Merge pull request #125 from raysan5/develop
Develop branch integration
This commit is contained in:
commit
1c98e6b698
214 changed files with 48508 additions and 34424 deletions
10
.gitignore
vendored
10
.gitignore
vendored
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@ -6,6 +6,7 @@ src_android/obj/
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templates/android_project/bin/
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templates/android_project/bin/
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templates/android_project/obj/
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templates/android_project/obj/
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templates/android_project/libs/
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templates/android_project/libs/
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local.properties
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# Ignore thumbnails created by windows
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# Ignore thumbnails created by windows
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Thumbs.db
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Thumbs.db
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@ -61,4 +62,11 @@ xcschememanagement.plist
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xcuserdata/
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xcuserdata/
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DerivedData/
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DerivedData/
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*.dll
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*.dll
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src/libraylib.a
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src/libraylib.a
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# oculus example
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!examples/oculus_glfw_sample/LibOVRRT32_1.dll
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# external libraries DLLs
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!src/external/glfw3/lib/win32/glfw3.dll
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!src/external/openal_soft/lib/win32/OpenAL32.dll
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455
examples/Makefile
Normal file
455
examples/Makefile
Normal file
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@ -0,0 +1,455 @@
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#**************************************************************************************************
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#
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# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
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#
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# Copyright (c) 2015 Ramon Santamaria (@raysan5)
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#
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# This software is provided "as-is", without any express or implied warranty. In no event
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# will the authors be held liable for any damages arising from the use of this software.
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#
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# Permission is granted to anyone to use this software for any purpose, including commercial
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# applications, and to alter it and redistribute it freely, subject to the following restrictions:
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#
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# 1. The origin of this software must not be misrepresented; you must not claim that you
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# wrote the original software. If you use this software in a product, an acknowledgment
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# in the product documentation would be appreciated but is not required.
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#
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# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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# as being the original software.
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#
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# 3. This notice may not be removed or altered from any source distribution.
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#
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#**************************************************************************************************
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# define raylib platform to compile for
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# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
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# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
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PLATFORM ?= PLATFORM_DESKTOP
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# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
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ifeq ($(OS),Windows_NT)
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PLATFORM_OS=WINDOWS
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LIBPATH=win32
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else
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UNAMEOS:=$(shell uname)
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ifeq ($(UNAMEOS),Linux)
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PLATFORM_OS=LINUX
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LIBPATH=linux
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else
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ifeq ($(UNAMEOS),Darwin)
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PLATFORM_OS=OSX
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LIBPATH=osx
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endif
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||||||
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endif
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||||||
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endif
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||||||
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endif
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||||||
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||||||
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# define compiler: gcc for C program, define as g++ for C++
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ifeq ($(PLATFORM),PLATFORM_WEB)
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# define emscripten compiler
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CC = emcc
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else
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||||||
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ifeq ($(PLATFORM_OS),OSX)
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||||||
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# define llvm compiler for mac
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||||||
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CC = clang
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||||||
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else
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||||||
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# define default gcc compiler
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||||||
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CC = gcc
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||||||
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endif
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||||||
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endif
|
||||||
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|
||||||
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# define compiler flags:
|
||||||
