||
|
||||
// This represents the real position where the hands are right now
|
||||
Vector2 currentAngles[6][24] = { 0 };
|
||||
|
||||
|
||||
// This is the position where the hands were moving from
|
||||
Vector2 srcAngles[6][24] = { 0 };
|
||||
// This is the position where the hands are moving to
|
||||
Vector2 dstAngles[6][24] = { 0 };
|
||||
|
||||
|
||||
// Current animation timer
|
||||
float handsMoveTimer = 0.0f;
|
||||
|
||||
|
||||
// 12 or 24 hour mode
|
||||
int hourMode = 24;
|
||||
|
||||
@ -91,32 +91,32 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Get the current time
|
||||
time_t rawtime;
|
||||
struct tm *timeinfo;
|
||||
|
||||
time(&rawtime);
|
||||
timeinfo = localtime(&rawtime);
|
||||
|
||||
|
||||
if (timeinfo->tm_sec != prevSeconds) {
|
||||
// The time has changed, so we need to move the hands to the new positions
|
||||
prevSeconds = timeinfo->tm_sec;
|
||||
|
||||
|
||||
// Format the current time so we can access the individual digits
|
||||
const char *clockDigits = TextFormat("%02d%02d%02d", timeinfo->tm_hour % hourMode, timeinfo->tm_min, timeinfo->tm_sec);
|
||||
|
||||
|
||||
// Fetch where we want all the hands to be
|
||||
for (int digit = 0; digit < 6; digit++) {
|
||||
for (int cell = 0; cell < 24; cell++) {
|
||||
srcAngles[digit][cell] = currentAngles[digit][cell];
|
||||
dstAngles[digit][cell] = digitAngles[ clockDigits[digit] - '0' ][cell];
|
||||
|
||||
|
||||
// Quick exception for 12h mode
|
||||
if (digit == 0 && hourMode == 12 && clockDigits[0] == '0') {
|
||||
dstAngles[digit][cell] = ZZ;
|
||||
}
|
||||
|
||||
|
||||
if (srcAngles[digit][cell].x > dstAngles[digit][cell].x) {
|
||||
srcAngles[digit][cell].x -= 360.0f;
|
||||
}
|
||||
@ -125,43 +125,43 @@ int main(void)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Reset the timer
|
||||
handsMoveTimer = -GetFrameTime();
|
||||
}
|
||||
|
||||
|
||||
// Now let's animate all the hands if we need to
|
||||
if (handsMoveTimer < handsMoveDuration) {
|
||||
// Increase the timer but don't go above the maximum
|
||||
handsMoveTimer = Clamp(handsMoveTimer + GetFrameTime(), 0, handsMoveDuration);
|
||||
|
||||
|
||||
// Calculate the % completion of the animation
|
||||
float t = handsMoveTimer / handsMoveDuration;
|
||||
|
||||
|
||||
// A little cheeky smoothstep
|
||||
t = t * t * (3.0f - 2.0f * t);
|
||||
|
||||
|
||||
for (int digit = 0; digit < 6; digit++) {
|
||||
for (int cell = 0; cell < 24; cell++) {
|
||||
currentAngles[digit][cell].x = Lerp(srcAngles[digit][cell].x, dstAngles[digit][cell].x, t);
|
||||
currentAngles[digit][cell].y = Lerp(srcAngles[digit][cell].y, dstAngles[digit][cell].y, t);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (handsMoveTimer == handsMoveDuration) {
|
||||
// The animation has now finished
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Handle input
|
||||
|
||||
|
||||
// Toggle between 12 and 24 hour mode with space
|
||||
if (IsKeyPressed(KEY_SPACE)) {
|
||||
hourMode = 36 - hourMode;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -169,13 +169,13 @@ int main(void)
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(bgColor);
|
||||
|
||||
|
||||
DrawText(TextFormat("%d-h mode, space to change", hourMode), 10, 30, 20, RAYWHITE);
|
||||
|
||||
|
||||
float xOffset = 4.0f;
|
||||
|
||||
|
||||
for (int digit = 0; digit < 6; digit++) {
|
||||
|
||||
|
||||
for (int row = 0; row < 6; row++) {
|
||||
for (int col = 0; col < 4; col++) {
|
||||
Vector2 centre = (Vector2){
|
||||
@ -183,7 +183,7 @@ int main(void)
|
||||
100 + row*(clockFaceSize+clockFaceSpacing) + clockFaceSize * .5f
|
||||
};
|
||||
DrawRing(centre, clockFaceSize * 0.5f - 2.0f, clockFaceSize * 0.5f, 0, 360, 24, DARKGRAY);
|
||||
|
||||
|
||||
// Big hand
|
||||
DrawRectanglePro(
|
||||
(Rectangle){centre.x, centre.y, clockFaceSize*.5f+4.0f, 4.0f},
|
||||
@ -191,7 +191,7 @@ int main(void)
|
||||
currentAngles[digit][row*4+col].x,
|
||||
handsColor
|
||||
);
|
||||
|
||||
|
||||
// Little hand
|
||||
DrawRectanglePro(
|
||||
(Rectangle){centre.x, centre.y, clockFaceSize*.5f+2.0f, 4.0f},
|
||||
@ -201,20 +201,20 @@ int main(void)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
xOffset += (clockFaceSize+clockFaceSpacing) * 4;
|
||||
if (digit % 2 == 1) {
|
||||
|
||||
|
||||
DrawRing((Vector2){xOffset + 4.0f, 160.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
|
||||
DrawRing((Vector2){xOffset + 4.0f, 225.0f}, 6.0f, 8.0f, 0.0f, 360.0f, 24, handsColor);
|
||||
|
||||
|
||||
xOffset += sectionSpacing;
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -116,7 +116,7 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw clock in selected mode
|
||||
if (clockMode == CLOCK_ANALOG) DrawClockAnalog(clock, (Vector2){ 400, 240 });
|
||||
if (clockMode == CLOCK_ANALOG) DrawClockAnalog(clock, (Vector2){ 400, 240 });
|
||||
else if (clockMode == CLOCK_DIGITAL)
|
||||
{
|
||||
DrawClockDigital(clock, (Vector2){ 30, 60 });
|
||||
@ -128,7 +128,7 @@ int main(void)
|
||||
DrawText(clockTime, GetScreenWidth()/2 - MeasureText(clockTime, 150)/2, 300, 150, BLACK);
|
||||
}
|
||||
|
||||
DrawText(TextFormat("Press [SPACE] to switch clock mode: %s",
|
||||
DrawText(TextFormat("Press [SPACE] to switch clock mode: %s",
|
||||
(clockMode == CLOCK_DIGITAL)? "DIGITAL CLOCK" : "ANALOGUE CLOCK"), 10, 10, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
@ -183,13 +183,13 @@ static void DrawClockAnalog(Clock clock, Vector2 position)
|
||||
// Draw clock minutes/seconds lines
|
||||
for (int i = 0; i < 60; i++)
|
||||
{
|
||||
DrawLineEx((Vector2){ position.x + (clock.second.length + ((i%5)? 10 : 6))*cosf((6.0f*i - 90.0f)*DEG2RAD),
|
||||
position.y + (clock.second.length + ((i%5)? 10 : 6))*sinf((6.0f*i - 90.0f)*DEG2RAD) },
|
||||
(Vector2){ position.x + (clock.second.length + 20)*cosf((6.0f*i - 90.0f)*DEG2RAD),
|
||||
DrawLineEx((Vector2){ position.x + (clock.second.length + ((i%5)? 10 : 6))*cosf((6.0f*i - 90.0f)*DEG2RAD),
|
||||
position.y + (clock.second.length + ((i%5)? 10 : 6))*sinf((6.0f*i - 90.0f)*DEG2RAD) },
|
||||
(Vector2){ position.x + (clock.second.length + 20)*cosf((6.0f*i - 90.0f)*DEG2RAD),
|
||||
position.y + (clock.second.length + 20)*sinf((6.0f*i - 90.0f)*DEG2RAD) }, ((i%5)? 1.0f : 3.0f), DARKGRAY);
|
||||
|
||||
|
||||
// Draw seconds numbers
|
||||
//DrawText(TextFormat("%02i", i), centerPosition.x + (clock.second.length + 50)*cosf((6.0f*i - 90.0f)*DEG2RAD) - 10/2,
|
||||
//DrawText(TextFormat("%02i", i), centerPosition.x + (clock.second.length + 50)*cosf((6.0f*i - 90.0f)*DEG2RAD) - 10/2,
|
||||
// centerPosition.y + (clock.second.length + 50)*sinf((6.0f*i - 90.0f)*DEG2RAD) - 10/2, 10, GRAY);
|
||||
}
|
||||
|
||||
@ -256,25 +256,25 @@ static void Draw7SDisplay(Vector2 position, char segments, Color colorOn, Color
|
||||
float offsetYAdjust = segmentThick*0.3f; // HACK: Adjust gap space between segment limits
|
||||
|
||||
// Segment A
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + segmentThick },
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + segmentThick },
|
||||
segmentLen, segmentThick, false, (segments & 0b00000001)? colorOn : colorOff);
|
||||
// Segment B
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
|
||||
segmentLen, segmentThick, true, (segments & 0b00000010)? colorOn : colorOff);
|
||||
// Segment C
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
|
||||
segmentLen, segmentThick, true, (segments & 0b00000100)? colorOn : colorOff);
|
||||
// Segment D
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 5*segmentThick + 2*segmentLen - 4*offsetYAdjust },
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 5*segmentThick + 2*segmentLen - 4*offsetYAdjust },
|
||||
segmentLen, segmentThick, false, (segments & 0b00001000)? colorOn : colorOff);
|
||||
// Segment E
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 4*segmentThick + segmentLen + segmentLen/2.0f - 3*offsetYAdjust },
|
||||
segmentLen, segmentThick, true, (segments & 0b00010000)? colorOn : colorOff);
|
||||
// Segment F
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick/2.0f, position.y + 2*segmentThick + segmentLen/2.0f - offsetYAdjust },
|
||||
segmentLen, segmentThick, true, (segments & 0b00100000)? colorOn : colorOff);
|
||||
// Segment G
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 3*segmentThick + segmentLen - 2*offsetYAdjust },
|
||||
DrawDisplaySegment((Vector2){ position.x + segmentThick + segmentLen/2.0f, position.y + 3*segmentThick + segmentLen - 2*offsetYAdjust },
|
||||
segmentLen, segmentThick, false, (segments & 0b01000000)? colorOn : colorOff);
|
||||
}
|
||||
|
||||
|
||||
@ -11,13 +11,26 @@
|
||||
* 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 Hugo ARNAL (@hugoarnal)
|
||||
* Copyright (c) 2025 Hugo ARNAL (@hugoarnal) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#define MAX_DRAW_LINES 8192
|
||||
|
||||
// Line data type
|
||||
typedef struct {
|
||||
Vector2 start;
|
||||
Vector2 end;
|
||||
} Line;
|
||||
|
||||
// Lines array as a global static variable to be stored
|
||||
// in heap and avoid potential stack overflow (on Web platform)
|
||||
static Line lines[MAX_DRAW_LINES] = { 0 };
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -30,22 +43,24 @@ int main(void)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - kaleidoscope");
|
||||
|
||||
// Line drawing properties
|
||||
int symmetry = 6;
|
||||
float angle = 360.0f/(float)symmetry;
