feat(fixLib): fix release raylib

This commit is contained in:
Arthur Bichara 2025-01-17 17:30:47 +01:00
commit 2f5406bbd9
25 changed files with 1840 additions and 1840 deletions

View file

@ -31,7 +31,7 @@ vec2 VectorRotateTime(vec2 v, float speed)
return v;
}
float Rectangle(in vec2 st, in float size, in float fill)
float rayRectangle(in vec2 st, in float size, in float fill)
{
float roundSize = 0.5 - size/2.0;
float left = step(roundSize, st.x);
@ -53,7 +53,7 @@ void main()
fpos = VectorRotateTime(fpos, 0.2);
float alpha = Rectangle(fpos, 0.216, 1.0);
float alpha = rayRectangle(fpos, 0.216, 1.0);
vec3 color = vec3(0.3, 0.3, 0.3);
gl_FragColor = vec4(color, alpha);

View file

@ -32,7 +32,7 @@ vec2 VectorRotateTime(vec2 v, float speed)
return v;
}
float Rectangle(in vec2 st, in float size, in float fill)
float rayRectangle(in vec2 st, in float size, in float fill)
{
float roundSize = 0.5 - size/2.0;
float left = step(roundSize, st.x);
@ -54,7 +54,7 @@ void main()
fpos = VectorRotateTime(fpos, 0.2);
float alpha = Rectangle(fpos, 0.216, 1.0);
float alpha = rayRectangle(fpos, 0.216, 1.0);
vec3 color = vec3(0.3, 0.3, 0.3);
finalColor = vec4(color, alpha);