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# -O2 defines optimization level
|
||||||
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# -Wall turns on most, but not all, compiler warnings
|
||||||
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# -std=c99 use standard C from 1999 revision
|
||||||
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ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
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CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
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||||||
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else
|
||||||
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CFLAGS = -O2 -Wall -std=c99
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||||||
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endif
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||||||
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ifeq ($(PLATFORM),PLATFORM_WEB)
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||||||
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CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources
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||||||
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#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
|
||||||
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#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
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endif
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||||||
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||||||
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#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
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||||||
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# define any directories containing required header files
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ifeq ($(PLATFORM),PLATFORM_RPI)
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INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
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endif
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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# add standard directories for GNU/Linux
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ifeq ($(PLATFORM_OS),LINUX)
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INCLUDES = -I. -I../src -I/usr/local/include/raylib/
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||||||
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else ifeq ($(PLATFORM_OS),OSX)
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INCLUDES = -I. -I../src
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else
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INCLUDES = -I. -I../../src -IC:/raylib/raylib/src
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# external libraries headers
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# GLFW3
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INCLUDES += -I../../external/glfw3/include
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# OpenAL Soft
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INCLUDES += -I../../external/openal_soft/include
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endif
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||||||
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endif
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||||||
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||||||
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# define library paths containing required libs
|
||||||
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ifeq ($(PLATFORM),PLATFORM_RPI)
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||||||
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LFLAGS = -L. -L../../src -L/opt/vc/lib
|
||||||
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endif
|
||||||
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
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# add standard directories for GNU/Linux
|
||||||
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ifeq ($(PLATFORM_OS),LINUX)
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||||||
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LFLAGS = -L. -L../../src
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else ifeq ($(PLATFORM_OS),OSX)
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||||||
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LFLAGS = -L. -L../src
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||||||
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else
|
||||||
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LFLAGS = -L. -L../../src -LC:/raylib/raylib/src
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||||||
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# external libraries to link with
|
||||||
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# GLFW3
|
||||||
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LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
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||||||
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ifneq ($(PLATFORM_OS),OSX)
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# OpenAL Soft
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LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
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||||||
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endif
|
||||||
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endif
|
||||||
|
endif
|
||||||
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|
||||||
|
# define any libraries to link into executable
|
||||||
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# if you want to link libraries (libname.so or libname.a), use the -lname
|
||||||
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ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
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# libraries for Debian GNU/Linux desktop compiling
|
||||||
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# requires the following packages:
|
||||||
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
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||||||
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LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl -lX11 \
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||||||
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-lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
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||||||
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else
|
||||||
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ifeq ($(PLATFORM_OS),OSX)
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||||||
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# libraries for OS X 10.9 desktop compiling
|
||||||
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# requires the following packages:
|
||||||
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# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||||
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LIBS = -lraylib -lglfw3 -framework OpenGL -framework OpenAl -framework Cocoa
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||||||
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else
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||||||
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# libraries for Windows desktop compiling
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||||||
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# NOTE: GLFW3 and OpenAL Soft libraries should be installed
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||||||
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LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
|
||||||
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endif
|
||||||
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endif
|
||||||