|
||||
float thickness = 3.0f;
|
||||
Vector2 mousePos = { 0 };
|
||||
Vector2 prevMousePos = { 0 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
ClearBackground(BLACK);
|
||||
|
||||
Vector2 scaleVector = { 1.0f, -1.0f };
|
||||
Vector2 offset = { (float)screenWidth/2.0f, (float)screenHeight/2.0f };
|
||||
|
||||
Camera2D camera = { 0 };
|
||||
camera.target = (Vector2){ 0 };
|
||||
camera.offset = offset;
|
||||
camera.rotation = 0.0f;
|
||||
camera.zoom = 1.0f;
|
||||
|
||||
Vector2 scaleVector = { 1.0f, -1.0f };
|
||||
int lineCounter = 0;
|
||||
|
||||
SetTargetFPS(20);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
@ -53,38 +68,58 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
prevMousePos = mousePos;
|
||||
mousePos = GetMousePosition();
|
||||
|
||||
Vector2 lineStart = Vector2Subtract(mousePos, offset);
|
||||
Vector2 lineEnd = Vector2Subtract(prevMousePos, offset);
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
for (int s = 0; (s < symmetry) && (lineCounter < (MAX_DRAW_LINES - 1)); s++)
|
||||
{
|
||||
lineStart = Vector2Rotate(lineStart, angle*DEG2RAD);
|
||||
lineEnd = Vector2Rotate(lineEnd, angle*DEG2RAD);
|
||||
|
||||
// Store mouse line
|
||||
lines[lineCounter].start = lineStart;
|
||||
lines[lineCounter].end = lineEnd;
|
||||
|
||||
// Store reflective line
|
||||
lines[lineCounter + 1].start = Vector2Multiply(lineStart, scaleVector);
|
||||
lines[lineCounter + 1].end = Vector2Multiply(lineEnd, scaleVector);
|
||||
|
||||
lineCounter += 2;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(camera);
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
|
||||
for (int i = 0; i < symmetry; i++) {
|
||||
lineStart = Vector2Rotate(lineStart, angle*DEG2RAD);
|
||||
lineEnd = Vector2Rotate(lineEnd, angle*DEG2RAD);
|
||||
|
||||
DrawLineEx(lineStart, lineEnd, thickness, WHITE);
|
||||
|
||||
Vector2 reflectLineStart = Vector2Multiply(lineStart, scaleVector);
|
||||
Vector2 reflectLineEnd = Vector2Multiply(lineEnd, scaleVector);
|
||||
|
||||
DrawLineEx(reflectLineStart, reflectLineEnd, thickness, WHITE);
|
||||
for (int s = 0; s < symmetry; s++)
|
||||
{
|
||||
for (int i = 0; i < lineCounter; i += 2)
|
||||
{
|
||||
DrawLineEx(lines[i].start, lines[i].end, thickness, BLACK);
|
||||
DrawLineEx(lines[i + 1].start, lines[i + 1].end, thickness, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
prevMousePos = mousePos;
|
||||
EndMode2D();
|
||||
|
||||
DrawText(TextFormat("LINES: %i/%i", lineCounter, MAX_DRAW_LINES), 10, screenHeight - 30, 20, MAROON);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
@ -16,6 +16,7 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -23,122 +24,114 @@
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
|
||||
|
||||
// Hint text that shows before you click the screen
|
||||
bool startText = true;
|
||||
// Hint text that shows before you click the screen
|
||||
bool startText = true;
|
||||
|
||||
// The mouse's position on the previous frame
|
||||
Vector2 mousePositionPrevious = GetMousePosition();
|
||||
// The mouse's position on the previous frame
|
||||
Vector2 mousePositionPrevious = GetMousePosition();
|
||||
|
||||
// The canvas to draw lines on
|
||||
RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
|
||||
// The canvas to draw lines on
|
||||
RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// The background color of the canvas
|
||||
const Color backgroundColor = RAYWHITE;
|
||||
// The line's thickness
|
||||
float lineThickness = 8.0f;
|
||||
// The lines hue (in HSV, from 0-360)
|
||||
float lineHue = 0.0f;
|
||||
|
||||
// The line's thickness
|
||||
float lineThickness = 8.0f;
|
||||
// The lines hue (in HSV, from 0-360)
|
||||
float lineHue = 0.0f;
|
||||
// Clear the canvas to the background color
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
|
||||
// Clear the canvas to the background color
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(backgroundColor);
|
||||
EndTextureMode();
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Disable the hint text once the user clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText) startText = false;
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Disable the hint text once the user clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText) startText = false;
|
||||
|
||||
// Clear the canvas when the user middle-clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(backgroundColor);
|
||||
EndTextureMode();
|
||||
}
|
||||
// Clear the canvas when the user middle-clicks
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
|
||||
{
|
||||
BeginTextureMode(canvas);
|
||||
ClearBackground(RAYWHITE);
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Store whether the left and right buttons are down
|
||||
bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
|
||||
// Store whether the left and right buttons are down
|
||||
bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
|
||||
|
||||
if (leftButtonDown || rightButtonDown)
|
||||
{
|
||||
// The color for the line
|
||||
Color drawColor = WHITE;
|
||||
if (leftButtonDown || rightButtonDown)
|
||||
{
|
||||
// The color for the line
|
||||
Color drawColor = WHITE;
|
||||
|
||||
if (leftButtonDown)
|
||||
{
|
||||
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
|
||||
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
|
||||
if (leftButtonDown)
|
||||
{
|
||||
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
|
||||
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
|
||||
|
||||
// While the hue is >=360, subtract it to bring it down into the range 0-360
|
||||
// This is more visually accurate than resetting to zero
|
||||
while (lineHue >= 360.0f) lineHue -= 360.0f;
|
||||
// While the hue is >=360, subtract it to bring it down into the range 0-360
|
||||
// This is more visually accurate than resetting to zero
|
||||
while (lineHue >= 360.0f) lineHue -= 360.0f;
|
||||
|
||||
// Create the final color
|
||||
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
|
||||
}
|
||||
else if (rightButtonDown)
|
||||
{
|
||||
// Use the background color as an "eraser"
|
||||
drawColor = backgroundColor;
|
||||
}
|
||||
// Create the final color
|
||||
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
|
||||
}
|
||||
else if (rightButtonDown) drawColor = RAYWHITE; // Use the background color as an "eraser"
|
||||
|
||||
// Draw the line onto the canvas
|
||||
BeginTextureMode(canvas);
|
||||
|
||||
// Circles act as "caps", smoothing corners
|
||||
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
|
||||
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
|
||||
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
|
||||
|
||||
EndTextureMode();
|
||||
}
|
||||
// Draw the line onto the canvas
|
||||
BeginTextureMode(canvas);
|
||||
// Circles act as "caps", smoothing corners
|
||||
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
|
||||
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
|
||||
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
|
||||
EndTextureMode();
|
||||
}
|
||||
|
||||
// Update line thickness based on mousewheel
|
||||
lineThickness += GetMouseWheelMove();
|
||||
lineThickness = Clamp(lineThickness, 1.0, 500.0f);
|
||||
// Update line thickness based on mousewheel
|
||||
lineThickness += GetMouseWheelMove();
|
||||
lineThickness = Clamp(lineThickness, 1.0, 500.0f);
|
||||
|
||||
// Update mouse's previous position
|
||||
mousePositionPrevious = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
// Update mouse's previous position
|
||||
mousePositionPrevious = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
// Draw the preview circle
|
||||
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
|
||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
|
||||
|
||||
// Draw the hint text
|
||||
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
// Draw the preview circle
|
||||
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload the canvas render texture
|
||||
UnloadRenderTexture(canvas);
|
||||
// Draw the hint text
|
||||
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
return 0;
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(canvas); // Unload the canvas render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
@ -35,7 +35,7 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - math sine cosine");
|
||||
|
||||
Vector2 sinePoints[WAVE_POINTS];
|
||||
@ -97,7 +97,7 @@ int main(void)
|
||||
|
||||
// Base circle and axes
|
||||
DrawCircleLinesV(center, radius, GRAY);
|
||||
DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
|
||||
DrawLineEx((Vector2){ center.x, limitMin.y }, (Vector2){ center.x, limitMax.y }, 1.0f, GRAY);
|
||||
DrawLineEx((Vector2){ limitMin.x, center.y }, (Vector2){ limitMax.x, center.y }, 1.f, GRAY);
|
||||
|
||||
// Wave graph axes
|
||||
@ -110,17 +110,17 @@ int main(void)
|
||||
DrawText("0", start.x - 8, start.y + start.height/2 - 6, 6, GRAY);
|
||||
DrawText("-1", start.x - 12, start.y + start.height - 8, 6, GRAY);
|
||||
DrawText("0", start.x - 2, start.y + start.height + 4, 6, GRAY);
|
||||
DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY);
|
||||
DrawText("360", start.x + start.width - 8, start.y + start.height + 4, 6, GRAY);
|
||||
|
||||
// Sine (red - vertical)
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED);
