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authorDavid Reid <mackron@gmail.com>2018-04-21 17:26:40 +1000
committerDavid Reid <mackron@gmail.com>2018-04-21 17:26:40 +1000
commitf5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6 (patch)
tree800aeb61be9c2018d1a048da54d1f6ab746f11f1 /examples
parent950f31e620a9239dc91230ad92bb243f149e6f2c (diff)
parent847bdaf68287f70fbeb5599361257b6f982e48c5 (diff)
downloadraylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.tar.gz
raylib-f5ebbfb6bc80e5d5555e84ee505ff794c2bc64b6.zip
Merge branch 'master' of https://github.com/raysan5/raylib into dr/mini_al
Diffstat (limited to 'examples')
-rw-r--r--examples/CMakeLists.txt21
-rw-r--r--examples/Makefile264
-rw-r--r--examples/core/core_3d_camera_first_person.c7
-rw-r--r--examples/core/core_3d_picking.c23
-rw-r--r--examples/core/core_world_screen.c7
-rw-r--r--examples/models/models_billboard.c8
-rw-r--r--examples/models/models_box_collisions.c2
-rw-r--r--examples/models/models_cubicmap.c2
-rw-r--r--examples/models/models_geometric_shapes.c7
-rw-r--r--examples/models/models_heightmap.c2
-rw-r--r--examples/models/models_material_pbr.c4
-rw-r--r--examples/models/models_mesh_generation.c2
-rw-r--r--examples/models/models_mesh_picking.c6
-rw-r--r--examples/models/models_obj_loading.c7
-rw-r--r--examples/models/models_orthographic_projection.c97
-rw-r--r--examples/models/models_skybox.c4
-rw-r--r--examples/models/models_yaw_pitch_roll.c81
-rw-r--r--examples/models/resources/angle_gauge.pngbin11761 -> 12919 bytes
-rw-r--r--examples/models/resources/plane.pngbin4872 -> 4810 bytes
-rw-r--r--examples/models/resources/shaders/pbr.vs6
-rw-r--r--examples/others/audio_standalone.c25
-rw-r--r--examples/others/bunnymark.c23
-rw-r--r--examples/others/resources/shaders/glsl100/standard.vs4
-rw-r--r--examples/others/resources/shaders/glsl330/standard.vs4
-rw-r--r--examples/physac/physics_demo.c15
-rw-r--r--examples/physac/physics_friction.c2
-rw-r--r--examples/physac/physics_movement.c2
-rw-r--r--examples/physac/physics_restitution.c2
-rw-r--r--examples/physac/physics_shatter.c18
-rw-r--r--examples/shaders/resources/shaders/glsl120/base.fs22
-rw-r--r--examples/shaders/resources/shaders/glsl120/base.vs26
-rw-r--r--examples/shaders/resources/shaders/glsl120/bloom.fs37
-rw-r--r--examples/shaders/resources/shaders/glsl120/blur.fs32
-rw-r--r--examples/shaders/resources/shaders/glsl120/cross_hatching.fs45
-rw-r--r--examples/shaders/resources/shaders/glsl120/cross_stitching.fs55
-rw-r--r--examples/shaders/resources/shaders/glsl120/distortion.fs52
-rw-r--r--examples/shaders/resources/shaders/glsl120/dream_vision.fs35
-rw-r--r--examples/shaders/resources/shaders/glsl120/fisheye.fs41
-rw-r--r--examples/shaders/resources/shaders/glsl120/grayscale.fs23
-rw-r--r--examples/shaders/resources/shaders/glsl120/pixelizer.fs30
-rw-r--r--examples/shaders/resources/shaders/glsl120/posterization.fs27
-rw-r--r--examples/shaders/resources/shaders/glsl120/predator.fs29
-rw-r--r--examples/shaders/resources/shaders/glsl120/scanlines.fs42
-rw-r--r--examples/shaders/resources/shaders/glsl120/sobel.fs38
-rw-r--r--examples/shaders/resources/shaders/glsl120/swirl.fs44
-rw-r--r--examples/shaders/shaders_custom_uniform.c7
-rw-r--r--examples/shaders/shaders_model_shader.c7
-rw-r--r--examples/shaders/shaders_postprocessing.c31
-rw-r--r--examples/text/text_input_box.c2
-rw-r--r--examples/text/text_ttf_loading.c2
-rw-r--r--examples/textures/resources/KAISG.ttfbin0 -> 79912 bytes
-rw-r--r--examples/textures/textures_image_generation.c4
-rw-r--r--examples/textures/textures_image_text.c83
-rw-r--r--examples/textures/textures_image_text.pngbin0 -> 556322 bytes
54 files changed, 1143 insertions, 216 deletions
diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt
index 354a1373..1f05d529 100644
--- a/examples/CMakeLists.txt
+++ b/examples/CMakeLists.txt
@@ -7,9 +7,20 @@ include("../utils.cmake")
# TODO `build` directory should maybe be something else...
# TODO place somewhere else?
include_directories("../build/release")
+include_directories("../src/external")
+include_directories("../src/external/glfw/include")
# Get the sources together
-set(example_dirs audio core models others physac shaders text texutures)
+set(example_dirs audio core models others shaders shapes text textures)
+set(CMAKE_REQUIRED_DEFINITIONS -D_POSIX_C_SOURCE=199309L)
+ include(CheckSymbolExists)
+ check_symbol_exists(CLOCK_MONOTONIC time.h HAVE_CLOCK_MONOTONIC)
+ check_symbol_exists(QueryPerformanceCounter windows.h HAVE_QPC)
+set(CMAKE_REQUIRED_DEFINITIONS)
+if(HAVE_QPC OR HAVE_CLOCK_MONOTONIC)
+ set(example_dirs ${example_dirs} physac)
+endif()
+
set(example_sources)
set(example_resources)
foreach(example_dir ${example_dirs})
@@ -22,6 +33,14 @@ foreach(example_dir ${example_dirs})
list(APPEND example_resources ${resources})
endforeach()
+include(CheckIncludeFiles)
+check_include_files(OVR_CAPI_GL.h HAVE_OCULUS_CAPI)
+if(NOT HAVE_OCULUS_CAPI)
+ list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/oculus_rift.c)
+endif()
+list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/standard_lighting.c)
+
+
# Do each example
foreach(example_source ${example_sources})
# Create the basename for the example
diff --git a/examples/Makefile b/examples/Makefile
index edcff807..becb91dc 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -2,7 +2,7 @@
#
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
-# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
+# Copyright (c) 2013-2018 Ramon Santamaria (@raysan5)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
@@ -24,81 +24,138 @@
.PHONY: all clean
# Define required raylib variables
-# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
-PLATFORM ?= PLATFORM_DESKTOP
-RAYLIB_PATH ?= ..
-PROJECT_NAME ?= raylib_example
+PROJECT_NAME ?= raylib_examples
+RAYLIB_VERSION ?= 1.9.7
+RAYLIB_API_VERSION ?= 1
+RAYLIB_PATH ?= ..
-ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_PATH ?= /home/pi/raylib
-endif
+# Define default options
-# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
-# NOTE: Libraries should be provided in the selected form
-RAYLIB_LIBTYPE ?= STATIC
-OPENAL_LIBTYPE ?= STATIC
+# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+PLATFORM ?= PLATFORM_DESKTOP
-# On PLATFORM_WEB force OpenAL Soft shared library
-ifeq ($(PLATFORM),PLATFORM_WEB)
- OPENAL_LIBTYPE = SHARED
-endif
+# Locations of your newly installed library and associated headers. See ../src/Makefile
+# On Linux, if you have installed raylib but cannot compile the examples, check that
+# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
+# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
+# To enable compile-time linking to a special version of libraylib.so, change these variables here.
+# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
+# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
+# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
+# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
+DESTDIR ?= /usr/local
+RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
+# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
+RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+
+# Build mode for project: DEBUG or RELEASE
+RAYLIB_BUILD_MODE ?= RELEASE
+
+# Use external GLFW library instead of rglfw module
+# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
+USE_EXTERNAL_GLFW ?= FALSE
+
+# Use Wayland display server protocol on Linux desktop
+# by default it uses X11 windowing system
+USE_WAYLAND_DISPLAY ?= FALSE
+
+# NOTE: On PLATFORM_WEB OpenAL Soft backend is used by default (check raylib/src/Makefile)
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
- # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
+ # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
+ # ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
- LIBPATH=win32
else
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
- LIBPATH=linux
- else
+ endif
+ ifeq ($(UNAMEOS),FreeBSD)
+ PLATFORM_OS=FREEBSD
+ endif
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
- LIBPATH=osx
- endif
endif
endif
endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+endif
+# RAYLIB_PATH adjustment for different platforms.
+# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
+# Required for ldconfig or other tools that do not perform path expansion.
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ RAYLIB_PREFIX ?= ..
+ RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
+ endif
+endif
+# Default path for raylib on Raspberry Pi, if installed in different path, update it!
+# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
+# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
ifeq ($(PLATFORM),PLATFORM_RPI)
- # RPI cross-compiler
- RPI_CROSS_COMPILE ?= NO
+ RAYLIB_PATH ?= /home/pi/raylib
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH = C:/emsdk
- EMSCRIPTEN_VERSION = 1.37.21
- CLANG_VERSION=e1.37.21_64bit
+ EMSCRIPTEN_VERSION = 1.37.28
+ CLANG_VERSION=e1.37.28_64bit
PYTHON_VERSION=2.7.5.3_64bit
NODE_VERSION=4.1.1_64bit
export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
-# Define raylib release directory for compiled library
+# Define raylib release directory for compiled library.
+# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version.
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
+ RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
+ RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
+ RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/osx
+ endif
+ ifeq ($(PLATFORM_OS),FREEBSD)
+ RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/freebsd
endif
-endif
-ifeq ($(PLATFORM),PLATFORM_WEB)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
+ RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/rpi
endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ RAYLIB_RELEASE_PATH = $(RAYLIB_PATH)/release/libs/html5
+endif
+
+# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
+# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
+# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
+# without formal installation from ../src/Makefile. It aids portability and is useful if you have
+# multiple versions of raylib, have raylib installed to a non-standard location, or want to
+# bundle libraylib.so with your game. Change it to your liking.
+# Note: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
+# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
+# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
+# To see which libraries a built example is linking to, ldd core/core_basic_window;
+# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
+EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
# Define default C compiler: gcc
+# NOTE: define g++ compiler if using C++
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
@@ -106,14 +163,20 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# OSX default compiler
CC = clang
endif
+ ifeq ($(PLATFORM_OS),FREEBSD)
+ # FreeBSD default compiler
+ CC = clang
+ endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
- ifeq ($(RPI_CROSS_COMPILE),YES)
- # RPI cross-compiler
- CC = armv6j-hardfloat-linux-gnueabi-gcc
+ ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
+ # Define RPI cross-compiler
+ #CC = armv6j-hardfloat-linux-gnueabi-gcc
+ CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
+ # WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
# HTML5 emscripten compiler
CC = emcc
endif
@@ -129,15 +192,14 @@ endif
# Define compiler flags:
# -O1 defines optimization level
-# -Og enable debugging
+# -g enable debugging
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
# -std=c99 defines C language mode (standard C from 1999 revision)
# -std=gnu99 defines C language mode (GNU C from 1999 revision)
-# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
-CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
+CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces
# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
@@ -148,7 +210,17 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM_OS),LINUX)
+ ifeq ($(RAYLIB_BUILD_MODE),DEBUG)
+ CFLAGS += -g
+ #CC = clang
+ endif
+ ifeq ($(RAYLIB_LIBTYPE),STATIC)
CFLAGS += -no-pie -D_DEFAULT_SOURCE
+ endif
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ # Explicitly enable runtime link to libraylib.so
+ CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+ endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@@ -160,23 +232,54 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -s USE_PTHREADS=1 # multithreading support
- CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling -s TOTAL_MEMORY=16777216 --preload-file resources
+ # -s WASM=1 # support Web Assembly (https://github.com/kripken/emscripten/wiki/WebAssembly)
+ # --preload-file resources # specify a resources folder for data compilation
+ CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 -s WASM=1 --profiling --preload-file resources
+
+ # Define a custom shell .html and output extension
+ CFLAGS += --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
+ EXT = .html
endif
-# Define include paths for required headers
+# Define include paths for required headers.
+# Precedence: immediately local, raysan5 provided sources
# NOTE: Several external required libraries (stb and others)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
- # RPI requried libraries
+ # RPI required libraries
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),FREEBSD)
+ # Consider -L$(RAYLIB_H_INSTALL_PATH)
+ INCLUDE_PATHS += -I/usr/local/include
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Reset everything.
+ # Precedence: immediately local, installed version, raysan5 provided libs -I$(RAYLIB_H_INSTALL_PATH) -I$(RAYLIB_PATH)/release/include
+ INCLUDE_PATHS = -I$(RAYLIB_H_INSTALL_PATH) -isystem. -isystem$(RAYLIB_PATH)/src -isystem$(RAYLIB_PATH)/release/include -isystem$(RAYLIB_PATH)/src/external
+ endif
+endif
-# Define library paths containing required libs
-LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
+# Define library paths containing required libs.
+# Precedence: immediately local, then raysan5 provided libs
+LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),FREEBSD)
+ # Consider -L$(RAYLIB_INSTALL_PATH)
+ LDFLAGS += -L. -Lsrc -L/usr/local/lib
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Reset everything.