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endif
|
||||||
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ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
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# libraries for Raspberry Pi compiling
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||||||
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# NOTE: OpenAL Soft library should be installed (libopenal1 package)
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||||||
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LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
|
||||||
|
endif
|
||||||
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ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
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# just adjust the correct path to libraylib.bc
|
||||||
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LIBS = ../src/libraylib.bc
|
||||||
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endif
|
||||||
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|
||||||
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# define additional parameters and flags for windows
|
||||||
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ifeq ($(PLATFORM_OS),WINDOWS)
|
||||||
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# resources file contains windows exe icon
|
||||||
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# -Wl,--subsystem,windows hides the console window
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||||||
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WINFLAGS = ../src/resources -Wl,--subsystem,windows
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||||||
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endif
|
||||||
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|
||||||
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ifeq ($(PLATFORM),PLATFORM_WEB)
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||||||
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EXT = .html
|
||||||
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endif
|
||||||
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|
||||||
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# define all object files required
|
||||||
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EXAMPLES = \
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||||||
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core_basic_window \
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||||||
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core_input_keys \
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||||||
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core_input_mouse \
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||||||
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core_mouse_wheel \
|
||||||
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core_input_gamepad \
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||||||
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core_random_values \
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||||||
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core_color_select \
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||||||
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core_drop_files \
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||||||
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core_storage_values \
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||||||
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core_gestures_detection \
|
||||||
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core_3d_mode \
|
||||||
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core_3d_picking \
|
||||||
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core_3d_camera_free \
|
||||||
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core_3d_camera_first_person \
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||||||
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shapes_logo_raylib \
|
||||||
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shapes_basic_shapes \
|
||||||
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shapes_colors_palette \
|
||||||
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shapes_logo_raylib_anim \
|
||||||
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textures_logo_raylib \
|
||||||
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textures_image_loading \
|
||||||
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textures_rectangle \
|
||||||
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textures_srcrec_dstrec \
|
||||||
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textures_to_image \
|
||||||
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textures_raw_data \
|
||||||
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textures_formats_loading \
|
||||||
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textures_particles_trail_blending \
|
||||||
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textures_image_processing \
|
||||||
|
textures_image_drawing \
|
||||||
|
text_sprite_fonts \
|
||||||
|
text_bmfont_ttf \
|
||||||
|
text_rbmf_fonts \
|
||||||
|
text_format_text \
|
||||||
|
text_font_select \
|
||||||
|
text_writing_anim \
|
||||||
|
models_geometric_shapes \
|
||||||
|
models_box_collisions \
|
||||||
|
models_billboard \
|
||||||
|
models_obj_loading \
|
||||||
|
models_heightmap \
|
||||||
|
models_cubicmap \
|
||||||
|
shaders_model_shader \
|
||||||
|
shaders_shapes_textures \
|
||||||
|
shaders_custom_uniform \
|
||||||
|
shaders_postprocessing \
|
||||||
|
audio_sound_loading \
|
||||||
|
audio_music_stream \
|
||||||
|
fix_dylib \
|
||||||
|
|
||||||
|
|
||||||
|
# typing 'make' will invoke the default target entry called 'all',
|
||||||
|
# in this case, the 'default' target entry is raylib
|
||||||
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all: examples
|
||||||
|
|
||||||
|
# compile all examples
|
||||||
|
examples: $(EXAMPLES)
|
||||||
|
|
||||||
|
# compile [core] example - basic window
|
||||||
|
core_basic_window: core_basic_window.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - keyboard input
|
||||||
|
core_input_keys: core_input_keys.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - mouse input
|
||||||
|
core_input_mouse: core_input_mouse.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - mouse wheel
|
||||||
|
core_mouse_wheel: core_mouse_wheel.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - gamepad input
|
||||||
|
core_input_gamepad: core_input_gamepad.c
|
||||||
|
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - generate random values
|
||||||
|
core_random_values: core_random_values.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - color selection (collision detection)
|
||||||
|
core_color_select: core_color_select.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - drop files
|
||||||
|
core_drop_files: core_drop_files.c
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - storage values
|
||||||
|
core_storage_values: core_storage_values.c
|
||||||
|
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
else
|
||||||
|
@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
|
||||||
|
endif
|
||||||
|
|
||||||
|
# compile [core] example - gestures detection
|
||||||
|
core_gestures_detection: core_gestures_detection.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d mode
|
||||||
|
core_3d_mode: core_3d_mode.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d picking
|
||||||
|
core_3d_picking: core_3d_picking.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d camera free
|
||||||
|
core_3d_camera_free: core_3d_camera_free.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [core] example - 3d camera first person
|
||||||
|
core_3d_camera_first_person: core_3d_camera_first_person.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib logo (with basic shapes)
|
||||||
|
shapes_logo_raylib: shapes_logo_raylib.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - basic shapes usage (rectangle, circle, ...)