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ center.x, point.y }, 2.0f, RED);
|
||||
DrawLineDashed((Vector2){ point.x, center.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, RED);
|
||||
DrawText(TextFormat("Sine %.2f", sinRad), 640, 190, 6, RED);
|
||||
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-sinRad + 1)*start.height/2.0f) }, 4.0f, RED);
|
||||
DrawSplineLinear(sinePoints, WAVE_POINTS, 1.0f, RED);
|
||||
|
||||
// Cosine (blue - horizontal)
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE);
|
||||
DrawLineEx((Vector2){ center.x, center.y }, (Vector2){ point.x, center.y }, 2.0f, BLUE);
|
||||
DrawLineDashed((Vector2){ center.x , point.y }, (Vector2){ point.x, point.y }, 10.0f, 4.0f, BLUE);
|
||||
DrawText(TextFormat("Cosine %.2f", cosRad), 640, 210, 6, BLUE);
|
||||
DrawCircleV((Vector2){ start.x + (angle/360.0f)*start.width, start.y + ((-cosRad + 1)*start.height/2.0f) }, 4.0f, BLUE);
|
||||
@ -135,7 +135,7 @@ int main(void)
|
||||
DrawText(TextFormat("Cotangent %.2f", cotangent), 640, 250, 6, ORANGE);
|
||||
|
||||
// Complementary angle (beige)
|
||||
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
|
||||
DrawCircleSectorLines(center, radius*0.6f , -angle, -90.f , 36.0f, BEIGE);
|
||||
DrawText(TextFormat("Complementary %0.f°",complementary), 640, 150, 6, BEIGE);
|
||||
|
||||
// Supplementary angle (darkblue)
|
||||
@ -147,19 +147,19 @@ int main(void)
|
||||
DrawText(TextFormat("Explementary %0.f°",explementary), 640, 170, 6, PINK);
|
||||
|
||||
// Current angle - arc (lime), radius (black), endpoint (black)
|
||||
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
|
||||
DrawCircleSectorLines(center, radius*0.7f , -angle, 0.f, 36.0f, LIME);
|
||||
DrawLineEx((Vector2){ center.x , center.y }, point, 2.0f, BLACK);
|
||||
DrawCircleV(point, 4.0f, BLACK);
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(GRAY));
|
||||
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
|
||||
GuiToggle((Rectangle){ 640, 70, 120, 20}, TextFormat("Pause"), &pause);
|
||||
GuiSetStyle(LABEL, TEXT_COLOR_NORMAL, ColorToInt(LIME));
|
||||
GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Angle", TextFormat("%.0f°", angle), &angle, 0.0f, 360.f);
|
||||
|
||||
// Angle values panel
|
||||
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
|
||||
GuiGroupBox((Rectangle){ 620, 110, 140, 170}, "Angle Values");
|
||||
//------------------------------------------------------------------------------
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
||||
@ -35,7 +35,7 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - mouse trail");
|
||||
|
||||
// Array to store the history of mouse positions (our fixed-size queue)
|
||||
Vector2 trailPositions[MAX_TRAIL_LENGTH] = { 0 };
|
||||
Vector2 trailPositions[MAX_TRAIL_LENGTH] = { 0 };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -62,8 +62,8 @@ int main(void)
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
ClearBackground(BLACK);
|
||||
|
||||
// Draw the trail by looping through the history array
|
||||
for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
|
||||
{
|
||||
@ -71,22 +71,22 @@ int main(void)
|
||||
if ((trailPositions[i].x != 0.0f) || (trailPositions[i].y != 0.0f))
|
||||
{
|
||||
// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
|
||||
float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
|
||||
|
||||
float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
|
||||
|
||||
// Fade effect: oldest positions are more transparent
|
||||
// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
|
||||
Color trailColor = Fade(SKYBLUE, ratio*0.5f + 0.5f);
|
||||
|
||||
Color trailColor = Fade(SKYBLUE, ratio*0.5f + 0.5f);
|
||||
|
||||
// Size effect: oldest positions are smaller
|
||||
float trailRadius = 15.0f*ratio;
|
||||
|
||||
float trailRadius = 15.0f*ratio;
|
||||
|
||||
DrawCircleV(trailPositions[i], trailRadius, trailColor);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a distinct white circle for the current mouse position (Index 0)
|
||||
DrawCircleV(mousePosition, 15.0f, WHITE);
|
||||
|
||||
|
||||
DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
|
||||
@ -67,7 +67,7 @@ int main(void)
|
||||
const Rectangle panelRect = {
|
||||
panelPos.x, panelPos.y,
|
||||
(float)panelWidth,
|
||||
(float)screenHeight - 2.0f*panelMargin
|
||||
(float)screenHeight - 2.0f*panelMargin
|
||||
};
|
||||
|
||||
// Pie chart geometry
|
||||
@ -108,13 +108,13 @@ int main(void)
|
||||
for (int i = 0; i < sliceCount; i++)
|
||||
{
|
||||
float sweep = (totalValue > 0)? (values[i]/totalValue)*360.0f : 0.0f;
|
||||
|
||||
|
||||
if ((angle >= currentAngle) && (angle < (currentAngle + sweep)))
|
||||
{
|
||||
hoveredSlice = i;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
currentAngle += sweep;
|
||||
}
|
||||
}
|
||||
@ -182,11 +182,11 @@ int main(void)
|
||||
GuiLine((Rectangle){ panelPos.x + 10, (float)panelPos.y + 12 + 170, panelRect.width - 20, 1 }, NULL);
|
||||
|
||||
// Scrollable area for slice editors
|
||||
scrollPanelBounds = (Rectangle){
|
||||
panelPos.x + panelMargin,
|
||||
(float)panelPos.y + 12 + 190,
|
||||
panelRect.width - panelMargin*2,
|
||||
panelRect.y + panelRect.height - panelPos.y + 12 + 190 - panelMargin
|
||||
scrollPanelBounds = (Rectangle){
|
||||
panelPos.x + panelMargin,
|
||||
(float)panelPos.y + 12 + 190,
|
||||
panelRect.width - panelMargin*2,
|
||||
panelRect.y + panelRect.height - panelPos.y + 12 + 190 - panelMargin
|
||||
};
|
||||
int contentHeight = sliceCount*35;
|
||||
|
||||
|
||||
@ -45,7 +45,7 @@ int main(void)
|
||||
|
||||
Vector2 start = { (screenWidth/2.0f) - 125.0f, (float)screenHeight };
|
||||
float angle = 40.0f;
|
||||
float thick = 1.0f;
|
||||
float thick = 1.0f;
|
||||
float treeDepth = 10.0f;
|
||||
float branchDecay = 0.66f;
|
||||
float length = 120.0f;
|
||||
@ -67,21 +67,21 @@ int main(void)
|
||||
Vector2 initialEnd = { start.x + length*sinf(0.0f), start.y - length*cosf(0.0f) };
|
||||
branches[count++] = (Branch){start, initialEnd, 0.0f, length};
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Branch branch = branches[i];
|
||||
if (branch.length < 2) continue;
|
||||
|
||||
float nextLength = branch.length*branchDecay;
|
||||
|
||||
if (count < maxBranches && nextLength >= 2)
|
||||
if (count < maxBranches && nextLength >= 2)
|
||||
{
|
||||
Vector2 branchStart = branch.end;
|
||||
|
||||
float angle1 = branch.angle + theta;
|
||||
Vector2 branchEnd1 = { branchStart.x + nextLength*sinf(angle1), branchStart.y - nextLength*cosf(angle1) };
|
||||
branches[count++] = (Branch){branchStart, branchEnd1, angle1, nextLength};
|
||||
|
||||
|
||||
float angle2 = branch.angle - theta;
|
||||
Vector2 branchEnd2 = { branchStart.x + nextLength*sinf(angle2), branchStart.y - nextLength*cosf(angle2) };
|
||||
branches[count++] = (Branch){branchStart, branchEnd2, angle2, nextLength};
|
||||
@ -94,10 +94,10 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Branch branch = branches[i];
|
||||
if (branch.length >= 2)
|
||||
if (branch.length >= 2)
|
||||
{
|
||||
if (bezier) DrawLineBezier(branch.start, branch.end, thick, RED);
|
||||
else DrawLineEx(branch.start, branch.end, thick, RED);
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
|
||||
* Copyright (c) 2025 Robin (@RobinsAviary)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
@ -11,7 +11,7 @@
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
|
||||
* Copyright (c) 2025 Robin (@RobinsAviary)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
@ -50,7 +50,7 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) linesMode = !linesMode;
|
||||
|
||||
|
||||
// Check selected vertex
|
||||
for (unsigned int i = 0; i < 3; i++)
|
||||
{
|
||||
@ -72,7 +72,7 @@ int main(void)
|
||||
position->x += mouseDelta.x;
|
||||
position->y += mouseDelta.y;
|
||||
}
|
||||
|
||||
|
||||
// Reset index on release
|
||||
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) triangleIndex = -1;
|
||||
|
||||
@ -139,15 +139,15 @@ int main(void)
|
||||
// Render the vertex handles, reacting to mouse movement/input
|
||||
for (unsigned int i = 0; i < 3; i++)
|
||||
{
|
||||
// Draw handle fill focused by mouse
|
||||
// Draw handle fill focused by mouse
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius))
|
||||
DrawCircleV(trianglePositions[i], handleRadius, ColorAlpha(DARKGRAY, 0.5f));
|
||||
|
||||
|
||||
// Draw handle fill selected
|
||||
if (i == triangleIndex) DrawCircleV(trianglePositions[i], handleRadius, DARKGRAY);
|
||||
|
||||
|
||||
// Draw handle outline
|
||||
DrawCircleLinesV(trianglePositions[i], handleRadius, BLACK);
|
||||
DrawCircleLinesV(trianglePositions[i], handleRadius, BLACK);
|
||||
}
|
||||
|
||||
// Draw controls
|
||||
|
||||
@ -36,7 +36,7 @@ static const char particleTypeNames[3][10] = { "WATER", "SMOKE", "FIRE" };
|
||||
typedef struct Particle {
|
||||
ParticleType type; // Particle type (WATER, SMOKE, FIRE)
|
||||
Vector2 position; // Particle position on screen
|
||||
Vector2 velocity; // Particle current speed and direction
|
||||
Vector2 velocity; // Particle current speed and direction
|
||||
float radius; // Particle radius
|
||||
Color color; // Particle color
|
||||
|
||||
@ -45,9 +45,9 @@ typedef struct Particle {
|
||||
} Particle;
|
||||
|
||||
typedef struct CircularBuffer {
|
||||
int head; // Index for the next write
|
||||
int tail; // Index for the next read
|
||||