+ # Precedence: immediately local, installed version, raysan5 provided libs
+ LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
+ endif
+endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LDFLAGS += -L/opt/vc/lib
@@ -186,50 +289,53 @@ endif
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
- # Libraries for Windows desktop compiling
- # NOTE: GLFW3 and OpenAL Soft libraries should be installed
- LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
-
- # Define required flags and libs for OpenAL Soft STATIC/SHARED usage
- # NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
- ifeq ($(OPENAL_LIBTYPE),STATIC)
- LDLIBS += -lopenal32 -lwinmm
- CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
- else
- LDLIBS += -lopenal32dll
- endif
-
+ # Libraries for Windows desktop compilation
+ LDLIBS = -lraylib -lopengl32 -lgdi32
# Required for physac examples
LDLIBS += -static -lpthread
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
- # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
- LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
-
- # On XWindow requires also below libraries
- LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ # NOTE: Required packages: libegl1-mesa-dev
+ LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
+ # On X11 requires also below libraries
+ LDLIBS += -lX11
+ # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
+ #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ # On Wayland windowing system, additional libraries requires
+ ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
+ LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
+ endif
+ # Explicit link to libc
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ LDLIBS += -lc
+ endif
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
- # NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
- LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
+ # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -framework OpenGL -framework OpenAL -framework Cocoa
+ endif
+ ifeq ($(PLATFORM_OS),FREEBSD)
+ # Libraries for FreeBSD desktop compiling
+ # NOTE: Required packages: mesa-libs
+ LDLIBS = -lraylib -lGL -lpthread -lm
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(USE_EXTERNAL_GLFW),TRUE)
+ # NOTE: It could require additional packages installed: libglfw3-dev
+ LDLIBS += -lglfw
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# Libraries for Raspberry Pi compiling
- # NOTE: Required packages: libopenal1
- LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+ # NOTE: Required packages: libasound2-dev (ALSA)
+ LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Libraries for web (HTML5) compiling
- LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
-endif
-
-# Define output extension to generate a .html file using provided shell
-ifeq ($(PLATFORM),PLATFORM_WEB)
- EXT = .html
- WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
+ LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.bc
endif
# Define all object files required
@@ -266,6 +372,7 @@ EXAMPLES = \
textures/textures_image_processing \
textures/textures_image_drawing \
textures/textures_image_generation \
+ textures/textures_image_text \
text/text_sprite_fonts \
text/text_bmfont_ttf \
text/text_raylib_fonts \
@@ -282,9 +389,9 @@ EXAMPLES = \
models/models_cubicmap \
models/models_mesh_picking \
models/models_mesh_generation \
- models/models_yaw_pitch_roll \
models/models_material_pbr \
models/models_skybox \
+ models/models_yaw_pitch_roll \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
@@ -298,7 +405,7 @@ EXAMPLES = \
physac/physics_movement \
physac/physics_restitution \
physac/physics_shatter \
- fix_dylib \
+
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
@@ -327,7 +434,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
- find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
+ find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -fv
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
@@ -336,10 +443,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
- rm -f *.o
+ rm -fv *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done
-
diff --git a/examples/core/core_3d_camera_first_person.c b/examples/core/core_3d_camera_first_person.c
index 3998af81..775e6c57 100644
--- a/examples/core/core_3d_camera_first_person.c
+++ b/examples/core/core_3d_camera_first_person.c
@@ -23,7 +23,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
// Define the camera to look into our 3d world (position, target, up vector)
- Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 4.0f, 2.0f, 4.0f };
+ camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 60.0f;
+ camera.type = CAMERA_PERSPECTIVE;
// Generates some random columns
float heights[MAX_COLUMNS];
diff --git a/examples/core/core_3d_picking.c b/examples/core/core_3d_picking.c
index 7658b393..56e80f2a 100644
--- a/examples/core/core_3d_picking.c
+++ b/examples/core/core_3d_picking.c
@@ -29,11 +29,11 @@ int main()
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
-
- Ray ray; // Picking line ray
-
+
+ Ray ray = {0.0f, 0.0f, 0.0f}; // Picking line ray
+
bool collision = false;
-
+
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@@ -45,11 +45,11 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
-
+
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
ray = GetMouseRay(GetMousePosition(), camera);
-
+
// Check collision between ray and box
collision = CheckCollisionRayBox(ray,
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
@@ -65,7 +65,7 @@ int main()
Begin3dMode(camera);
- if (collision)
+ if (collision)
{
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON);
@@ -77,15 +77,14 @@ int main()
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
}
-
+
DrawRay(ray, MAROON);
-
DrawGrid(10, 1.0f);
End3dMode();
-
+
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
-
+
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
DrawFPS(10, 10);
@@ -100,4 +99,4 @@ int main()
//--------------------------------------------------------------------------------------
return 0;
-} \ No newline at end of file
+}
diff --git a/examples/core/core_world_screen.c b/examples/core/core_world_screen.c
index f8c53c70..78ca6eb4 100644
--- a/examples/core/core_world_screen.c
+++ b/examples/core/core_world_screen.c
@@ -21,7 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
// Define the camera to look into our 3d world
- Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c
index bca9faf8..3b3efc47 100644
--- a/examples/models/models_billboard.c
+++ b/examples/models/models_billboard.c
@@ -21,7 +21,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
- Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
+ camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
+
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
diff --git a/examples/models/models_box_collisions.c b/examples/models/models_box_collisions.c
index 69cec418..eb72c54c 100644
--- a/examples/models/models_box_collisions.c
+++ b/examples/models/models_box_collisions.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c
index d8be9329..47b88748 100644
--- a/examples/models/models_cubicmap.c
+++ b/examples/models/models_cubicmap.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
- Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
diff --git a/examples/models/models_geometric_shapes.c b/examples/models/models_geometric_shapes.c
index a13a1f3b..7a1e7e48 100644
--- a/examples/models/models_geometric_shapes.c
+++ b/examples/models/models_geometric_shapes.c
@@ -21,7 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c
index e476d1b7..55474185 100644
--- a/examples/models/models_heightmap.c
+++ b/examples/models/models_heightmap.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
- Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 9f576348..4ad2c9e7 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -34,7 +34,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
// Define the camera to look into our 3d world
- Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Load model and PBR material
Model model = LoadModel("resources/pbr/trooper.obj");
@@ -113,7 +113,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