|
||||||
|
shapes_basic_shapes: shapes_basic_shapes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib color palette
|
||||||
|
shapes_colors_palette: shapes_colors_palette.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shapes] example - raylib logo animation
|
||||||
|
shapes_logo_raylib_anim: shapes_logo_raylib_anim.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - raylib logo texture loading
|
||||||
|
textures_logo_raylib: textures_logo_raylib.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - image loading and conversion to texture
|
||||||
|
textures_image_loading: textures_image_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture rectangle drawing
|
||||||
|
textures_rectangle: textures_rectangle.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture source and destination rectangles
|
||||||
|
textures_srcrec_dstrec: textures_srcrec_dstrec.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture to image
|
||||||
|
textures_to_image: textures_to_image.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture raw data
|
||||||
|
textures_raw_data: textures_raw_data.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture formats loading
|
||||||
|
textures_formats_loading: textures_formats_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture particles trail blending
|
||||||
|
textures_particles_trail_blending: textures_particles_trail_blending.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture image processing
|
||||||
|
textures_image_processing: textures_image_processing.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [textures] example - texture image drawing
|
||||||
|
textures_image_drawing: textures_image_drawing.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - sprite fonts loading
|
||||||
|
text_sprite_fonts: text_sprite_fonts.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - bmfonts and ttf loading
|
||||||
|
text_bmfont_ttf: text_bmfont_ttf.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - raylib bitmap fonts (rBMF)
|
||||||
|
text_rbmf_fonts: text_rbmf_fonts.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - text formatting
|
||||||
|
text_format_text: text_format_text.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - font selection program
|
||||||
|
text_font_select: text_font_select.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [text] example - text writing animation
|
||||||
|
text_writing_anim: text_writing_anim.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - basic geometric 3d shapes
|
||||||
|
models_geometric_shapes: models_geometric_shapes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - box collisions
|
||||||
|
models_box_collisions: models_box_collisions.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - basic window
|
||||||
|
models_planes: models_planes.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - billboard usage
|
||||||
|
models_billboard: models_billboard.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - OBJ model loading
|
||||||
|
models_obj_loading: models_obj_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - heightmap loading
|
||||||
|
models_heightmap: models_heightmap.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [models] example - cubesmap loading
|
||||||
|
models_cubicmap: models_cubicmap.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - model shader
|
||||||
|
shaders_model_shader: shaders_model_shader.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - shapes texture shader
|
||||||
|
shaders_shapes_textures: shaders_shapes_textures.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - custom uniform in shader
|
||||||
|
shaders_custom_uniform: shaders_custom_uniform.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [shaders] example - postprocessing shader
|
||||||
|
shaders_postprocessing: shaders_postprocessing.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [audio] example - sound loading and playing (WAV and OGG)
|
||||||
|
audio_sound_loading: audio_sound_loading.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# compile [audio] example - music stream playing (OGG)
|
||||||
|
audio_music_stream: audio_music_stream.c
|
||||||
|
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||||
|
|
||||||
|
# fix dylib install path name for each executable (MAC)
|
||||||
|
fix_dylib:
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file
|
||||||
|
endif
|
||||||
|
|
||||||
|
# clean everything
|
||||||
|
clean:
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||||
|
ifeq ($(PLATFORM_OS),OSX)
|
||||||
|
find . -type f -perm +ugo+x -delete
|
||||||
|
rm -f *.o
|
||||||
|
else
|
||||||
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
|
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
|
||||||
|
else
|
||||||
|
del *.o *.exe
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||||
|
find . -type f -executable -delete
|
||||||
|
rm -f *.o
|
||||||
|
endif
|
||||||
|
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||||
|
del *.o *.html *.js
|
||||||
|
endif
|
||||||
|
@echo Cleaning done
|
||||||
|
|
||||||
|
# instead of defining every module one by one, we can define a pattern
|
||||||
|
# this pattern below will automatically compile every module defined on $(OBJS)
|
||||||
|
#%.exe : %.c
|
||||||
|
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)
|
||||||
139
examples/core_2d_camera.c
Normal file
139
examples/core_2d_camera.c
Normal file
|
|
@ -0,0 +1,139 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - 2d camera
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#define MAX_BUILDINGS 100