Particle *buffer; // Particle buffer array
|
||||
int head; // Index for the next write
|
||||
int tail; // Index for the next read
|
||||
Particle *buffer; // Particle buffer array
|
||||
} CircularBuffer;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -73,12 +73,12 @@ int main(void)
|
||||
|
||||
// Definition of particles
|
||||
Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
|
||||
CircularBuffer circularBuffer = { 0, 0, particles };
|
||||
CircularBuffer circularBuffer = { 0, 0, particles };
|
||||
|
||||
// Particle emitter parameters
|
||||
// Particle emitter parameters
|
||||
int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
|
||||
ParticleType currentType = WATER;
|
||||
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
ParticleType currentType = WATER;
|
||||
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -88,7 +88,7 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Emit new particles: when emissionRate is 1, emit every frame
|
||||
// Emit new particles: when emissionRate is 1, emit every frame
|
||||
if (emissionRate < 0)
|
||||
{
|
||||
if (rand()%(-emissionRate) == 0) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
@ -96,9 +96,9 @@ int main(void)
|
||||
else
|
||||
{
|
||||
for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
}
|
||||
}
|
||||
|
||||
// Update the parameters of each particle
|
||||
// Update the parameters of each particle
|
||||
UpdateParticles(&circularBuffer, screenWidth, screenHeight);
|
||||
|
||||
// Remove dead particles from the circular buffer
|
||||
@ -112,7 +112,7 @@ int main(void)
|
||||
if (IsKeyPressed(KEY_RIGHT)) (currentType == FIRE)? (currentType = WATER) : currentType++;
|
||||
if (IsKeyPressed(KEY_LEFT)) (currentType == WATER)? (currentType = FIRE) : currentType--;
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -121,7 +121,7 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Call the function with a loop to draw all particles
|
||||
// Call the function with a loop to draw all particles
|
||||
DrawParticles(&circularBuffer);
|
||||
|
||||
// Draw UI and Instructions
|
||||
@ -133,7 +133,7 @@ int main(void)
|
||||
DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
|
||||
|
||||
if (emissionRate < 0) DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
|
||||
DrawFPS(screenWidth - 80, 10);
|
||||
|
||||
@ -200,12 +200,12 @@ static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
|
||||
// Check if buffer full
|
||||
if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
|
||||
{
|
||||
// Add new particle to the head position and advance head
|
||||
// Add new particle to the head position and advance head
|
||||
particle = &circularBuffer->buffer[circularBuffer->head];
|
||||
circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
|
||||
}
|
||||
|
||||
return particle;
|
||||
return particle;
|
||||
}
|
||||
|
||||
static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
|
||||
@ -213,7 +213,7 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
||||
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
|
||||
{
|
||||
// Update particle life and positions
|
||||
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
|
||||
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
|
||||
|
||||
switch (circularBuffer->buffer[i].type)
|
||||
{
|
||||
@ -226,32 +226,32 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
||||
case SMOKE:
|
||||
{
|
||||
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
|
||||
circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
|
||||
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
|
||||
|
||||
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
|
||||
|
||||
// If alpha transparent, particle dies
|
||||
if (circularBuffer->buffer[i].color.a < 4) circularBuffer->buffer[i].alive = false;
|
||||
} break;
|
||||
case FIRE:
|
||||
{
|
||||
// Add a little horizontal oscillation to fire particles
|
||||
// Add a little horizontal oscillation to fire particles
|
||||
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
|
||||
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
||||
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
|
||||
|
||||
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
||||
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
|
||||
|
||||
// If radius too small, particle dies
|
||||
if (circularBuffer->buffer[i].radius <= 0.02f) circularBuffer->buffer[i].alive = false;
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Disable particle when out of screen
|
||||
// Disable particle when out of screen
|
||||
Vector2 center = circularBuffer->buffer[i].position;
|
||||
float radius = circularBuffer->buffer[i].radius;
|
||||
float radius = circularBuffer->buffer[i].radius;
|
||||
|
||||
if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
|
||||
(center.y < -radius) || (center.y > (screenHeight + radius)))
|
||||
@ -267,7 +267,7 @@ static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
|
||||
while ((circularBuffer->tail != circularBuffer->head) && !circularBuffer->buffer[circularBuffer->tail].alive)
|
||||
{
|
||||
circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void DrawParticles(CircularBuffer *circularBuffer)
|
||||
|
||||
@ -39,7 +39,7 @@ int main(void)
|
||||
float insideRadius = 100.0f;
|
||||
float outsideRadius = 150.0f;
|
||||
bool outline = true;
|
||||
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -79,14 +79,14 @@ int main(void)
|
||||
float angle1 = i*angleStep;
|
||||
DrawTriangle(c, b, a, ColorFromHSV(angle1*RAD2DEG, 1.0f, 1.0f));
|
||||
DrawTriangle(d, b, c, ColorFromHSV((angle1 + angleStep/2)*RAD2DEG, 1.0f, 1.0f));
|
||||
|
||||
|
||||
if (outline)
|
||||
{
|
||||
DrawTriangleLines(a, b, c, BLACK);
|
||||
DrawTriangleLines(c, b, d, BLACK);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
|
||||
DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
|
||||
|
||||
|
||||
@ -25,7 +25,7 @@ int main(void)
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
|
||||
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - vector angle");
|
||||
|
||||
@ -36,11 +36,11 @@ int main(void)
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - inline styling");
|
||||
|
||||
|
||||
Vector2 textSize = { 0 }; // Measure text box for provided font and text
|
||||
Color colRandom = RED; // Random color used on text
|
||||
int frameCounter = 0; // Used to generate a new random color every certain frames
|
||||
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
@ -50,7 +50,7 @@ int main(void)
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
frameCounter++;
|
||||
|
||||
|
||||
if ((frameCounter%20) == 0)
|
||||
{
|
||||
colRandom.r = (unsigned char)GetRandomValue(0, 255);
|
||||
@ -67,12 +67,12 @@ int main(void)
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Text inline styling strategy used: [ ] delimiters for format
|
||||
// - Define foreground color: [cRRGGBBAA]
|
||||
// - Define foreground color: [cRRGGBBAA]
|
||||
// - Define background color: [bRRGGBBAA]
|
||||
// - Reset formating: [r]
|
||||
// Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text
|
||||
|
||||
DrawTextStyled(GetFontDefault(), "This changes the [cFF0000FF]foreground color[r] of provided text!!!",
|
||||
|
||||
DrawTextStyled(GetFontDefault(), "This changes the [cFF0000FF]foreground color[r] of provided text!!!",
|
||||
(Vector2){ 100, 80 }, 20.0f, 2.0f, BLACK);
|
||||
|
||||
DrawTextStyled(GetFontDefault(), "This changes the [bFF00FFFF]background color[r] of provided text!!!",
|
||||
@ -80,11 +80,11 @@ int main(void)
|
||||
|
||||
DrawTextStyled(GetFontDefault(), "This changes the [c00ff00ff][bff0000ff]foreground and background colors[r]!!!",
|
||||
(Vector2){ 100, 160 }, 20.0f, 2.0f, BLACK);
|
||||
|
||||
|
||||
// Get pointer to formated text
|
||||
const char *text = TextFormat("Let's be [c%02x%02x%02xFF]CREATIVE[r] !!!", colRandom.r, colRandom.g, colRandom.b);
|
||||
DrawTextStyled(GetFontDefault(), text, (Vector2){ 100, 220 }, 40.0f, 2.0f, BLACK);
|
||||
|
||||
|
||||
textSize = MeasureTextStyled(GetFontDefault(), text, 40.0f, 2.0f);
|
||||
DrawRectangleLines(100, 220, (int)textSize.x, (int)textSize.y, GREEN);
|
||||
|
||||
@ -108,13 +108,13 @@ int main(void)
|
||||
static void DrawTextStyled(Font font, const char *text, Vector2 position, float fontSize, float spacing, Color color)
|
||||
{
|
||||
// Text inline styling strategy used: [ ] delimiters for format
|
||||
// - Define foreground color: [cRRGGBBAA]
|
||||
// - Define foreground color: [cRRGGBBAA]
|
||||
// - Define background color: [bRRGGBBAA]
|
||||
// - Reset formating: [r]
|
||||
// Example: [bAA00AAFF][cFF0000FF]red text on gray background[r] normal text
|
||||
|
||||
|
||||
if (font.texture.id == 0) font = GetFontDefault();
|
||||
|
||||
|
||||
int textLen = TextLength(text);
|
||||
|
||||
Color colFront = color;
|
||||
@ -144,14 +144,14 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
|
||||
{
|
||||
colFront = color;
|
||||
colBack = BLANK;
|
||||
|
||||
|
||||
i += 3; // Skip "[r]"
|
||||
continue; // Do not draw characters
|
||||
}
|
||||
else if (((i + 1) < textLen) && ((text[i + 1] == 'c') || (text[i + 1] == 'b')))
|
||||
{
|
||||
i += 2; // Skip "[c" or "[b" to start parsing color
|
||||
|
||||
|
||||
// Parse following color
|
||||
char colHexText[9] = { 0 };
|
||||
const char *textPtr = &text[i]; // Color should start here, let's see...
