Merge branch 'raysan5:master' into pure
This commit is contained in:
commit
3a12de6bd3
34 changed files with 510 additions and 846 deletions
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@ -330,25 +330,26 @@ endif
|
|||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# -Os # size optimization
|
||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||
# -sUSE_PTHREADS=1 # multithreading support
|
||||
# -sWASM=0 # disable Web Assembly, emitted by default
|
||||
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading
|
||||
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||
# -sUSE_PTHREADS=1 # multithreading support
|
||||
# -sWASM=0 # disable Web Assembly, emitted by default
|
||||
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# -sMINIFY_HTML=0 # minify generated html from shell.html
|
||||
# --profiling # include information for code profiling
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
# --source-map-base # allow debugging in browser with source map
|
||||
|
||||
# --shell-file shell.html # define a custom shell .html and output extension
|
||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sMINIFY_HTML=0
|
||||
|
||||
# Using GLFW3 library (instead of RGFW)
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_WEB)
|
||||
LDFLAGS += -sUSE_GLFW=3
|
||||
endif
|
||||
|
||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1
|
||||
|
||||
# Build using asyncify
|
||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
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||||
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@ -512,7 +513,6 @@ CORE = \
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|||
core/core_custom_logging \
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||||
core/core_drop_files \
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||||
core/core_input_gamepad \
|
||||
core/core_input_gamepad_info \
|
||||
core/core_input_gestures \
|
||||
core/core_input_gestures_web \
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||||
core/core_input_keys \
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||||
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@ -547,10 +547,11 @@ SHAPES = \
|
|||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
shapes/shapes_rectangle_scaling \
|
||||
shapes/shapes_splines_drawing \
|
||||
shapes/shapes_top_down_lights \
|
||||
shapes/shapes_rectangle_advanced
|
||||
shapes/shapes_top_down_lights
|
||||
|
||||
|
||||
TEXTURES = \
|
||||
textures/textures_background_scrolling \
|
||||
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@ -603,6 +604,7 @@ MODELS = \
|
|||
models/models_draw_cube_texture \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_gpu_skinning \
|
||||
models/models_heightmap \
|
||||
models/models_loading \
|
||||
models/models_loading_gltf \
|
||||
|
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@ -614,9 +616,9 @@ MODELS = \
|
|||
models/models_point_rendering \
|
||||
models/models_rlgl_solar_system \
|
||||
models/models_skybox \
|
||||
models/models_tesseract_view \
|
||||
models/models_waving_cubes \
|
||||
models/models_yaw_pitch_roll \
|
||||
models/models_gpu_skinning
|
||||
models/models_yaw_pitch_roll
|
||||
|
||||
SHADERS = \
|
||||
shaders/shaders_basic_lighting \
|
||||
|
|
|
|||
|
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@ -266,26 +266,27 @@ endif
|
|||
ifeq ($(PLATFORM),$(filter $(PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# -Os # size optimization
|
||||
# -O2 # optimization level 2, if used, also set --memory-init-file 0
|
||||
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||
# -sUSE_PTHREADS=1 # multithreading support
|
||||
# -sWASM=0 # disable Web Assembly, emitted by default
|
||||
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# -sGL_ENABLE_GET_PROC_ADDRESS # enable using the *glGetProcAddress() family of functions, required for extensions loading
|
||||
# -sUSE_GLFW=3 # Use glfw3 library (context/input management)
|
||||
# -sALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
|
||||
# -sTOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
|
||||
# -sUSE_PTHREADS=1 # multithreading support
|
||||
# -sWASM=0 # disable Web Assembly, emitted by default
|
||||
# -sASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
|
||||
# -sFORCE_FILESYSTEM=1 # force filesystem to load/save files data
|
||||
# -sASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
|
||||
# -sMINIFY_HTML=0 # minify generated html from shell.html
|
||||
# --profiling # include information for code profiling
|
||||
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
|
||||
# --preload-file resources # specify a resources folder for data compilation
|
||||
# --source-map-base # allow debugging in browser with source map
|
||||
|
||||
# --shell-file shell.html # define a custom shell .html and output extension
|
||||
LDFLAGS += -sTOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -sFORCE_FILESYSTEM=1 -sEXPORTED_RUNTIME_METHODS=ccall -sMINIFY_HTML=0
|
||||
|
||||
# Using GLFW3 library (instead of RGFW)
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
LDFLAGS += -sUSE_GLFW=3
|
||||
endif
|
||||
|
||||
LDFLAGS += -sEXPORTED_RUNTIME_METHODS=ccall
|
||||
|
||||
# Build using asyncify
|
||||
ifeq ($(BUILD_WEB_ASYNCIFY),TRUE)
|
||||
LDFLAGS += -sASYNCIFY
|
||||
|
|
@ -393,7 +394,6 @@ CORE = \