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 800;
|
||||||
|
int screenHeight = 450;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||||
|
|
||||||
|
Rectangle player = { 400, 280, 40, 40 };
|
||||||
|
Rectangle buildings[MAX_BUILDINGS] = { 0, 0, 0, 0 };
|
||||||
|
Color buildColors[MAX_BUILDINGS] = { 80, 80, 80, 255 };
|
||||||
|
|
||||||
|
int spacing = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||||||
|
{
|
||||||
|
buildings[i].width = GetRandomValue(50, 200);
|
||||||
|
buildings[i].height = GetRandomValue(100, 800);
|
||||||
|
buildings[i].y = screenHeight - 130 - buildings[i].height;
|
||||||
|
buildings[i].x = -6000 + spacing;
|
||||||
|
|
||||||
|
spacing += buildings[i].width;
|
||||||
|
|
||||||
|
buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 };
|
||||||
|
}
|
||||||
|
|
||||||
|
Camera2D camera;
|
||||||
|
|
||||||
|
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||||
|
camera.offset = (Vector2){ 0, 0 };
|
||||||
|
camera.rotation = 0.0f;
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
if (IsKeyDown(KEY_RIGHT))
|
||||||
|
{
|
||||||
|
player.x += 2; // Player movement
|
||||||
|
camera.offset.x -= 2; // Camera displacement with player movement
|
||||||
|
}
|
||||||
|
else if (IsKeyDown(KEY_LEFT))
|
||||||
|
{
|
||||||
|
player.x -= 2; // Player movement
|
||||||
|
camera.offset.x += 2; // Camera displacement with player movement
|
||||||
|
}
|
||||||
|
|
||||||
|
// Camera target follows player
|
||||||
|
camera.target = (Vector2){ player.x + 20, player.y + 20 };
|
||||||
|
|
||||||
|
// Camera rotation controls
|
||||||
|
if (IsKeyDown(KEY_A)) camera.rotation--;
|
||||||
|
else if (IsKeyDown(KEY_S)) camera.rotation++;
|
||||||
|
|
||||||
|
// Limit camera rotation to 80 degrees (-40 to 40)
|
||||||
|
if (camera.rotation > 40) camera.rotation = 40;
|
||||||
|
else if (camera.rotation < -40) camera.rotation = -40;
|
||||||
|
|
||||||
|
// Camera zoom controls
|
||||||
|
camera.zoom += ((float)GetMouseWheelMove()*0.05f);
|
||||||
|
|
||||||
|
if (camera.zoom > 3.0f) camera.zoom = 3.0f;
|
||||||
|
else if (camera.zoom < 0.1f) camera.zoom = 0.1f;
|
||||||
|
|
||||||
|
// Camera reset (zoom and rotation)
|
||||||
|
if (IsKeyPressed(KEY_R))
|
||||||
|
{
|
||||||
|
camera.zoom = 1.0f;
|
||||||
|
camera.rotation = 0.0f;
|
||||||
|
}
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin2dMode(camera);
|
||||||
|
|
||||||
|
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
|
||||||
|
|
||||||
|
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]);
|
||||||
|
|
||||||
|
DrawRectangleRec(player, RED);
|
||||||
|
|
||||||
|
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
|
||||||
|
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
|
||||||
|
|
||||||
|
End2dMode();
|
||||||
|
|
||||||
|
DrawText("SCREEN AREA", 640, 10, 20, RED);
|
||||||
|
|
||||||
|
DrawRectangle(0, 0, screenWidth, 5, RED);
|
||||||
|
DrawRectangle(0, 5, 5, screenHeight - 10, RED);
|
||||||
|
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
|
||||||
|
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
|
||||||
|
|
||||||
|
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines( 10, 10, 250, 113, BLUE);
|
||||||
|
|
||||||
|
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
|
||||||
|
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
|
||||||
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
|
||||||
|
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
|
||||||
|
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
@ -23,7 +23,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world (position, target, up vector)
|
// Define the camera to look into our 3d world (position, target, up vector)
|
||||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
|
||||||
|
|
||||||
// Generates some random columns
|
// Generates some random columns
|
||||||
float heights[MAX_COLUMNS];
|
float heights[MAX_COLUMNS];
|
||||||
|
|
@ -40,6 +40,7 @@ int main()
|
||||||
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -73,10 +74,13 @@ int main()
|
||||||
}
|
}
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
|
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
|
||||||
|
DrawRectangleLines( 10, 10, 220, 70, BLUE);
|
||||||
|
|
||||||
DrawText("First person camera default controls:", 20, 20, 10, GRAY);
|
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
|
||||||
DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
|
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
|
||||||
DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
|
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
|
|
@ -25,12 +25,14 @@ int main()
|
||||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -57,13 +59,16 @@ int main()
|
||||||
DrawGrid(10, 1.0f);
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
DrawText("Free camera default controls:", 20, 20, 10, GRAY);
|
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
|
||||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
|
DrawRectangleLines( 10, 10, 320, 133, BLUE);
|
||||||
DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
|
|
||||||
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
|
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
|
||||||
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
|
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
|
||||||
DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
|
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
|
||||||
|
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
|
||||||
|
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
|
||||||