|
||||
@ -168,12 +168,12 @@ static void DrawTextStyled(Font font, const char *text, Vector2 position, float
|
||||
}
|
||||
else break; // Only affects while loop
|
||||
}
|
||||
|
||||
|
||||
// Convert hex color text into actual Color
|
||||
unsigned int colHexValue = strtoul(colHexText, NULL, 16);
|
||||
if (text[i - 1] == 'c') colFront = GetColor(colHexValue);
|
||||
else if (text[i - 1] == 'b') colBack = GetColor(colHexValue);
|
||||
|
||||
|
||||
i += (colHexCount + 1); // Skip color value retrieved and ']'
|
||||
continue; // Do not draw characters
|
||||
}
|
||||
@ -249,7 +249,7 @@ static Vector2 MeasureTextStyled(Font font, const char *text, float fontSize, fl
|
||||
}
|
||||
else break; // Only affects while loop
|
||||
}
|
||||
|
||||
|
||||
i += (colHexCount + 1); // Skip color value retrieved and ']'
|
||||
continue; // Do not measure characters
|
||||
}
|
||||
@ -260,7 +260,7 @@ static Vector2 MeasureTextStyled(Font font, const char *text, float fontSize, fl
|
||||
|
||||
if (font.glyphs[index].advanceX > 0) textWidth += font.glyphs[index].advanceX;
|
||||
else textWidth += (font.recs[index].width + font.glyphs[index].offsetX);
|
||||
|
||||
|
||||
validCodepointCounter++;
|
||||
i += codepointByteCount;
|
||||
}
|
||||
|
||||
@ -58,7 +58,7 @@ int main(void)
|
||||
|
||||
// Load font with default Unicode range: Basic ASCII [32-127]
|
||||
font = LoadFont("resources/NotoSansTC-Regular.ttf");
|
||||
|
||||
|
||||
// Add required ranges to loaded font
|
||||
switch (unicodeRange)
|
||||
{
|
||||
@ -128,11 +128,11 @@ int main(void)
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("ADD CODEPOINTS: [1][2][3][4]", 20, 20, 20, MAROON);
|
||||
|
||||
|
||||
// Render test strings in different languages
|
||||
DrawTextEx(font, "> English: Hello World!", (Vector2){ 50, 70 }, 32, 1, DARKGRAY); // English
|
||||
DrawTextEx(font, "> Español: Hola mundo!", (Vector2){ 50, 120 }, 32, 1, DARKGRAY); // Spanish
|
||||
@ -141,7 +141,7 @@ int main(void)
|
||||
DrawTextEx(font, "> 中文: 你好世界!", (Vector2){ 50, 270 }, 32, 1, DARKGRAY); // Chinese
|
||||
DrawTextEx(font, "> 日本語: こんにちは世界!", (Vector2){ 50, 320 }, 32, 1, DARKGRAY); // Japanese
|
||||
//DrawTextEx(font, "देवनागरी: होला मुंडो!", (Vector2){ 50, 350 }, 32, 1, DARKGRAY); // Devanagari (glyphs not available in font)
|
||||
|
||||
|
||||
// Draw font texture scaled to screen
|
||||
float atlasScale = 380.0f/font.texture.width;
|
||||
DrawRectangleRec((Rectangle) { 400.0f, 16.0f, font.texture.width* atlasScale, font.texture.height* atlasScale }, BLACK);
|
||||
@ -161,7 +161,7 @@ int main(void)
|
||||
DrawRectangle(0, 125, screenWidth, 200, GRAY);
|
||||
DrawText("GENERATING FONT ATLAS...", 120, 210, 40, BLACK);
|
||||
}
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
@ -184,10 +184,10 @@ static void AddCodepointRange(Font *font, const char *fontPath, int start, int s
|
||||
{
|
||||
int rangeSize = stop - start + 1;
|
||||
int currentRangeSize = font->glyphCount;
|
||||
|
||||
|
||||
// TODO: Load glyphs from provided vector font (if available),
|
||||
// add them to existing font, regenerating font image and texture
|
||||
|
||||
|
||||
int updatedCodepointCount = currentRangeSize + rangeSize;
|
||||
int *updatedCodepoints = (int *)RL_CALLOC(updatedCodepointCount, sizeof(int));
|
||||
|
||||
|
||||
@ -39,25 +39,25 @@ int main(void)
|
||||
const int screenHeight = 450;
|
||||
|
||||
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 };
|
||||
|
||||
// Some text to display the current alignment
|
||||
const char *textAlignNameH[] = { "Left", "Centre", "Right" };
|
||||
const char *textAlignNameV[] = { "Top", "Middle", "Bottom" };
|
||||
|
||||
|
||||
// Define the text we're going to draw in the rectangle
|
||||
int wordIndex = 0;
|
||||
int wordCount = 0;
|
||||
char **words = TextSplit("raylib is a simple and easy-to-use library to enjoy videogames programming", ' ', &wordCount);
|
||||
|
||||
|
||||
// Initialize the font size we're going to use
|
||||
int fontSize = 40;
|
||||
|
||||
|
||||
// And of course the font...
|
||||
Font font = GetFontDefault();
|
||||
|
||||
|
||||
// Intialize the alignment variables
|
||||
TextAlignment hAlign = TEXT_ALIGN_CENTRE;
|
||||
TextAlignment vAlign = TEXT_ALIGN_MIDDLE;
|
||||
@ -70,7 +70,7 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
if (IsKeyPressed(KEY_LEFT)) {
|
||||
hAlign = hAlign - 1;
|
||||
if (hAlign < 0) hAlign = 0;
|
||||
@ -87,10 +87,10 @@ int main(void)
|
||||
vAlign = vAlign + 1;
|
||||
if (vAlign > 2) vAlign = 2;
|
||||
}
|
||||
|
||||
|
||||
// One word per second
|
||||
wordIndex = (int)GetTime() % wordCount;
|
||||
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -103,16 +103,16 @@ int main(void)
|
||||
DrawText(TextFormat("Alignment: Horizontal = %s, Vertical = %s", textAlignNameH[hAlign], textAlignNameV[vAlign]), 20, 40, 20, LIGHTGRAY);
|
||||
|
||||
DrawRectangleRec(textContainerRect, BLUE);
|
||||
|
||||
|
||||
// Get the size of the text to draw
|
||||
Vector2 textSize = MeasureTextEx(font, words[wordIndex], fontSize, fontSize*.1f);
|
||||
|
||||
|
||||
// Calculate the top-left text position based on the rectangle and alignment
|
||||
Vector2 textPos = (Vector2) {
|
||||
textContainerRect.x + Lerp(0.0f, textContainerRect.width - textSize.x, ((float)hAlign) * 0.5f),
|
||||
textContainerRect.y + Lerp(0.0f, textContainerRect.height - textSize.y, ((float)vAlign) * 0.5f)
|
||||
};
|
||||
|
||||
|
||||
// Draw the text
|
||||
DrawTextEx(font, words[wordIndex], textPos, fontSize, fontSize*.1f, RAYWHITE);
|
||||
|
||||
|
||||
@ -1,10 +1,10 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - screen buffer / update Image as screen buffer and display with texture
|
||||
* raylib [textures] example - screen buffer
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Agnis Aldiņš (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
@ -40,12 +40,12 @@ int main(void)
|
||||
const int pixelScale = SCALE_FACTOR;
|
||||
const int imageWidth = screenWidth / pixelScale;
|
||||
const int imageHeight = screenHeight / pixelScale;
|
||||
InitWindow(screenWidth, screenHeight, "raylib [<module>] example - <name>");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - screen buffer");
|
||||
|
||||
Color palette[MAX_COLORS] = {0};
|
||||
unsigned char indexBuffer[INDEX_BUFFER_SIZE] = {0};
|
||||
unsigned char flameRootBuffer[FLAME_WIDTH] = {0};
|
||||
|
||||
|
||||
Image screenImage = GenImageColor(imageWidth, imageHeight, BLACK);
|
||||
Texture screenTexture = LoadTextureFromImage(screenImage);
|
||||
GeneretePalette(palette);
|
||||
@ -74,7 +74,7 @@ int main(void)
|
||||
int i = x + (imageHeight - 1) * imageWidth;
|
||||
indexBuffer[i] = flameRootBuffer[x];
|
||||
}
|
||||
|
||||
|
||||
// Clear top row, because it can't move any higher
|
||||
for (int x = 0; x < imageWidth; ++x)
|
||||
{
|
||||
@ -90,7 +90,7 @@ int main(void)
|
||||
unsigned i = x + y * imageWidth;
|
||||
unsigned char colorIndex = indexBuffer[i];
|
||||
if (colorIndex == 0) continue;
|
||||
|
||||
|
||||
// Move pixel a row above
|
||||
indexBuffer[i] = 0;
|
||||
int moveX = GetRandomValue(0, 2) - 1;
|
||||
@ -115,7 +115,7 @@ int main(void)
|
||||
ImageDrawPixel(&screenImage, x, y, col);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
UpdateTexture(screenTexture, screenImage.data);
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -12,7 +12,7 @@
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Redbooth model (c) 2017-2025 @kluchek under https://creativecommons.org/licenses/by/4.0/ https://github.com/kluchek/vox-models/
|
||||
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
|
||||
* Copyright (c) 2025 Robin (@RobinsAviary)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
569
projects/VS2022/examples/audio_fft_spectrum_visualizer.vcxproj
Normal file
569
projects/VS2022/examples/audio_fft_spectrum_visualizer.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">
|
||||
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||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Debug|x64.Build.0 = Debug|x64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Debug|x86.Build.0 = Debug|Win32
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release|x64.ActiveCfg = Release|x64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release|x64.Build.0 = Release|x64
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release|x86.ActiveCfg = Release|Win32
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@ -5272,7 +5402,7 @@ Global
|
||||
{C54703BF-D68A-480D-BE27-49B62E45D582} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{9CD8BCAD-F212-4BCC-BA98-899743CE3279} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{6B1A933E-71B8-4C1F-9E79-02D98830E671} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{6BFF72EA-7362-4A3B-B6E5-9A3655BBBDA3} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||
{6777EC3C-077C-42FC-B4AD-B799CE55CCE4} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
|
||||
{A61DAD9C-271C-4E95-81AA-DB4CD58564D4} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
@ -5299,7 +5429,7 @@ Global
|
||||