- mat.shader.locs[LOC_MAP_OCCUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
+ mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
//mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
//mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c
index 72222156..d9c28ac2 100644
--- a/examples/models/models_mesh_generation.c
+++ b/examples/models/models_mesh_generation.c
@@ -41,7 +41,7 @@ int main()
for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
// Define the camera to look into our 3d world
- Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Model drawing position
Vector3 position = { 0.0f, 0.0f, 0.0f };
diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c
index e150fe92..e09f9860 100644
--- a/examples/models/models_mesh_picking.c
+++ b/examples/models/models_mesh_picking.c
@@ -38,7 +38,7 @@ int main()
tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
- BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
+ BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
bool hitMeshBBox = false;
bool hitTriangle = false;
@@ -101,8 +101,8 @@ int main()
{
hitMeshBBox = true;
- // Check ray collision against mesh
- meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);
+ // Check ray collision against model
+ meshHitInfo = GetCollisionRayModel(ray, &tower);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
{
diff --git a/examples/models/models_obj_loading.c b/examples/models/models_obj_loading.c
index 70f92168..4f89130f 100644
--- a/examples/models/models_obj_loading.c
+++ b/examples/models/models_obj_loading.c
@@ -21,7 +21,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
+ camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
diff --git a/examples/models/models_orthographic_projection.c b/examples/models/models_orthographic_projection.c
new file mode 100644
index 00000000..cb5ea053
--- /dev/null
+++ b/examples/models/models_orthographic_projection.c
@@ -0,0 +1,97 @@
+/*******************************************************************************************
+*
+* raylib [models] example - Show the difference between perspective and orthographic projection
+*
+* This program is heavily based on the geometric objects example
+*
+* This example has been created using raylib 1.9.7 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2018 Max Danielsson & Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define FOVY_PERSPECTIVE 45.0f
+#define WIDTH_ORTHOGRAPHIC 10.0f
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
+
+ // Define the camera to look into our 3d world
+ Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
+
+ 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 (IsKeyPressed(KEY_SPACE))
+ {
+ if (camera.type == CAMERA_PERSPECTIVE)
+ {
+ camera.fovy = WIDTH_ORTHOGRAPHIC;
+ camera.type = CAMERA_ORTHOGRAPHIC;
+ }
+ else
+ {
+ camera.fovy = FOVY_PERSPECTIVE;
+ camera.type = CAMERA_PERSPECTIVE;
+ }
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
+ DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
+ DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
+
+ DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
+ DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
+
+ DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
+ DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
+ DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
+
+ DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
+ DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ End3dMode();
+
+ DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
+
+ if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
+ else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c
index 46297e41..700824d3 100644
--- a/examples/models/models_skybox.c
+++ b/examples/models/models_skybox.c
@@ -21,7 +21,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world
- Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
// Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
@@ -62,7 +62,7 @@ int main()
Begin3dMode(camera);
- DrawModel(skybox, Vector3Zero(), 1.0f, WHITE);
+ DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
DrawGrid(10, 1.0f);
diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c
index 2bae2bf8..c559e67b 100644
--- a/examples/models/models_yaw_pitch_roll.c
+++ b/examples/models/models_yaw_pitch_roll.c
@@ -5,7 +5,7 @@
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Example based on Berni work on Raspberry Pi:
+* Example based on Berni work on Raspberry Pi:
* http://forum.raylib.com/index.php?p=/discussion/124/line-versus-triangle-drawing-order
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
@@ -30,25 +30,26 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
- Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
+ Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
Texture2D texBackground = LoadTexture("resources/background.png");
- Texture2D texPitch = LoadTexture("resources/pitch.png");
+ Texture2D texPitch = LoadTexture("resources/pitch.png");
Texture2D texPlane = LoadTexture("resources/plane.png");
RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
-
+
// Model loading
Model model = LoadModel("resources/plane.obj"); // Load OBJ model
model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
-
+
GenTextureMipmaps(&model.material.maps[MAP_DIFFUSE].texture);
-
+
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 30.0f; // Camera field-of-view Y
-
+ camera.type = CAMERA_PERSPECTIVE; // Camera type
+
float pitch = 0.0f;
float roll = 0.0f;
float yaw = 0.0f;
@@ -61,7 +62,7 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
-
+
// Plane roll (x-axis) controls
if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
@@ -70,7 +71,7 @@ int main()
if (roll > 0.0f) roll -= 0.5f;
else if (roll < 0.0f) roll += 0.5f;
}
-
+
// Plane yaw (y-axis) controls
if (IsKeyDown(KEY_S)) yaw += 1.0f;
else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
@@ -79,7 +80,7 @@ int main()
if (yaw > 0.0f) yaw -= 0.5f;
else if (yaw < 0.0f) yaw += 0.5f;
}
-
+
// Plane pitch (z-axis) controls
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
@@ -88,7 +89,7 @@ int main()
if (pitch > 0.3f) pitch -= 0.3f;
else if (pitch < -0.3f) pitch += 0.3f;
}
-
+
// Wraps the phase of an angle to fit between -180 and +180 degrees
int pitchOffset = pitch;
while (pitchOffset > 180) pitchOffset -= 360;
@@ -96,20 +97,20 @@ int main()
pitchOffset *= 10;
Matrix transform = MatrixIdentity();
-
+
transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
-
+
model.transform = transform;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
-
+
ClearBackground(RAYWHITE);
-
+
// Draw framebuffer texture (Ahrs Display)
int centerX = framebuffer.texture.width/2;
int centerY = framebuffer.texture.height/2;
@@ -119,18 +120,18 @@ int main()
BeginBlendMode(BLEND_ALPHA);
- DrawTexturePro(texBackground, (Rectangle){0,0,texBackground.width, texBackground.height},
+ DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
(Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
- (Vector2){texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor}, roll, WHITE);
+ (Vector2){ texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
(Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
(Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
-
- DrawTexturePro(texPlane, (Rectangle){0,0,texPlane.width, texPlane.height },
- (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
- (Vector2){texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
-
+
+ DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
+ (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
+ (Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
+
EndBlendMode();
EndTextureMode();
@@ -144,10 +145,10 @@ int main()
End3dMode();
// Draw 2D GUI stuff
- DrawAngleGauge(texAngleGauge, 80, 80, roll, "roll", RED);
- DrawAngleGauge(texAngleGauge, 190, 80, pitch, "pitch", GREEN);
- DrawAngleGauge(texAngleGauge, 300, 80, yaw, "yaw", SKYBLUE);
-
+ DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
+ DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
+ DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
+
DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
@@ -155,31 +156,31 @@ int main()
