Changing examples to use makefile
- Testing a modified version of the makefile from raylib Instead of multiple project files for examples. - Fixed readme example
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364 changed files with 979 additions and 9077 deletions
7
Examples/others/audio_standalone.cs
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7
Examples/others/audio_standalone.cs
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using Raylib;
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using static Raylib.Raylib;
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public partial class Examples
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{
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/*******************************************************************************************
*
* raylib [audio] example - Using audio module as standalone module
*
* NOTE: This example does not require any graphic device, it can run directly on console.
*
* DEPENDENCIES:
* mini_al.h - Audio device management lib (http://kcat.strangesoft.net/openal.html)
* stb_vorbis.c - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
* jar_xm.h - XM module file loading
* jar_mod.h - MOD audio file loading
* dr_flac.h - FLAC audio file loading
*
* COMPILATION:
* gcc -c ..\..\src\external\mini_al.c -Wall -I.
* gcc -o audio_standalone.exe audio_standalone.c ..\..\src\audio.c ..\..\src\external\stb_vorbis.c mini_al.o /
* -I..\..\src -I..\..\src\external -L. -Wall -std=c99 /
* -DAUDIO_STANDALONE -DSUPPORT_FILEFORMAT_WAV -DSUPPORT_FILEFORMAT_OGG
*
* LICENSE: zlib/libpng
*
* This example is 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) 2014-2018 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.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
********************************************************************************************/
#include <conio.h> // Windows only, no stardard library
#else
// Provide kbhit() function in non-Windows platforms
// Check if a key has been pressed
static int kbhit(void)
{
struct termios oldt, newt;
int ch;
int oldf;
tcgetattr(STDIN_FILENO, &oldt);
newt = oldt;
newt.c_lflag &= ~(ICANON | ECHO);
tcsetattr(STDIN_FILENO, TCSANOW, &newt);
oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
ch = getchar();
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
fcntl(STDIN_FILENO, F_SETFL, oldf);
if (ch != EOF)
{
ungetc(ch, stdin);
return 1;
}
return 0;
}
// Get pressed character
static char getch() { return getchar(); }
public const #define (int)Key.ESCAPE 27
public static void Main()
{
// Initialization
//--------------------------------------------------------------------------------------
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
IntPtr music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
PlayMusicStream(music);
printf("\nPress s or d to play sounds...\n");
//--------------------------------------------------------------------------------------
// Main loop
while (key != (int)Key.ESCAPE)
{
if (kbhit()) key = getch();
if (key == 's')
{
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();
//--------------------------------------------------------------------------------------
return 0;
}
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}
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7
Examples/others/bunnymark.cs
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7
Examples/others/bunnymark.cs
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using Raylib;
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using static Raylib.Raylib;
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public partial class Examples
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{
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/*******************************************************************************************
*
* raylib example - Bunnymark
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public const #define MAX_BUNNIES 100000 // 100K bunnies
struct Bunny
{ public Vector2 position;
public Vector2 speed;
public Color color;
public } Bunny;
public static int bunnymark()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 1280;
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
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
// Create more bunnies
for (int i = 0; i < 100; i++)
{
bunnies[bunniesCount].position = GetMousePosition();
bunnies[bunniesCount].speed.x = (float)GetRandomValue(250, 500)/60.0f;
bunnies[bunniesCount].speed.y = (float)(GetRandomValue(250, 500) - 500)/60.0f;
bunniesCount++;
}
}
// Update bunnies
for (int i = 0; i < bunniesCount; i++)
{
bunnies[i].position.x += bunnies[i].speed.x;
bunnies[i].position.y += bunnies[i].speed.y;
if ((bunnies[i].position.x > GetScreenWidth()) || (bunnies[i].position.x < 0)) bunnies[i].speed.x *= -1;
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++)
{
// 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,
// updated vertex data from internal buffer is send to GPU... it seems it generates
// 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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
free(bunnies);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
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}
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BIN
Examples/others/resources/audio/guitar_noodling.ogg
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BIN
Examples/others/resources/audio/guitar_noodling.ogg
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Binary file not shown.
BIN
Examples/others/resources/audio/tanatana.ogg
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BIN
Examples/others/resources/audio/tanatana.ogg
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Binary file not shown.
BIN
Examples/others/resources/audio/weird.wav
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BIN
Examples/others/resources/audio/weird.wav
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Binary file not shown.