{124935CC-73BB-489E-92E8-4F922A85DB5D} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{AC215730-2B5F-4498-B7F5-5DB80AEFCA5F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{0835E6BF-0170-4E99-A55C-E06E1EF4C3B2} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{EA4AD5A7-DB95-43C0-9A67-2D94146BCF91} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{EA4AD5A7-DB95-43C0-9A67-2D94146BCF91} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{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}
|
||||
@ -5312,6 +5442,11 @@ Global
|
||||
{AD66AA6A-1E36-4FF0-8670-4F9834BCDB91} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{6C897101-BE52-4387-8AA2-062123A76BA1} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||
{4E9D2828-EE83-40C8-97E0-137EEDFBAAAD} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{2B3CED91-973F-4936-9DD4-CC8B1C8ACC68} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{30011884-25EE-42C9-BB15-888CAFB1AA6E} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{32FE2658-1D70-442E-8672-0AC5C6F0BD7B} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{842B6472-4AA6-4C2B-A5E5-A62F80DE2C4F} = {278D8859-20B1-428F-8448-064F46E1F021}
|
||||
{FC4DEBD2-4B17-4534-8EEA-BB24A2DBEB5F} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
||||
@ -195,8 +195,8 @@ static PFNWGLGETEXTENSIONSSTRINGARBPROC wglGetExtensionsStringARB = NULL;
|
||||
#define WGL_CONTEXT_PROFILE_MASK_ARB 0x9126
|
||||
#define WGL_CONTEXT_CORE_PROFILE_BIT_ARB 0x00000001
|
||||
#define WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB 0x00000002
|
||||
#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
|
||||
#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
|
||||
#define WGL_CONTEXT_ES_PROFILE_BIT_EXT 0x00000004
|
||||
#define WGL_CONTEXT_ES2_PROFILE_BIT_EXT 0x00000004
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
|
||||
@ -1252,7 +1252,7 @@ void rlPushMatrix(void)
|
||||
RLGL.State.stackCounter++;
|
||||
}
|
||||
|
||||
// Pop lattest inserted matrix from RLGL.State.stack
|
||||
// Pop latest inserted matrix from RLGL.State.stack
|
||||
void rlPopMatrix(void)
|
||||
{
|
||||
if (RLGL.State.stackCounter > 0)
|
||||
|
||||
@ -1452,16 +1452,20 @@ Rectangle GetGlyphAtlasRec(Font font, int codepoint)
|
||||
// NOTE: Returned lines end with null terminator '\0'
|
||||
char **LoadTextLines(const char *text, int *count)
|
||||
{
|
||||
char **lines = NULL;
|
||||
|
||||
if (text == NULL) { *count = 0; return lines; }
|
||||
|
||||
int lineCount = 1;
|
||||
int textSize = (int)strlen(text);
|
||||
|
||||
// Text pass to get required line count
|
||||
// First text scan pass to get required line count
|
||||
for (int i = 0; i < textSize; i++)
|
||||
{
|
||||
if (text[i] == '\n') lineCount++;
|
||||
}
|
||||
|
||||
char **lines = (char **)RL_CALLOC(lineCount, sizeof(char *));
|
||||
lines = (char **)RL_CALLOC(lineCount, sizeof(char *));
|
||||
for (int i = 0, l = 0, lineLen = 0; i <= textSize; i++)
|
||||
{
|
||||
if ((text[i] == '\n') || (text[i] == '\0'))
|
||||
@ -1887,6 +1891,7 @@ void TextAppend(char *text, const char *append, int *position)
|
||||
int TextFindIndex(const char *text, const char *search)
|
||||
{
|
||||
int position = -1;
|
||||
if (text == NULL) return position;
|
||||
|
||||
char *ptr = (char *)strstr(text, search);
|
||||
|
||||
|
||||
@ -3341,11 +3341,14 @@ void ImageClearBackground(Image *dst, Color color)
|
||||
|
||||
unsigned char *pSrcPixel = (unsigned char *)dst->data;
|
||||
int bytesPerPixel = GetPixelDataSize(1, 1, dst->format);
|
||||
int totalPixels = dst->width * dst->height;
|
||||
|
||||
// Repeat the first pixel data throughout the image
|
||||
for (int i = 1; i < dst->width*dst->height; i++)
|
||||
// Repeat the first pixel data throughout the image,
|
||||
// doubling the pixels copied on each iteration
|
||||
for (int i = 1; i < totalPixels; i *= 2)
|
||||
{
|
||||
memcpy(pSrcPixel + i*bytesPerPixel, pSrcPixel, bytesPerPixel);
|
||||
int pixelsToCopy = MIN(i, totalPixels - i);
|
||||
memcpy(pSrcPixel + i * bytesPerPixel, pSrcPixel, pixelsToCopy * bytesPerPixel);
|
||||
}
|
||||
}
|
||||
|
||||
@ -3724,9 +3727,10 @@ void ImageDrawRectangleRec(Image *dst, Rectangle rec, Color color)
|
||||
unsigned char *pSrcPixel = (unsigned char *)dst->data + bytesOffset;
|
||||
|
||||
// Repeat the first pixel data throughout the row
|
||||
for (int x = 1; x < (int)rec.width; x++)
|
||||
for (int x = 1; x < (int)rec.width; x *= 2)
|
||||
{
|
||||
memcpy(pSrcPixel + x*bytesPerPixel, pSrcPixel, bytesPerPixel);
|
||||
int pixelsToCopy = MIN(x, (int)rec.width - x);
|
||||
memcpy(pSrcPixel + x*bytesPerPixel, pSrcPixel, pixelsToCopy * bytesPerPixel);
|
||||
}
|
||||
|
||||
// Repeat the first row data for all other rows
|
||||
|
||||
37
tools/rexm/reports/examples_testing_web.md
Normal file
37
tools/rexm/reports/examples_testing_web.md
Normal file
@ -0,0 +1,37 @@
|
||||
# EXAMPLES COLLECTION - TESTING REPORT
|
||||
|
||||
## Tested Platform: Web
|
||||
|
||||
```
|
||||
Example automated testing elements validated:
|
||||
- [CWARN] : Compilation WARNING messages
|
||||
- [LWARN] : Log WARNING messages count
|
||||
- [INIT] : Initialization
|
||||
- [CLOSE] : Closing
|
||||
- [ASSETS] : Assets loading
|
||||
- [RLGL] : OpenGL-wrapped initialization
|
||||
- [PLAT] : Platform initialization
|
||||
- [FONT] : Font default initialization
|
||||
- [TIMER] : Timer initialization
|
||||
```
|
||||
| **EXAMPLE NAME** | [CWARN] | [LWARN] | [INIT] | [CLOSE] | [ASSETS] | [RLGL] | [PLAT] | [FONT] | [TIMER] |
|
||||
|:---------------------------------|:-------:|:-------:|:------:|:-------:|:--------:|:------:|:------:|:------:|:-------:|
|
||||
| core_monitor_detector | 0 | 1 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_screen_buffer | 0 | 0 | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ |
|
||||
| textures_sprite_stacking | 0 | 0 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| text_sprite_fonts | 0 | 0 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| text_font_loading | 0 | 3 | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
|
||||
| text_font_sdf | 0 | 22 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| text_codepoints_loading | 0 | 1 | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_animation_playing | 0 | 1 | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_mesh_generation | 0 | 0 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_loading_gltf | 0 | 0 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| models_bone_socket | 0 | 0 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| models_decals | 0 | 0 | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ |
|
||||
| shaders_postprocessing | 0 | 0 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| shaders_deferred_rendering | 0 | 2 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_shadowmap_rendering | 0 | 0 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| shaders_basic_pbr | 0 | 0 | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ❌ |
|
||||
| audio_module_playing | 0 | 1 | ✔ | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ |
|
||||
| audio_fft_spectrum_visualizer | 0 | 0 | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ | ❌ |
|
||||
|
||||
@ -101,6 +101,8 @@ Example elements validated:
|
||||
| shapes_starfield_effect | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_lines_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_math_angle_rotation | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_rlgl_color_wheel | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shapes_rlgl_triangle | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_logo_raylib | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_srcrec_dstrec | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_image_drawing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
@ -126,7 +128,9 @@ Example elements validated:
|
||||
| textures_image_kernel | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_image_channel | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_image_rotate | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_screen_buffer | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_textured_curve | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| textures_sprite_stacking | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| text_sprite_fonts | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| text_font_spritefont | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| text_font_filters | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
@ -168,6 +172,7 @@ Example elements validated:
|
||||
| models_basic_voxel | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_rotating_cube | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_decals | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| models_directional_billboard | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_ascii_rendering | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_basic_lighting | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| shaders_model_shader | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