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
// Draw framebuffer texture
- DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
+ DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
(Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
-
+
DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
-
+
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
-
+
// Unload all loaded data
UnloadModel(model);
-
+
UnloadRenderTexture(framebuffer);
-
- UnloadTexture(texAngleGauge);
+
+ UnloadTexture(texAngleGauge);
UnloadTexture(texBackground);
- UnloadTexture(texPitch);
+ UnloadTexture(texPitch);
UnloadTexture(texPlane);
-
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
-
+
return 0;
}
@@ -192,7 +193,7 @@ void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[
int textSize = 20;
DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
-
- DrawText(FormatText("%5.1f°", angle), x - MeasureText(FormatText("%5.1f°", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
- DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
-} \ No newline at end of file
+
+ DrawText(FormatText("%5.1f", angle), x - MeasureText(FormatText("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
+ DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
+}
diff --git a/examples/models/resources/angle_gauge.png b/examples/models/resources/angle_gauge.png
index 120f3601..f7871de6 100644
--- a/examples/models/resources/angle_gauge.png
+++ b/examples/models/resources/angle_gauge.png
Binary files differ
diff --git a/examples/models/resources/plane.png b/examples/models/resources/plane.png
index 9f28ddb0..58951ea3 100644
--- a/examples/models/resources/plane.png
+++ b/examples/models/resources/plane.png
Binary files differ
diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/pbr.vs
index e852ac1a..885cb199 100644
--- a/examples/models/resources/shaders/pbr.vs
+++ b/examples/models/resources/shaders/pbr.vs
@@ -12,7 +12,7 @@
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
-in vec3 vertexTangent;
+in vec4 vertexTangent;
// Input uniform values
uniform mat4 mvp;
@@ -28,7 +28,7 @@ out vec3 fragBinormal;
void main()
{
// Calculate binormal from vertex normal and tangent
- vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
+ vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
// Calculate fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(mMatrix)));
@@ -39,7 +39,7 @@ void main()
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragNormal = normalize(normalMatrix*vertexNormal);
- fragTangent = normalize(normalMatrix*vertexTangent);
+ fragTangent = normalize(normalMatrix*vec3(vertexTangent));
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);
diff --git a/examples/others/audio_standalone.c b/examples/others/audio_standalone.c
index 0a09c988..38fe9935 100644
--- a/examples/others/audio_standalone.c
+++ b/examples/others/audio_standalone.c
@@ -26,14 +26,11 @@
********************************************************************************************/
#include <stdio.h>
+#include "audio.h"
#if defined(_WIN32)
#include <conio.h> // Windows only, no stardard library
-#endif
-
-#include "audio.h"
-
-#if defined(__linux__)
+#else
#include <stdio.h>
#include <termios.h>
#include <unistd.h>
@@ -79,13 +76,13 @@ int main()
{
// Initialization
//--------------------------------------------------------------------------------------
- unsigned char key;
-
+ static unsigned char key;
+
InitAudioDevice();
-
+
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
-
+
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
PlayMusicStream(music);
@@ -102,23 +99,23 @@ int main()
PlaySound(fxWav);
key = 0;
}
-
+
if (key == 'd')
{
PlaySound(fxOgg);
key = 0;
}
-
+
UpdateMusicStream(music);
}
-
+
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(fxWav); // Unload sound data
UnloadSound(fxOgg); // Unload sound data
-
+
UnloadMusicStream(music); // Unload music stream data
-
+
CloseAudioDevice();
//--------------------------------------------------------------------------------------
diff --git a/examples/others/bunnymark.c b/examples/others/bunnymark.c
index 1ada54db..8b524b01 100644
--- a/examples/others/bunnymark.c
+++ b/examples/others/bunnymark.c
@@ -10,7 +10,6 @@
********************************************************************************************/
#include "raylib.h"
-
#include <stdlib.h> // Required for: malloc(), free()
#define MAX_BUNNIES 100000 // 100K bunnies
@@ -29,15 +28,16 @@ int main()
int screenHeight = 960;
InitWindow(screenWidth, screenHeight, "raylib example - Bunnymark");
-
+
Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
-
+
Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
+
int bunniesCount = 0; // Bunnies counter
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
-
+
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
@@ -54,7 +54,7 @@ int main()
bunniesCount++;
}
}
-
+
// Update bunnies
for (int i = 0; i < bunniesCount; i++)
{
@@ -65,14 +65,14 @@ int main()
if ((bunnies[i].position.y > GetScreenHeight()) || (bunnies[i].position.y < 0)) bunnies[i].speed.y *= -1;
}
//----------------------------------------------------------------------------------
-
+
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
-
- for (int i = 0; i <= bunniesCount; i++)
+
+ for (int i = 0; i < bunniesCount; i++)
{
// NOTE: When internal QUADS batch limit is reached, a draw call is launched and
// batching buffer starts being filled again; before launching the draw call,
@@ -80,11 +80,10 @@ int main()
// a stall and consequently a frame drop, limiting number of bunnies drawn at 60 fps
DrawTexture(texBunny, bunnies[i].position.x, bunnies[i].position.y, RAYWHITE);
}
-
+
DrawRectangle(0, 0, screenWidth, 40, LIGHTGRAY);
DrawText("raylib bunnymark", 10, 10, 20, DARKGRAY);
DrawText(FormatText("bunnies: %i", bunniesCount), 400, 10, 20, RED);
-
DrawFPS(260, 10);
EndDrawing();
@@ -94,9 +93,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
free(bunnies);
-
+
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
-} \ No newline at end of file
+}
diff --git a/examples/others/resources/shaders/glsl100/standard.vs b/examples/others/resources/shaders/glsl100/standard.vs
index 49c5a3eb..2b958938 100644
--- a/examples/others/resources/shaders/glsl100/standard.vs
+++ b/examples/others/resources/shaders/glsl100/standard.vs
@@ -10,7 +10,7 @@ varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
void main()
{
@@ -19,5 +19,5 @@ void main()
fragColor = vertexColor;
fragNormal = vertexNormal;
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl330/standard.vs b/examples/others/resources/shaders/glsl330/standard.vs
index fc0a5ff4..7fbdbf5e 100644
--- a/examples/others/resources/shaders/glsl330/standard.vs
+++ b/examples/others/resources/shaders/glsl330/standard.vs
@@ -10,7 +10,7 @@ out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
-uniform mat4 mvpMatrix;
+uniform mat4 mvp;
void main()
{
@@ -19,5 +19,5 @@ void main()
fragColor = vertexColor;
fragNormal = vertexNormal;
- gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
} \ No newline at end of file
diff --git a/examples/physac/physics_demo.c b/examples/physac/physics_demo.c
index 1b54d51b..d66d2fbe 100644
--- a/examples/physac/physics_demo.c
+++ b/examples/physac/physics_demo.c
@@ -10,7 +10,7 @@
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
-* Copyright (c) 2017 Victor Fisac
+* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
@@ -32,6 +32,7 @@ int main()
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
+ bool needsReset = false;
// Initialize physics and default physics bodies
InitPhysics();
@@ -52,10 +53,9 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
- if (IsKeyPressed('R')) // Reset physics input
+ // Delay initialization of variables due to physics reset async
+ if (needsReset)
{
- ResetPhysics();
-
floor = CreatePhysicsBodyRectangle((Vector2){ screenWidth/2, screenHeight }, 500, 100, 10);
floor->enabled = false;
@@ -63,6 +63,13 @@ int main()
circle->enabled = false;
}
+ // Reset physics input
+ if (IsKeyPressed('R'))
+ {
+ ResetPhysics();
+ needsReset = true;
+ }
+
// Physics body creation inputs
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) CreatePhysicsBodyPolygon(GetMousePosition(), GetRandomValue(20, 80), GetRandomValue(3, 8), 10);