152
Examples/others/resources/shaders/glsl100/standard.fs
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152
Examples/others/resources/shaders/glsl100/standard.fs
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#version 100
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precision mediump float;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform vec4 colAmbient;
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uniform vec4 colDiffuse;
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uniform vec4 colSpecular;
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uniform float glossiness;
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uniform int useNormal;
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uniform int useSpecular;
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uniform mat4 modelMatrix;
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uniform vec3 viewDir;
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 direction;
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vec4 diffuse;
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float intensity;
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float radius;
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float coneAngle;
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};
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const int maxLights = 8;
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uniform Light lights[maxLights];
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vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
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vec3 surfaceToLight = l.position - surfacePos;
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// Diffuse shading
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float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
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float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(-l.direction + v);
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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{
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
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// Spot attenuation
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float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
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attenuation = dot(lightToSurface, -lightDir);
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float lightToSurfaceAngle = degrees(acos(attenuation));
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if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
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float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
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// Combine diffuse and attenuation
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float diffAttenuation = diff*attenuation;
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// Specular shading
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float spec = 0.0;
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if (diffAttenuation > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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}
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void main()
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{
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// Calculate fragment normal in screen space
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// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
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mat3 normalMatrix = mat3(modelMatrix);
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vec3 normal = normalize(normalMatrix*fragNormal);
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// Normalize normal and view direction vectors
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vec3 n = normalize(normal);
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vec3 v = normalize(viewDir);
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// Calculate diffuse texture color fetching
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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vec3 lighting = colAmbient.rgb;
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// Calculate normal texture color fetching or set to maximum normal value by default
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if (useNormal == 1)
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{
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n *= texture2D(texture1, fragTexCoord).rgb;
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n = normalize(n);
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}
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// Calculate specular texture color fetching or set to maximum specular value by default
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float spec = 1.0;
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if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
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for (int i = 0; i < maxLights; i++)
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{
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// Check if light is enabled
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if (lights[i].enabled == 1)
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{
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// Calculate lighting based on light type
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if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
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else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
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else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
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// NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
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}
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}
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// Calculate final fragment color
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gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
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}
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23
Examples/others/resources/shaders/glsl100/standard.vs
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Examples/others/resources/shaders/glsl100/standard.vs
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#version 100
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attribute vec3 vertexPosition;
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attribute vec3 vertexNormal;
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attribute vec2 vertexTexCoord;
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attribute vec4 vertexColor;
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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uniform mat4 mvp;
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void main()
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{
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = vertexNormal;
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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150
Examples/others/resources/shaders/glsl330/standard.fs
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150
Examples/others/resources/shaders/glsl330/standard.fs
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#version 330
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragNormal;
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform sampler2D texture1;
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uniform sampler2D texture2;
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uniform vec4 colAmbient;
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uniform vec4 colDiffuse;
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uniform vec4 colSpecular;
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uniform float glossiness;
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uniform int useNormal;
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uniform int useSpecular;
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uniform mat4 modelMatrix;
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uniform vec3 viewDir;
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 direction;
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vec4 diffuse;
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float intensity;
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float radius;
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float coneAngle;
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};
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const int maxLights = 8;
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uniform Light lights[maxLights];
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vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 surfaceToLight = l.position - surfacePos;
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// Diffuse shading
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float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
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float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(-l.direction + v);
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
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{
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
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// Spot attenuation
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float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
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attenuation = dot(lightToSurface, -lightDir);
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float lightToSurfaceAngle = degrees(acos(attenuation));
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if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
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float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
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// Combine diffuse and attenuation
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float diffAttenuation = diff*attenuation;
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// Specular shading
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float spec = 0.0;
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if (diffAttenuation > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
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}
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return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
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}
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void main()
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{
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// Calculate fragment normal in screen space
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// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
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mat3 normalMatrix = mat3(modelMatrix);
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vec3 normal = normalize(normalMatrix*fragNormal);
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// Normalize normal and view direction vectors
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vec3 n = normalize(normal);
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vec3 v = normalize(viewDir);
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// Calculate diffuse texture color fetching
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lighting = colAmbient.rgb;
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// Calculate normal texture color fetching or set to maximum normal value by default
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if (useNormal == 1)
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{
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n *= texture(texture1, fragTexCoord).rgb;
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n = normalize(n);
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}
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// Calculate specular texture color fetching or set to maximum specular value by default
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float spec = 1.0;
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if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
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for (int i = 0; i < maxLights; i++)
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{
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// Check if light is enabled
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if (lights[i].enabled == 1)
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{
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// Calculate lighting based on light type
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if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
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else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
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else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
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}
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}
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
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}
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23
Examples/others/resources/shaders/glsl330/standard.vs
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23
Examples/others/resources/shaders/glsl330/standard.vs
Normal file
|
|
@ -0,0 +1,23 @@
|
|||
#version 330
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec3 vertexNormal;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec4 vertexColor;
|
||||
|
||||
out vec3 fragPosition;
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
uniform mat4 mvp;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vertexPosition;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = vertexNormal;
|
||||
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
7
Examples/others/rlgl_standalone.cs
Normal file
7
Examples/others/rlgl_standalone.cs
Normal file
File diff suppressed because one or more lines are too long
7
Examples/others/standard_lighting.cs
Normal file
7
Examples/others/standard_lighting.cs
Normal file
File diff suppressed because one or more lines are too long
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