@ -208,6 +213,7 @@ Example elements validated:
|
||||
| audio_stream_effects | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| audio_sound_multi | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| audio_sound_positioning | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| audio_fft_spectrum_visualizer | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| rlgl_standalone | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| rlgl_compute_shader | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
| easings_testbed | ✔ | ❌ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
|
||||
|
||||
@ -141,7 +141,8 @@ typedef enum {
|
||||
OP_VALIDATE = 5, // Validate examples, using [examples_list.txt] as main source by default
|
||||
OP_UPDATE = 6, // Validate and update required examples (as far as possible): ALL
|
||||
OP_BUILD = 7, // Build example(s) for desktop and web, copy web output - Multiple examples supported
|
||||
OP_TEST = 8, // Test example(s), checking output log "WARNING" - Multiplee examples supported
|
||||
OP_TEST = 8, // Test example(s), checking output log "WARNING" - Multiple examples supported
|
||||
OP_TESTLOG = 9, // Process available examples logs to generate report
|
||||
} rlExampleOperation;
|
||||
|
||||
static const char *exCategories[REXM_MAX_EXAMPLE_CATEGORIES] = { "core", "shapes", "textures", "text", "models", "shaders", "audio", "others" };
|
||||
@ -403,7 +404,7 @@ int main(int argc, char *argv[])
|
||||
|
||||
opCode = OP_UPDATE;
|
||||
}
|
||||
else if ((strcmp(argv[1], "build") == 0) || (strcmp(argv[1], "test") == 0))
|
||||
else if ((strcmp(argv[1], "build") == 0) || (strcmp(argv[1], "test") == 0) || (strcmp(argv[1], "testlog") == 0))
|
||||
{
|
||||
// Build/Test example(s) for PLATFORM_DESKTOP and PLATFORM_WEB
|
||||
// NOTE: Build outputs to default directory, usually where the .c file is located,
|
||||
@ -431,7 +432,12 @@ int main(int argc, char *argv[])
|
||||
UnloadExampleData(exBuildListInfo);
|
||||
|
||||
if (exBuildListCount == 0) LOG("WARNING: BUILD: Example requested not available in the collection\n");
|
||||
else opCode = OP_TEST;
|
||||
else
|
||||
{
|
||||
if (strcmp(argv[1], "build") == 0) opCode = OP_BUILD;
|
||||
else if (strcmp(argv[1], "test") == 0) opCode = OP_TEST;
|
||||
else if (strcmp(argv[1], "testlog") == 0) opCode = OP_TESTLOG;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1459,8 +1465,6 @@ int main(int argc, char *argv[])
|
||||
LOG("INFO: Command requested: TEST\n");
|
||||
LOG("INFO: Example(s) to be build and tested: %i [%s]\n", exBuildListCount, (exBuildListCount == 1)? exBuildList[0] : argv[2]);
|
||||
|
||||
rlExampleTesting *testing = (rlExampleTesting *)RL_CALLOC(exBuildListCount, sizeof(rlExampleTesting));
|
||||
|
||||
#if defined(_WIN32)
|
||||
// Set required environment variables
|
||||
//putenv(TextFormat("RAYLIB_DIR=%s\\..", exBasePath));
|
||||
@ -1491,6 +1495,9 @@ int main(int argc, char *argv[])
|
||||
|
||||
LOG("INFO: [%i/%i] Testing example: [%s]\n", i + 1, exBuildListCount, exName);
|
||||
|
||||
// Create directory for logs (build and run logs)
|
||||
MakeDirectory(TextFormat("%s/%s/logs", exBasePath, exCategory));
|
||||
|
||||
// Steps to follow
|
||||
// STEP 1: Load example.c and replace required code to inject basic testing code: frames to run
|
||||
// OPTION 1: Code injection required multiple changes for testing but it does not require raylib changes!
|
||||
@ -1510,7 +1517,7 @@ int main(int argc, char *argv[])
|
||||
TextFormat("%s/%s/%s.original.c", exBasePath, exCategory, exName));
|
||||
char *srcText = LoadFileText(TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName));
|
||||
|
||||
//#define BUILD_TESTING_WEB
|
||||
#define BUILD_TESTING_WEB
|
||||
#if defined(BUILD_TESTING_WEB)
|
||||
static const char *mainReplaceText =
|
||||
"#include <stdio.h>\n"
|
||||
@ -1557,22 +1564,25 @@ int main(int argc, char *argv[])
|
||||
// Build: raylib.com/examples/<category>/<category>_example_name.data
|
||||
// Build: raylib.com/examples/<category>/<category>_example_name.wasm
|
||||
// Build: raylib.com/examples/<category>/<category>_example_name.js
|
||||
#if defined(_WIN32)
|
||||
#if defined(_WIN32)
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: Win32)\n", exName);
|
||||
system(TextFormat("mingw32-make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B > %s/%s/logs/%s.build.log 2>&1", exBasePath, exCategory, exName));
|
||||
#else
|
||||
system(TextFormat("mingw32-make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B > %s/%s/logs/%s.build.log 2>&1",
|
||||
exBasePath, exCategory, exName, exBasePath, exCategory, exName));
|
||||
#else
|
||||
LOG("INFO: [%s] Building example for PLATFORM_WEB (Host: POSIX)\n", exName);
|
||||
system(TextFormat("make -C %s -f Makefile.Web %s/%s PLATFORM=PLATFORM_WEB -B", exBasePath, exCategory, exName));
|
||||
#endif
|
||||
#endif
|
||||
// Restore original source code before continue
|
||||
FileCopy(TextFormat("%s/%s/%s.original.c", exBasePath, exCategory, exName),
|
||||
TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName));
|
||||
FileRemove(TextFormat("%s/%s/%s.original.c", exBasePath, exCategory, exName));
|
||||
|
||||
// STEP 3: Run example on browser
|
||||
ChangeDirectory(TextFormat("%s/%s", exBasePath, exCategory));
|
||||
system("start python -m http.server 8080"); // TODO: Init localhost just once!
|
||||
system(TextFormat("start explorer \"http:\\localhost:8080/%s.html", exName));
|
||||
// WARNING: Example download is asynchronous so reading fails on next step
|
||||
// when looking for a file that could not have been downloaded yet
|
||||
ChangeDirectory(TextFormat("%s", exBasePath));
|
||||
if (i == 0) system("start python -m http.server 8080"); // Init localhost just once
|
||||
system(TextFormat("start explorer \"http:\\localhost:8080/%s/%s.html", exCategory, exName));
|
||||
|
||||
// NOTE: Example .log is automatically downloaded into system Downloads directory on browser-example exectution
|
||||
|
||||
@ -1595,22 +1605,20 @@ int main(int argc, char *argv[])
|
||||
SaveFileText(TextFormat("%s/%s/%s.c", exBasePath, exCategory, exName), srcTextUpdated[2]);
|
||||
for (int i = 0; i < 3; i++) { MemFree(srcTextUpdated[i]); srcTextUpdated[i] = NULL; }
|
||||
|
||||
MakeDirectory(TextFormat("%s/%s/logs", exBasePath, exCategory));
|
||||
|
||||
// STEP 2: Build example for DESKTOP platform
|
||||
#if defined(_WIN32)
|
||||
#if defined(_WIN32)
|
||||
// Set required environment variables
|
||||
//putenv(TextFormat("RAYLIB_DIR=%s\\..", exBasePath));
|
||||
_putenv("PATH=%PATH%;C:\\raylib\\w64devkit\\bin");
|
||||
//putenv("MAKE=mingw32-make");
|
||||
//ChangeDirectory(exBasePath);
|
||||
#endif
|
||||
#endif
|
||||
// Build example for PLATFORM_DESKTOP
|
||||
#if defined(_WIN32)
|
||||
#if defined(_WIN32)
|
||||
LOG("INFO: [%s] Building example for PLATFORM_DESKTOP (Host: Win32)\n", exName);
|
||||
system(TextFormat("mingw32-make -C %s %s/%s PLATFORM=PLATFORM_DESKTOP -B > %s/%s/logs/%s.build.log 2>&1",
|
||||
exBasePath, exCategory, exName, exBasePath, exCategory, exName));
|
||||
#else
|
||||
#else
|
||||
LOG("INFO: [%s] Building example for PLATFORM_DESKTOP (Host: POSIX)\n", exName);
|
||||
system(TextFormat("make -C %s %s/%s PLATFORM=PLATFORM_DESKTOP -B", exBasePath, exCategory, exName));
|
||||
#endif
|
||||
@ -1623,15 +1631,43 @@ int main(int argc, char *argv[])
|
||||
// NOTE: Not easy to retrieve process return value from system(), it's platform dependant
|
||||
ChangeDirectory(TextFormat("%s/%s", exBasePath, exCategory));
|
||||
system(TextFormat("%s --frames 2 > logs/%s.log", exName, exName));
|
||||
#endif
|
||||
}
|
||||
} break;
|
||||
case OP_TESTLOG:
|
||||
{
|
||||
// STEP 4: Load and validate available logs info
|
||||
//---------------------------------------------------------------------------------------------
|
||||
rlExampleTesting *testing = (rlExampleTesting *)RL_CALLOC(exBuildListCount, sizeof(rlExampleTesting));
|
||||
|
||||
for (int i = 0; i < exBuildListCount; i++)
|
||||
{
|
||||
// Get example name and category
|
||||
memset(exName, 0, 64);
|
||||
strcpy(exName, exBuildList[i]);
|
||||
memset(exCategory, 0, 32);
|
||||
strncpy(exCategory, exName, TextFindIndex(exName, "_"));
|
||||
|
||||
// Skip some examples from building
|
||||
if ((strcmp(exName, "core_custom_logging") == 0) ||
|
||||
(strcmp(exName, "core_window_should_close") == 0) ||
|
||||
(strcmp(exName, "core_custom_frame_control") == 0)) continue;
|
||||
|
||||
LOG("INFO: [%i/%i] Checking example log: [%s]\n", i + 1, exBuildListCount, exName);
|
||||
|
||||
// STEP 4: Load and validate log info
|
||||
//---------------------------------------------------------------------------------------------
|
||||
// Load <example_name>.build.log to check for compilation warnings
|
||||
char *exTestBuildLog = LoadFileText(TextFormat("%s/%s/logs/%s.build.log", exBasePath, exCategory, exName));
|
||||
if (exTestBuildLog == NULL)
|
||||
{
|
||||
LOG("WARNING: [%s] Build log could not be loaded\n", exName);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Load build log text lines
|
||||