else if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) CreatePhysicsBodyCircle(GetMousePosition(), GetRandomValue(10, 45), 10);
diff --git a/examples/physac/physics_friction.c b/examples/physac/physics_friction.c
index 9472729a..4c81e8c8 100644
--- a/examples/physac/physics_friction.c
+++ b/examples/physac/physics_friction.c
@@ -10,7 +10,7 @@
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
-* Copyright (c) 2017 Victor Fisac
+* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
diff --git a/examples/physac/physics_movement.c b/examples/physac/physics_movement.c
index 4b2c9ab0..f828c054 100644
--- a/examples/physac/physics_movement.c
+++ b/examples/physac/physics_movement.c
@@ -10,7 +10,7 @@
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
-* Copyright (c) 2017 Victor Fisac
+* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
diff --git a/examples/physac/physics_restitution.c b/examples/physac/physics_restitution.c
index 2be8f42e..93939ebb 100644
--- a/examples/physac/physics_restitution.c
+++ b/examples/physac/physics_restitution.c
@@ -10,7 +10,7 @@
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
-* Copyright (c) 2017 Victor Fisac
+* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
diff --git a/examples/physac/physics_shatter.c b/examples/physac/physics_shatter.c
index 6b474cd3..8102e162 100644
--- a/examples/physac/physics_shatter.c
+++ b/examples/physac/physics_shatter.c
@@ -10,7 +10,7 @@
* gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread
* -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition
*
-* Copyright (c) 2017 Victor Fisac
+* Copyright (c) 2016-2018 Victor Fisac
*
********************************************************************************************/
@@ -32,14 +32,15 @@ int main()
// Physac logo drawing position
int logoX = screenWidth - MeasureText("Physac", 30) - 10;
int logoY = 15;
+ bool needsReset = false;
// Initialize physics and default physics bodies
InitPhysics();
SetPhysicsGravity(0, 0);
// Create random polygon physics body to shatter
- PhysicsBody body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
-
+ CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
@@ -48,12 +49,17 @@ int main()
{
// Update
//----------------------------------------------------------------------------------
+ // Delay initialization of variables due to physics reset asynchronous
+ if (needsReset)
+ {
+ // Create random polygon physics body to shatter
+ CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+ }
+
if (IsKeyPressed('R')) // Reset physics input
{
ResetPhysics();
-
- // Create random polygon physics body to shatter
- body = CreatePhysicsBodyPolygon((Vector2){ screenWidth/2, screenHeight/2 }, GetRandomValue(80, 200), GetRandomValue(3, 8), 10);
+ needsReset = true;
}
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) // Physics shatter input
diff --git a/examples/shaders/resources/shaders/glsl120/base.fs b/examples/shaders/resources/shaders/glsl120/base.fs
new file mode 100644
index 00000000..18799f95
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/base.fs
@@ -0,0 +1,22 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+uniform vec2 resolution = vec2(800, 450);
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+
+ // NOTE: Implement here your fragment shader code
+
+ gl_FragColor = texelColor*colDiffuse;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/base.vs b/examples/shaders/resources/shaders/glsl120/base.vs
new file mode 100644
index 00000000..674153d8
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/base.vs
@@ -0,0 +1,26 @@
+#version 120
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+
+// Output vertex attributes (to fragment shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/bloom.fs b/examples/shaders/resources/shaders/glsl120/bloom.fs
new file mode 100644
index 00000000..c28836b0
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/bloom.fs
@@ -0,0 +1,37 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+const vec2 size = vec2(800, 450); // render size
+const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
+const float quality = 2.5; // lower = smaller glow, better quality
+
+void main()
+{
+ vec4 sum = vec4(0);
+ vec2 sizeFactor = vec2(1)/size*quality;
+
+ // Texel color fetching from texture sampler
+ vec4 source = texture2D(texture0, fragTexCoord);
+
+ const int range = 2; // should be = (samples - 1)/2;
+
+ for (int x = -range; x <= range; x++)
+ {
+ for (int y = -range; y <= range; y++)
+ {
+ sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
+ }
+ }
+
+ // Calculate final fragment color
+ gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/blur.fs b/examples/shaders/resources/shaders/glsl120/blur.fs
new file mode 100644
index 00000000..99cddfc9
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/blur.fs
@@ -0,0 +1,32 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
+
+vec3 offset = vec3(0.0, 1.3846153846, 3.2307692308);
+vec3 weight = vec3(0.2270270270, 0.3162162162, 0.0702702703);
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec3 tc = texture2D(texture0, fragTexCoord).rgb*weight.x;
+
+ tc += texture2D(texture0, fragTexCoord + vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
+ tc += texture2D(texture0, fragTexCoord - vec2(offset.y)/renderWidth, 0.0).rgb*weight.y;
+
+ tc += texture2D(texture0, fragTexCoord + vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
+ tc += texture2D(texture0, fragTexCoord - vec2(offset.z)/renderWidth, 0.0).rgb*weight.z;
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/cross_hatching.fs b/examples/shaders/resources/shaders/glsl120/cross_hatching.fs
new file mode 100644
index 00000000..46514120
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/cross_hatching.fs
@@ -0,0 +1,45 @@
+# version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+float hatchOffsetY = 5.0;
+float lumThreshold01 = 0.9;
+float lumThreshold02 = 0.7;
+float lumThreshold03 = 0.5;
+float lumThreshold04 = 0.3;
+
+void main()
+{
+ vec3 tc = vec3(1.0, 1.0, 1.0);
+ float lum = length(texture2D(texture0, fragTexCoord).rgb);
+
+ if (lum < lumThreshold01)
+ {
+ if (mod(gl_FragCoord.x + gl_FragCoord.y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold02)
+ {
+ if (mod(gl_FragCoord .x - gl_FragCoord .y, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold03)
+ {
+ if (mod(gl_FragCoord .x + gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ if (lum < lumThreshold04)
+ {
+ if (mod(gl_FragCoord .x - gl_FragCoord .y - hatchOffsetY, 10.0) == 0.0) tc = vec3(0.0, 0.0, 0.0);
+ }
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/cross_stitching.fs b/examples/shaders/resources/shaders/glsl120/cross_stitching.fs
new file mode 100644
index 00000000..dee4617e
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/cross_stitching.fs
@@ -0,0 +1,55 @@
+# version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
+
+float stitchingSize = 6.0;
+int invert = 0;
+
+vec4 PostFX(sampler2D tex, vec2 uv)
+{
+ vec4 c = vec4(0.0);
+ float size = stitchingSize;
+ vec2 cPos = uv * vec2(renderWidth, renderHeight);
+ vec2 tlPos = floor(cPos / vec2(size, size));
+ tlPos *= size;
+
+ int remX = int(mod(cPos.x, size));
+ int remY = int(mod(cPos.y, size));
+
+ if (remX == 0 && remY == 0) tlPos = cPos;
+
+ vec2 blPos = tlPos;
+ blPos.y += (size - 1.0);
+
+ if ((remX == remY) || (((int(cPos.x) - int(blPos.x)) == (int(blPos.y) - int(cPos.y)))))
+ {
+ if (invert == 1) c = vec4(0.2, 0.15, 0.05, 1.0);
+ else c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ }
+ else
+ {
+ if (invert == 1) c = texture2D(tex, tlPos * vec2(1.0/renderWidth, 1.0/renderHeight)) * 1.4;
+ else c = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+
+ return c;
+}
+
+void main()
+{
+ vec3 tc = PostFX(texture0, fragTexCoord).rgb;
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/distortion.fs b/examples/shaders/resources/shaders/glsl120/distortion.fs
new file mode 100644
index 00000000..f9d7f1e5
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/distortion.fs
@@ -0,0 +1,52 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// NOTE: Default parameters for Oculus Rift DK2 device