|
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
|
|
@ -25,6 +25,7 @@ int main()
|
||||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -25,6 +25,7 @@ int main()
|
||||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||||
|
|
@ -35,6 +36,7 @@ int main()
|
||||||
|
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -53,8 +55,8 @@ int main()
|
||||||
|
|
||||||
// Check collision between ray and box
|
// Check collision between ray and box
|
||||||
collision = CheckCollisionRayBox(ray,
|
collision = CheckCollisionRayBox(ray,
|
||||||
(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
(BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
|
||||||
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
|
(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }});
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -75,7 +77,7 @@ int main()
|
||||||
|
|
||||||
End3dMode();
|
End3dMode();
|
||||||
|
|
||||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
|
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);
|
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -34,7 +34,7 @@ int main()
|
||||||
|
|
||||||
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
//SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||||
|
|
||||||
SetTargetFPS(30);
|
SetTargetFPS(60);
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Main game loop
|
// Main game loop
|
||||||
|
|
@ -43,12 +43,11 @@ int main()
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
lastGesture = currentGesture;
|
lastGesture = currentGesture;
|
||||||
|
currentGesture = GetGestureDetected();
|
||||||
touchPosition = GetTouchPosition(0);
|
touchPosition = GetTouchPosition(0);
|
||||||
|
|
||||||
if (CheckCollisionPointRec(touchPosition, touchArea) && IsGestureDetected())
|
if (CheckCollisionPointRec(touchPosition, touchArea) && (currentGesture != GESTURE_NONE))
|
||||||
{
|
{
|
||||||
currentGesture = GetGestureType();
|
|
||||||
|
|
||||||
if (currentGesture != lastGesture)
|
if (currentGesture != lastGesture)
|
||||||
{
|
{
|
||||||
// Store gesture string
|
// Store gesture string
|
||||||
|
|
@ -62,6 +61,8 @@ int main()
|
||||||
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
|
case GESTURE_SWIPE_LEFT: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE LEFT"); break;
|
||||||
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
|
case GESTURE_SWIPE_UP: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE UP"); break;
|
||||||
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
|
case GESTURE_SWIPE_DOWN: strcpy(gestureStrings[gesturesCount], "GESTURE SWIPE DOWN"); break;
|
||||||
|
case GESTURE_PINCH_IN: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH IN"); break;
|
||||||
|
case GESTURE_PINCH_OUT: strcpy(gestureStrings[gesturesCount], "GESTURE PINCH OUT"); break;
|
||||||
default: break;
|
default: break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -76,7 +77,6 @@ int main()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else currentGesture = GESTURE_NONE;
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -36,7 +36,8 @@ int main()
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
if (IsGamepadAvailable(GAMEPAD_PLAYER1))
|
||||||
{
|
{
|
||||||
gamepadMovement = GetGamepadMovement(GAMEPAD_PLAYER1);
|
gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_X);
|
||||||
|
gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD_PLAYER1, GAMEPAD_XBOX_AXIS_LEFT_Y);
|
||||||
|
|
||||||
ballPosition.x += gamepadMovement.x;
|
ballPosition.x += gamepadMovement.x;
|
||||||
ballPosition.y -= gamepadMovement.y;
|
ballPosition.y -= gamepadMovement.y;
|
||||||
|
|
|
||||||
72
examples/core_oculus_rift.c
Normal file
72
examples/core_oculus_rift.c
Normal file
|
|
@ -0,0 +1,72 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [core] example - Oculus Rift CV1
|
||||||
|
*
|
||||||
|
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||||
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
|
*
|
||||||
|
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
int main()
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
int screenWidth = 1080;
|
||||||
|
int screenHeight = 600;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift");
|
||||||
|
|
||||||
|
InitOculusDevice();
|
||||||
|
|
||||||
|
// Define the camera to look into our 3d world
|
||||||
|
Camera camera;
|
||||||
|
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||||
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||||
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Update
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
UpdateOculusTracking();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
Begin3dMode(camera);
|
||||||
|
|
||||||
|
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||||
|
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
|
||||||
|
|
||||||
|
DrawGrid(10, 1.0f);
|
||||||
|
|
||||||
|
End3dMode();
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
CloseOculusdevice(); // Close Oculus Rift device
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
|
|
@ -30,6 +30,7 @@ int main()
|
||||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -42,7 +43,7 @@ int main()
|
||||||
UpdateCamera(&camera); // Update internal camera and our camera
|
UpdateCamera(&camera); // Update internal camera and our camera
|
||||||
|
|
||||||
// Calculate cube screen space position (with a little offset to be in top)
|
// Calculate cube screen space position (with a little offset to be in top)
|
||||||
cubeScreenPosition = WorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
Binary file not shown.