int exTestBuildLogLinesCount = 0;
|
||||
char **exTestBuildLogLines = LoadTextLines(exTestBuildLog, &exTestBuildLogLinesCount);
|
||||
|
||||
for (int k = 0, index = 0; k < exTestBuildLogLinesCount; k++)
|
||||
for (int k = 0; k < exTestBuildLogLinesCount; k++)
|
||||
{
|
||||
// Checking compilation warnings generated
|
||||
if (TextFindIndex(exTestBuildLogLines[k], "warning:") >= 0) testing[i].buildwarns++;
|
||||
@ -1640,10 +1676,19 @@ int main(int argc, char *argv[])
|
||||
UnloadTextLines(exTestBuildLogLines, exTestBuildLogLinesCount);
|
||||
UnloadFileText(exTestBuildLog);
|
||||
|
||||
#if defined(BUILD_TESTING_WEB)
|
||||
// TODO: REVIEW: Hardcoded path where web logs are copied after automatic download
|
||||
char *exTestLog = LoadFileText(TextFormat("D:/testing_logs_web/%s.log", exName));
|
||||
#else
|
||||
char *exTestLog = LoadFileText(TextFormat("%s/%s/logs/%s.log", exBasePath, exCategory, exName));
|
||||
int exTestLogLinesCount = 0;
|
||||
char **exTestLogLines = LoadTextLines(exTestLog, &exTestLogLinesCount);
|
||||
|
||||
#endif
|
||||
if (exTestLog == NULL)
|
||||
{
|
||||
LOG("WARNING: [%s] Execution log could not be loaded\n", exName);
|
||||
testing[i].status = 0b1111111;
|
||||
continue;
|
||||
}
|
||||
|
||||
/*
|
||||
TESTING_FAIL_INIT = 1 << 0, // Initialization (InitWindow()) -> "INFO: DISPLAY: Device initialized successfully"
|
||||
TESTING_FAIL_CLOSE = 1 << 1, // Closing (CloseWindow()) -> "INFO: Window closed successfully"
|
||||
@ -1662,19 +1707,38 @@ int main(int argc, char *argv[])
|
||||
if (TextFindIndex(exTestLog, "INFO: FONT: Default font loaded successfully") == -1) testing[i].status |= TESTING_FAIL_FONT;
|
||||
if (TextFindIndex(exTestLog, "INFO: TIMER: Target time per frame:") == -1) testing[i].status |= TESTING_FAIL_TIMER;
|
||||
|
||||
for (int k = 0, index = 0; k < exTestLogLinesCount; k++)
|
||||
// Load build log text lines
|
||||
int exTestLogLinesCount = 0;
|
||||
char **exTestLogLines = LoadTextLines(exTestLog, &exTestLogLinesCount);
|
||||
for (int k = 0; k < exTestLogLinesCount; k++)
|
||||
{
|
||||
if (TextFindIndex(exTestLogLines[k], "WARNING: GL: NPOT") >= 0) continue; // Ignore warning
|
||||
if (TextFindIndex(exTestLogLines[k], "WARNING") >= 0) testing[i].warnings++;
|
||||
}
|
||||
|
||||
UnloadTextLines(exTestLogLines, exTestLogLinesCount);
|
||||
UnloadFileText(exTestLog);
|
||||
//---------------------------------------------------------------------------------------------
|
||||
#endif
|
||||
}
|
||||
//---------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 5: Generate testing report/table with results (.md)
|
||||
//-----------------------------------------------------------------------------------------------------
|
||||
#if defined(BUILD_TESTING_WEB)
|
||||
const char *osName = "Web";
|
||||
#else
|
||||
#if defined(PLATFORM_DRM)
|
||||
const char *osName = "DRM";
|
||||
#elif defined(PLATFORM_DESKTOP)
|
||||
#if defined(_WIN32)
|
||||
const char *osName = "Windows";
|
||||
#elif defined(__linux__)
|
||||
const char *osName = "Linux";
|
||||
#elif defined(__FreeBSD__)
|
||||
const char *osName = "FreeBSD";
|
||||
#elif defined(__APPLE__)
|
||||
const char *osName = "macOS";
|
||||
#endif // Desktop OSs
|
||||
#endif
|
||||
#endif
|
||||
/*
|
||||
Columns:
|
||||
- [CWARN] : Compilation WARNING messages
|
||||
@ -1697,7 +1761,7 @@ int main(int argc, char *argv[])
|
||||
|
||||
int repIndex = 0;
|
||||
repIndex += sprintf(report + repIndex, "# EXAMPLES COLLECTION - TESTING REPORT\n\n");
|
||||
repIndex += sprintf(report + repIndex, "## Tested Platform: Windows\n\n");
|
||||
repIndex += sprintf(report + repIndex, TextFormat("## Tested Platform: %s\n\n", osName));
|
||||
|
||||
repIndex += sprintf(report + repIndex, "```\nExample automated testing elements validated:\n");
|
||||
repIndex += sprintf(report + repIndex, " - [CWARN] : Compilation WARNING messages\n");
|
||||
@ -1742,22 +1806,7 @@ int main(int argc, char *argv[])
|
||||
|
||||
repIndex += sprintf(report + repIndex, "\n");
|
||||
|
||||
#if defined(PLATFORM_DRM)
|
||||
const char *osName = "drm";
|
||||
#elif defined(PLATFORM_WEB)
|
||||
const char *osName = "web";
|
||||
#elif defined(PLATFORM_DESKTOP)
|
||||
#if defined(_WIN32)
|
||||
const char *osName = "windows";
|
||||
#elif defined(__linux__)
|
||||
const char *osName = "linux";
|
||||
#elif defined(__FreeBSD__)
|
||||
const char *osName = "freebsd";
|
||||
#elif defined(__APPLE__)
|
||||
const char *osName = "macos";
|
||||
#endif // Desktop OSs
|
||||
#endif
|
||||
SaveFileText(TextFormat("%s/../tools/rexm/reports/examples_testing_%s.md", exBasePath, osName), report);
|
||||
SaveFileText(TextFormat("%s/../tools/rexm/reports/examples_testing_%s.md", exBasePath, TextToLower(osName)), report);
|
||||
|
||||
RL_FREE(report);
|
||||
//-----------------------------------------------------------------------------------------------------
|
||||
@ -2017,7 +2066,7 @@ static int UpdateRequiredFiles(void)
|
||||
{
|
||||
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex, TextFormat("\n### category: core [%i]\n\n", exCollectionCount));
|
||||
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex,
|
||||
"Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.\n\n");
|
||||
"Examples using raylib [core](../src/rcore.c) module platform functionality: window creation, inputs, drawing modes and system functionality.\n\n");
|
||||
}
|
||||
else if (i == 1) // "shapes"
|
||||
{
|
||||
@ -2087,7 +2136,7 @@ static int UpdateRequiredFiles(void)
|
||||
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex,
|
||||
"\nSome example missing? As always, contributions are welcome, feel free to send new examples!\n");
|
||||
mdIndex += sprintf(mdTextUpdated + mdListStartIndex + mdIndex,
|
||||
"Here is an[examples template](examples_template.c) with instructions to start with!\n");
|
||||
"Here is an [examples template](examples_template.c) with instructions to start with!\n");
|
||||
|
||||
// Save updated file
|
||||
SaveFileText(TextFormat("%s/README.md", exBasePath), mdTextUpdated);
|
||||
@ -2549,29 +2598,29 @@ static int AddVSProjectToSolution(const char *slnFile, const char *projFile, con
|
||||
|
||||
// Add project config lines
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t{%s}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x64.Build.0 = Debug.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|ARM64.ActiveCfg = Debug|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|ARM64.Build.0 = Debug|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x64.ActiveCfg = Debug|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x64.Build.0 = Debug|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x86.ActiveCfg = Debug|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x86.Build.0 = Debug|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x64.ActiveCfg = Release.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x64.Build.0 = Release.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x86.Build.0 = Release.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|ARM64.ActiveCfg = Release|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|ARM64.Build.0 = Release|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x64.ActiveCfg = Release|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x64.Build.0 = Release|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x86.ActiveCfg = Release|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x86.Build.0 = Release|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x64.Build.0 = Debug.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|ARM64.ActiveCfg = Debug|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|ARM64.Build.0 = Debug|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x64.ActiveCfg = Debug|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x64.Build.0 = Debug|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x86.ActiveCfg = Debug|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Debug|x86.Build.0 = Debug|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x64.ActiveCfg = Release.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x64.Build.0 = Release.DLL|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release.DLL|x86.Build.0 = Release.DLL|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|ARM64.ActiveCfg = Release|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|ARM64.Build.0 = Release|ARM64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x64.ActiveCfg = Release|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x64.Build.0 = Release|x64\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x86.ActiveCfg = Release|Win32\n", uuid));
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, TextFormat("\t\t{%s}.Release|x86.Build.0 = Release|Win32\n", uuid));
|
||||
// Write next section directly to avoid copy logic
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, "\tEndGlobalSection\n");
|
||||
offsetIndex += sprintf(slnTextUpdated + offsetIndex, "\tGlobalSection(SolutionProperties) = preSolution\n");
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user