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45);
+const vec2 ScaleIn = vec2(4.0, 2.5);
+const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
+const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
+
+void main()
+{
+ // The following two variables need to be set per eye
+ vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
+
+ // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
+ vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
+ //vec2 tc = LensCenter + Scale*theta1;
+
+ // Detect whether blue texture coordinates are out of range since these will scaled out the furthest
+ vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
+ vec2 tcBlue = LensCenter + Scale*thetaBlue;
+
+ if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ else
+ {
+ // Do blue texture lookup
+ float blue = texture2D(texture0, tcBlue).b;
+
+ // Do green lookup (no scaling)
+ vec2 tcGreen = LensCenter + Scale*theta1;
+ float green = texture2D(texture0, tcGreen).g;
+
+ // Do red scale and lookup
+ vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
+ vec2 tcRed = LensCenter + Scale*thetaRed;
+ float red = texture2D(texture0, tcRed).r;
+
+ gl_FragColor = vec4(red, green, blue, 1.0);
+ }
+}
diff --git a/examples/shaders/resources/shaders/glsl120/dream_vision.fs b/examples/shaders/resources/shaders/glsl120/dream_vision.fs
new file mode 100644
index 00000000..4ca2a863
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/dream_vision.fs
@@ -0,0 +1,35 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec4 color = texture2D(texture0, fragTexCoord);
+
+ color += texture2D(texture0, fragTexCoord + 0.001);
+ color += texture2D(texture0, fragTexCoord + 0.003);
+ color += texture2D(texture0, fragTexCoord + 0.005);
+ color += texture2D(texture0, fragTexCoord + 0.007);
+ color += texture2D(texture0, fragTexCoord + 0.009);
+ color += texture2D(texture0, fragTexCoord + 0.011);
+
+ color += texture2D(texture0, fragTexCoord - 0.001);
+ color += texture2D(texture0, fragTexCoord - 0.003);
+ color += texture2D(texture0, fragTexCoord - 0.005);
+ color += texture2D(texture0, fragTexCoord - 0.007);
+ color += texture2D(texture0, fragTexCoord - 0.009);
+ color += texture2D(texture0, fragTexCoord - 0.011);
+
+ color.rgb = vec3((color.r + color.g + color.b)/3.0);
+ color = color/9.5;
+
+ gl_FragColor = color;
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/fisheye.fs b/examples/shaders/resources/shaders/glsl120/fisheye.fs
new file mode 100644
index 00000000..6f376ba3
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/fisheye.fs
@@ -0,0 +1,41 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+const float PI = 3.1415926535;
+
+void main()
+{
+ float aperture = 178.0;
+ float apertureHalf = 0.5 * aperture * (PI / 180.0);
+ float maxFactor = sin(apertureHalf);
+
+ vec2 uv = vec2(0.0);
+ vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
+ float d = length(xy);
+
+ if (d < (2.0 - maxFactor))
+ {
+ d = length(xy * maxFactor);
+ float z = sqrt(1.0 - d * d);
+ float r = atan(d, z) / PI;
+ float phi = atan(xy.y, xy.x);
+
+ uv.x = r * cos(phi) + 0.5;
+ uv.y = r * sin(phi) + 0.5;
+ }
+ else
+ {
+ uv = fragTexCoord.xy;
+ }
+
+ gl_FragColor = texture2D(texture0, uv);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/grayscale.fs b/examples/shaders/resources/shaders/glsl120/grayscale.fs
new file mode 100644
index 00000000..4de60d22
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/grayscale.fs
@@ -0,0 +1,23 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord)*colDiffuse*fragColor;
+
+ // Convert texel color to grayscale using NTSC conversion weights
+ float gray = dot(texelColor.rgb, vec3(0.299, 0.587, 0.114));
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(gray, gray, gray, texelColor.a);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/pixelizer.fs b/examples/shaders/resources/shaders/glsl120/pixelizer.fs
new file mode 100644
index 00000000..6f741faf
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/pixelizer.fs
@@ -0,0 +1,30 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values must be passed from code
+const float renderWidth = 800.0;
+const float renderHeight = 450.0;
+
+float pixelWidth = 5.0;
+float pixelHeight = 5.0;
+
+void main()
+{
+ float dx = pixelWidth*(1.0/renderWidth);
+ float dy = pixelHeight*(1.0/renderHeight);
+
+ vec2 coord = vec2(dx*floor(fragTexCoord.x/dx), dy*floor(fragTexCoord.y/dy));
+
+ vec3 tc = texture2D(texture0, coord).rgb;
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/posterization.fs b/examples/shaders/resources/shaders/glsl120/posterization.fs
new file mode 100644
index 00000000..475b93a1
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/posterization.fs
@@ -0,0 +1,27 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+float gamma = 0.6;
+float numColors = 8.0;
+
+void main()
+{
+ vec3 color = texture2D(texture0, fragTexCoord.xy).rgb;
+
+ color = pow(color, vec3(gamma, gamma, gamma));
+ color = color*numColors;
+ color = floor(color);
+ color = color/numColors;
+ color = pow(color, vec3(1.0/gamma));
+
+ gl_FragColor = vec4(color, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/predator.fs b/examples/shaders/resources/shaders/glsl120/predator.fs
new file mode 100644
index 00000000..2999cc8d
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/predator.fs
@@ -0,0 +1,29 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ vec3 color = texture2D(texture0, fragTexCoord).rgb;
+ vec3 colors[3];
+ colors[0] = vec3(0.0, 0.0, 1.0);
+ colors[1] = vec3(1.0, 1.0, 0.0);
+ colors[2] = vec3(1.0, 0.0, 0.0);
+
+ float lum = (color.r + color.g + color.b)/3.0;
+
+ vec3 tc = vec3(0.0, 0.0, 0.0);
+
+ if (lum < 0.5) tc = mix(colors[0], colors[1], lum/0.5);
+ else tc = mix(colors[1], colors[2], (lum - 0.5)/0.5);
+
+ gl_FragColor = vec4(tc, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/scanlines.fs b/examples/shaders/resources/shaders/glsl120/scanlines.fs
new file mode 100644
index 00000000..929c79eb
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/scanlines.fs
@@ -0,0 +1,42 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+float offset = 0.0;
+float frequency = 450.0/3.0;
+
+uniform float time;
+
+void main()
+{
+/*
+ // Scanlines method 1
+ float tval = 0; //time
+ vec2 uv = 0.5 + (fragTexCoord - 0.5)*(0.9 + 0.01*sin(0.5*tval));
+
+ vec4 color = texture2D(texture0, fragTexCoord);
+
+ color = clamp(color*0.5 + 0.5*color*color*1.2, 0.0, 1.0);
+ color *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0 - uv.x)*(1.0 - uv.y);
+ color *= vec4(0.8, 1.0, 0.7, 1);
+ color *= 0.9 + 0.1*sin(10.0*tval + uv.y*1000.0);
+ color *= 0.97 + 0.03*sin(110.0*tval);
+
+ fragColor = color;
+*/
+ // Scanlines method 2
+ float globalPos = (fragTexCoord.y + offset) * frequency;
+ float wavePos = cos((fract(globalPos) - 0.5)*3.14);
+
+ vec4 color = texture2D(texture0, fragTexCoord);
+
+ gl_FragColor = mix(vec4(0.0, 0.3, 0.0, 0.0), color, wavePos);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/sobel.fs b/examples/shaders/resources/shaders/glsl120/sobel.fs
new file mode 100644
index 00000000..a3f3f2bf
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/sobel.fs
@@ -0,0 +1,38 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+vec2 resolution = vec2(800.0, 450.0);
+
+void main()
+{
+ float x = 1.0/resolution.x;
+ float y = 1.0/resolution.y;
+
+ vec4 horizEdge = vec4(0.0);
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y ))*2.0;
+ horizEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y ))*2.0;
+ horizEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+
+ vec4 vertEdge = vec4(0.0);
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y - y))*1.0;
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y - y))*2.0;
+ vertEdge -= texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y - y))*1.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x - x, fragTexCoord.y + y))*1.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x , fragTexCoord.y + y))*2.0;
+ vertEdge += texture2D(texture0, vec2(fragTexCoord.x + x, fragTexCoord.y + y))*1.0;
+
+ vec3 edge = sqrt((horizEdge.rgb*horizEdge.rgb) + (vertEdge.rgb*vertEdge.rgb));
+
+ gl_FragColor = vec4(edge, texture2D(texture0, fragTexCoord).a);