|
Before Width: | Height: | Size: 49 KiB |
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||||
|
|
@ -29,6 +29,7 @@ int main()
|
||||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
|
Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
|
||||||
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
|
Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
|
||||||
|
|
@ -53,27 +53,29 @@ int main()
|
||||||
collision = false;
|
collision = false;
|
||||||
|
|
||||||
// Check collisions player vs enemy-box
|
// Check collisions player vs enemy-box
|
||||||
if (CheckCollisionBoxes((Vector3){ playerPosition.x - playerSize.x/2,
|
if (CheckCollisionBoxes(
|
||||||
playerPosition.y - playerSize.y/2,
|
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
|
||||||
playerPosition.z - playerSize.z/2 },
|
playerPosition.y - playerSize.y/2,
|
||||||
(Vector3){ playerPosition.x + playerSize.x/2,
|
playerPosition.z - playerSize.z/2 },
|
||||||
playerPosition.y + playerSize.y/2,
|
(Vector3){ playerPosition.x + playerSize.x/2,
|
||||||
playerPosition.z + playerSize.z/2 },
|
playerPosition.y + playerSize.y/2,
|
||||||
(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
|
playerPosition.z + playerSize.z/2 }},
|
||||||
enemyBoxPos.y - enemyBoxSize.y/2,
|
(BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
|
||||||
enemyBoxPos.z - enemyBoxSize.z/2 },
|
enemyBoxPos.y - enemyBoxSize.y/2,
|
||||||
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
|
enemyBoxPos.z - enemyBoxSize.z/2 },
|
||||||
enemyBoxPos.y + enemyBoxSize.y/2,
|
(Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
|
||||||
enemyBoxPos.z + enemyBoxSize.z/2 })) collision = true;
|
enemyBoxPos.y + enemyBoxSize.y/2,
|
||||||
|
enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
|
||||||
|
|
||||||
// Check collisions player vs enemy-sphere
|
// Check collisions player vs enemy-sphere
|
||||||
if (CheckCollisionBoxSphere((Vector3){ playerPosition.x - playerSize.x/2,
|
if (CheckCollisionBoxSphere(
|
||||||
playerPosition.y - playerSize.y/2,
|
(BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
|
||||||
playerPosition.z - playerSize.z/2 },
|
playerPosition.y - playerSize.y/2,
|
||||||
(Vector3){ playerPosition.x + playerSize.x/2,
|
playerPosition.z - playerSize.z/2 },
|
||||||
playerPosition.y + playerSize.y/2,
|
(Vector3){ playerPosition.x + playerSize.x/2,
|
||||||
playerPosition.z + playerSize.z/2 },
|
playerPosition.y + playerSize.y/2,
|
||||||
enemySpherePos, enemySphereSize)) collision = true;
|
playerPosition.z + playerSize.z/2 }},
|
||||||
|
enemySpherePos, enemySphereSize)) collision = true;
|
||||||
|
|
||||||
if (collision) playerColor = RED;
|
if (collision) playerColor = RED;
|
||||||
else playerColor = GREEN;
|
else playerColor = GREEN;
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||||
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
||||||
|
|
@ -37,6 +37,7 @@ int main()
|
||||||
|
|
||||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||||
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
||||||
|
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||||
|
|
||||||
// Define our custom camera to look into our 3d world
|
// 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 }};
|
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ int main()
|
||||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
||||||
|
|
||||||
// Define the camera to look into our 3d world
|
// 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 }};
|
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
|
||||||
|
|
||||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||||
|
|
|
||||||
Some files were not shown because too many files have changed in this diff Show more
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Reference in a new issue