View file

@ -140,7 +140,7 @@ int main(void)
UnloadModel(cube); // Unload the model
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -105,7 +105,7 @@ int main(void)
// Enable shader using the custom uniform
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw some 2d text over drawn texture
@ -122,7 +122,7 @@ int main(void)
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -279,7 +279,7 @@ int main(void)
.id = gBuffer.positionTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
}, (rayRectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
@ -289,7 +289,7 @@ int main(void)
.id = gBuffer.normalTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
}, (rayRectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
@ -299,7 +299,7 @@ int main(void)
.id = gBuffer.albedoSpecTexture,
.width = screenWidth,
.height = screenHeight,
}, (Rectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
}, (rayRectangle) { 0, 0, screenWidth, -screenHeight }, Vector2Zero(), RAYWHITE);
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, DARKGREEN);
} break;
}
@ -328,7 +328,7 @@ int main(void)
rlUnloadTexture(gBuffer.albedoSpecTexture);
rlUnloadTexture(gBuffer.depthRenderbuffer);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -67,11 +67,11 @@ int main(void)
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// Draw a rayRectangle in shader mode to be used as shader canvas
// NOTE: rayRectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
BeginDrawing();
@ -79,7 +79,7 @@ int main(void)
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
DrawTextureRec(target.texture, (rayRectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
EndShaderMode();
EndDrawing();
//----------------------------------------------------------------------------------
@ -90,7 +90,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -148,7 +148,7 @@ int main(void)
UnloadTexture(texture); // Unload the texture
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -109,9 +109,9 @@ int main(void)
ClearBackground(RAYWHITE);
// We only draw a white full-screen rectangle, frame is generated in shader
// We only draw a white full-screen rayRectangle, frame is generated in shader
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
DrawrayRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
DrawText(TextFormat("PRESS [A] to TOGGLE SHADER AUTOLOADING: %s",
@ -128,7 +128,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -113,7 +113,7 @@ int main(void)
// Raymarch Scene
rlEnableDepthTest(); //Manually enable Depth Test to handle multiple rendering methods.
BeginShaderMode(shdrRaymarch);
DrawRectangleRec((Rectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
DrawrayRectangleRec((rayRectangle){0,0, (float)screenWidth, (float)screenHeight},WHITE);
EndShaderMode();
// Raserize Scene
@ -132,7 +132,7 @@ int main(void)
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
@ -144,7 +144,7 @@ int main(void)
UnloadShader(shdrRaymarch);
UnloadShader(shdrRaster);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -159,11 +159,11 @@ int main(void)
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(BLACK); // Clear the render texture
// Draw a rectangle in shader mode to be used as shader canvas
// NOTE: Rectangle uses font white character texture coordinates,
// Draw a rayRectangle in shader mode to be used as shader canvas
// NOTE: rayRectangle uses font white character texture coordinates,
// so shader can not be applied here directly because input vertexTexCoord
// do not represent full screen coordinates (space where want to apply shader)
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
EndTextureMode();
BeginDrawing();
@ -195,7 +195,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -98,24 +98,24 @@ int main(void)
BeginBlendMode(BLEND_ADDITIVE);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 0, 0, 20, 20 },
(rayRectangle){ 0, 0, light.width, light.height },
(rayRectangle){ 0, 0, 20, 20 },
(Vector2){ 10.0, 10.0 },
0.0,
RED
);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 8, 4, 20, 20 },
(rayRectangle){ 0, 0, light.width, light.height },
(rayRectangle){ 8, 4, 20, 20 },
(Vector2){ 10.0, 10.0 },
0.0,
BLUE
);
DrawTexturePro(
light,
(Rectangle){ 0, 0, light.width, light.height },
(Rectangle){ 8, 8, 10, 10 },
(rayRectangle){ 0, 0, light.width, light.height },
(rayRectangle){ 8, 8, 10, 10 },
(Vector2){ 5.0, 5.0 },
0.0,
GREEN
@ -147,8 +147,8 @@ int main(void)
DrawTexturePro(
lightmap.texture,
(Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
(Rectangle){ GetRenderWidth() - MAP_SIZE*8 - 10, 10, MAP_SIZE*8, MAP_SIZE*8 },
(rayRectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
(rayRectangle){ GetRenderWidth() - MAP_SIZE*8 - 10, 10, MAP_SIZE*8, MAP_SIZE*8 },
(Vector2){ 0.0, 0.0 },
0.0,
WHITE);
@ -165,7 +165,7 @@ int main(void)
UnloadMesh(mesh); // Unload the mesh
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -140,7 +140,7 @@ int main(void)
//--------------------------------------------------------------------------------------
RL_FREE(transforms); // Free transforms
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -100,7 +100,7 @@ int main(void)
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -103,7 +103,7 @@ int main(void)
UnloadTexture(texRed); // Unload texture
UnloadTexture(texBlue); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -124,9 +124,9 @@ int main(void)
for (int i = 0; i < COLORS_PER_PALETTE; i++)
{
// Draw horizontal screen-wide rectangles with increasing "palette index"
// Draw horizontal screen-wide rayRectangles with increasing "palette index"
// The used palette index is encoded in the RGB components of the pixel
DrawRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
DrawrayRectangle(0, lineHeight*i, GetScreenWidth(), lineHeight, (Color){ i, i, i, 255 });
}
EndShaderMode();
@ -145,7 +145,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -146,11 +146,11 @@ int main(void)
// Render generated texture using selected postprocessing shader
BeginShaderMode(shaders[currentShader]);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
DrawTextureRec(target.texture, (rayRectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
// Draw 2d shapes and text over drawn texture
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawrayRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
@ -170,7 +170,7 @@ int main(void)
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -94,10 +94,10 @@ int main(void)
ClearBackground(RAYWHITE);
// We only draw a white full-screen rectangle,
// We only draw a white full-screen rayRectangle,
// frame is generated in shader using raymarching
BeginShaderMode(shader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
DrawrayRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), WHITE);
EndShaderMode();
DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", GetScreenWidth() - 280, GetScreenHeight() - 20, 10, BLACK);
@ -110,7 +110,7 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -76,9 +76,9 @@ int main(void)
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
DrawrayRectangle(250 - 60, 90, 120, 60, RED);
DrawrayRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawrayRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
@ -114,7 +114,7 @@ int main(void)
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -123,7 +123,7 @@ int main(void)
EndMode3D();
DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
DrawrayRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
DrawFPS(10, 10);
@ -143,7 +143,7 @@ int main(void)
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

View file

@ -186,7 +186,7 @@ int main(void)
for (int n = 0; n < MAX_STARS; n++)
{
// Single pixel is just too small these days!
DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
DrawrayRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
}
for (int i = 0; i < 16; i++)
@ -198,11 +198,11 @@ int main(void)
// Draw spot lights
BeginShaderMode(shdrSpot);
// Instead of a blank rectangle you could render here
// Instead of a blank rayRectangle you could render here
// a render texture of the full screen used to do screen
// scaling (slight adjustment to shader would be required
// to actually pay attention to the colour!)
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
DrawrayRectangle(0, 0, screenWidth, screenHeight, WHITE);
EndShaderMode();
DrawFPS(10, 10);
@ -220,7 +220,7 @@ int main(void)
UnloadTexture(texRay);
UnloadShader(shdrSpot);
CloseWindow(); // Close window and OpenGL context
rayCloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

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