+} \ No newline at end of file
diff --git a/examples/shaders/resources/shaders/glsl120/swirl.fs b/examples/shaders/resources/shaders/glsl120/swirl.fs
new file mode 100644
index 00000000..0618e013
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl120/swirl.fs
@@ -0,0 +1,44 @@
+#version 120
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+
+// NOTE: Render size values should be passed from code
+const float renderWidth = 800;
+const float renderHeight = 450;
+
+float radius = 250.0;
+float angle = 0.8;
+
+uniform vec2 center;
+
+void main()
+{
+ vec2 texSize = vec2(renderWidth, renderHeight);
+ vec2 tc = fragTexCoord*texSize;
+ tc -= center;
+
+ float dist = length(tc);
+
+ if (dist < radius)
+ {
+ float percent = (radius - dist)/radius;
+ float theta = percent*percent*angle*8.0;
+ float s = sin(theta);
+ float c = cos(theta);
+
+ tc = vec2(dot(tc, vec2(c, -s)), dot(tc, vec2(s, c)));
+ }
+
+ tc += center;
+ vec4 color = texture2D(texture0, tc/texSize)*colDiffuse*fragColor;;
+
+ gl_FragColor = vec4(color.rgb, 1.0);;
+} \ No newline at end of file
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index a0f6fd22..4e160455 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.c
@@ -30,7 +30,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
+ camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
diff --git a/examples/shaders/shaders_model_shader.c b/examples/shaders/shaders_model_shader.c
index f1a349c6..51acc836 100644
--- a/examples/shaders/shaders_model_shader.c
+++ b/examples/shaders/shaders_model_shader.c
@@ -30,7 +30,12 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
+ camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
+ camera.fovy = 45.0f;
+ camera.type = CAMERA_PERSPECTIVE;
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
diff --git a/examples/shaders/shaders_postprocessing.c b/examples/shaders/shaders_postprocessing.c
index 4aac5f91..5eeda896 100644
--- a/examples/shaders/shaders_postprocessing.c
+++ b/examples/shaders/shaders_postprocessing.c
@@ -20,10 +20,8 @@
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
- #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl330/base.vs"
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
- #define DEFAULT_VERTEX_SHADER "resources/shaders/glsl100/base.vs"
#endif
#define MAX_POSTPRO_SHADERS 12
@@ -72,7 +70,7 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
- Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
@@ -85,18 +83,19 @@ int main()
// NOTE 2: We load the correct shader depending on GLSL version
Shader shaders[MAX_POSTPRO_SHADERS];
- shaders[FX_GRAYSCALE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
- shaders[FX_POSTERIZATION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
- shaders[FX_DREAM_VISION] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
- shaders[FX_PIXELIZER] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
- shaders[FX_CROSS_HATCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
- shaders[FX_CROSS_STITCHING] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
- shaders[FX_PREDATOR_VIEW] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
- shaders[FX_SCANLINES] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
- shaders[FX_FISHEYE] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
- shaders[FX_SOBEL] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
- shaders[FX_BLOOM] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
- shaders[FX_BLUR] = LoadShader(DEFAULT_VERTEX_SHADER, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
+ shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
+ shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
+ shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
+ shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
+ shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
+ shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
+ shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
+ shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
+ shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
+ shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
+ shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
+ shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
int currentShader = FX_GRAYSCALE;
@@ -177,4 +176,4 @@ int main()
//--------------------------------------------------------------------------------------
return 0;
-} \ No newline at end of file
+}
diff --git a/examples/text/text_input_box.c b/examples/text/text_input_box.c
index 54eebf40..5f8d1c01 100644
--- a/examples/text/text_input_box.c
+++ b/examples/text/text_input_box.c
@@ -52,7 +52,7 @@ int main()
letterCount++;
}
- if (key == KEY_BACKSPACE)
+ if (IsKeyPressed(KEY_BACKSPACE))
{
letterCount--;
name[letterCount] = '\0';
diff --git a/examples/text/text_ttf_loading.c b/examples/text/text_ttf_loading.c
index c9c2fb27..fedfbfb8 100644
--- a/examples/text/text_ttf_loading.c
+++ b/examples/text/text_ttf_loading.c
@@ -32,7 +32,7 @@ int main()
GenTextureMipmaps(&font.texture);
float fontSize = font.baseSize;
- Vector2 fontPosition = { 40, screenHeight/2 + 50 };
+ Vector2 fontPosition = { 40, screenHeight/2 - 50 };
Vector2 textSize;
SetTextureFilter(font.texture, FILTER_POINT);
diff --git a/examples/textures/resources/KAISG.ttf b/examples/textures/resources/KAISG.ttf
new file mode 100644
index 00000000..04478b25
--- /dev/null
+++ b/examples/textures/resources/KAISG.ttf
Binary files differ
diff --git a/examples/textures/textures_image_generation.c b/examples/textures/textures_image_generation.c
index 7d8e017e..790c34f1 100644
--- a/examples/textures/textures_image_generation.c
+++ b/examples/textures/textures_image_generation.c
@@ -24,10 +24,10 @@ int main()
Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
- Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.f, WHITE, BLACK);
+ Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
- Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 8.f);
+ Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
Texture2D textures[NUM_TEXTURES];
diff --git a/examples/textures/textures_image_text.c b/examples/textures/textures_image_text.c
new file mode 100644
index 00000000..1d4231f7
--- /dev/null
+++ b/examples/textures/textures_image_text.c
@@ -0,0 +1,83 @@
+/*******************************************************************************************
+*
+* raylib [texture] example - Image text drawing using TTF generated spritefont
+*
+* This example has been created using raylib 1.8 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2017 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [texture] example - image text drawing");
+
+ // TTF SpriteFont loading with custom generation parameters
+ SpriteFont font = LoadSpriteFontEx("resources/KAISG.ttf", 64, 0, 0);
+
+ Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
+
+ // Draw over image using custom font
+ ImageDrawTextEx(&parrots, (Vector2){ 20, 20 }, font, "[Parrots font drawing]", font.baseSize, 0, WHITE);
+
+ Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
+ UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
+
+ Vector2 position = { screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 20 };
+
+ bool showFont = false;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ if (IsKeyDown(KEY_SPACE)) showFont = true;
+ else showFont = false;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (!showFont)
+ {
+ // Draw texture with text already drawn inside
+ DrawTextureV(texture, position, WHITE);
+
+ // Draw text directly using sprite font
+ DrawTextEx(font, "[Parrots font drawing]", (Vector2){ position.x + 20,
+ position.y + 20 + 280 }, font.baseSize, 0, WHITE);
+ }
+ else DrawTexture(font.texture, screenWidth/2 - font.texture.width/2, 50, BLACK);
+
+ DrawText("PRESS SPACE to SEE USED SPRITEFONT ", 290, 420, 10, DARKGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(texture); // Texture unloading
+
+ UnloadSpriteFont(font); // Unload custom spritefont
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/textures/textures_image_text.png b/examples/textures/textures_image_text.png
new file mode 100644
index 00000000..dafbabfb
--- /dev/null
+++ b/examples/textures/textures_image_text.png
Binary files differ