|
|||
core/core_custom_logging \
|
||||
core/core_drop_files \
|
||||
core/core_input_gamepad \
|
||||
core/core_input_gamepad_info \
|
||||
core/core_input_gestures \
|
||||
core/core_input_gestures_web \
|
||||
core/core_input_keys \
|
||||
|
|
@ -428,10 +428,10 @@ SHAPES = \
|
|||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
shapes/shapes_rectangle_scaling \
|
||||
shapes/shapes_splines_drawing \
|
||||
shapes/shapes_top_down_lights \
|
||||
shapes/shapes_rectangle_advanced
|
||||
shapes/shapes_top_down_lights
|
||||
|
||||
TEXTURES = \
|
||||
textures/textures_background_scrolling \
|
||||
|
|
@ -477,7 +477,6 @@ TEXT = \
|
|||
|
||||
MODELS = \
|
||||
models/models_animation \
|
||||
models/models_gpu_skinning \
|
||||
models/models_billboard \
|
||||
models/models_bone_socket \
|
||||
models/models_box_collisions \
|
||||
|
|
@ -485,6 +484,7 @@ MODELS = \
|
|||
models/models_draw_cube_texture \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_gpu_skinning \
|
||||
models/models_heightmap \
|
||||
models/models_loading \
|
||||
models/models_loading_gltf \
|
||||
|
|
@ -496,6 +496,7 @@ MODELS = \
|
|||
models/models_point_rendering \
|
||||
models/models_rlgl_solar_system \
|
||||
models/models_skybox \
|
||||
models/models_tesseract_view \
|
||||
models/models_waving_cubes \
|
||||
models/models_yaw_pitch_roll
|
||||
|
||||
|
|
@ -524,8 +525,8 @@ SHADERS = \
|
|||
shaders/shaders_texture_outline \
|
||||
shaders/shaders_texture_tiling \
|
||||
shaders/shaders_texture_waves \
|
||||
shaders/shaders_write_depth \
|
||||
shaders/shaders_vertex_displacement
|
||||
shaders/shaders_vertex_displacement \
|
||||
shaders/shaders_write_depth
|
||||
|
||||
AUDIO = \
|
||||
audio/audio_mixed_processor \
|
||||
|
|
@ -613,9 +614,6 @@ core/core_input_gamepad: core/core_input_gamepad.c
|
|||
--preload-file core/resources/ps3.png@resources/ps3.png \
|
||||
--preload-file core/resources/xbox.png@resources/xbox.png
|
||||
|
||||
core/core_input_gamepad_info: core/core_input_gamepad_info.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_input_gestures: core/core_input_gestures.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
|
|
@ -637,7 +635,7 @@ core/core_input_multitouch: core/core_input_multitouch.c
|
|||
core/core_input_virtual_controls: core/core_input_virtual_controls.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1)
|
||||
# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-sUSE_PTHREADS=1)
|
||||
# WARNING: For security reasons multi-threading is not supported on browsers, it requires cross-origin isolation (Oct.2021)
|
||||
# WARNING: It requires raylib to be compiled using -pthread, so atomic operations and thread-local data (if any)
|
||||
# in its source were transformed to non-atomic operations and non-thread-local data
|
||||
|
|
@ -998,6 +996,9 @@ models/models_skybox: models/models_skybox.c
|
|||
--preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \
|
||||
--preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs
|
||||
|
||||
models/models_tesseract_view: models/models_tesseract_view.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
models/models_waving_cubes: models/models_waving_cubes.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
|
|
|
|||
Binary file not shown.
|
Before Width: | Height: | Size: 16 KiB After Width: | Height: | Size: 16 KiB |
|
|
@ -46,7 +46,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch(currentScreen)
|
||||
switch (currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,83 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Gamepad information
|
||||
*
|
||||
* NOTE: This example requires a Gamepad connected to the system
|
||||
* Check raylib.h for buttons configuration
|
||||
*
|
||||
* Example originally created with raylib 4.6, last time updated with raylib 4.6
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2013-2024 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Set MSAA 4X hint before windows creation
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
for (int i = 0, y = 5; i < 4; i++) // MAX_GAMEPADS = 4
|
||||
{
|
||||
if (IsGamepadAvailable(i))
|
||||
{
|
||||
DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 10, BLACK);
|
||||
y += 11;
|
||||
DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 10, BLACK);
|
||||
y += 11;
|
||||
|
||||
for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
|
||||
{
|
||||
DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 10, BLACK);
|
||||
y += 11;
|
||||
}
|
||||
|
||||
for (int button = 0; button < 32; button++)
|
||||
{
|
||||
DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 10, BLACK);
|
||||
y += 11;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DrawFPS(GetScreenWidth() - 100, 100);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
|
@ -42,7 +42,7 @@ int main(void)
|
|||
// Get the touch point count ( how many fingers are touching the screen )
|
||||
int tCount = GetTouchPointCount();
|
||||
// Clamp touch points available ( set the maximum touch points allowed )
|
||||
if(tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
|
||||
if (tCount > MAX_TOUCH_POINTS) tCount = MAX_TOUCH_POINTS;
|
||||
// Get touch points positions
|
||||
for (int i = 0; i < tCount; ++i) touchPositions[i] = GetTouchPosition(i);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -115,26 +115,10 @@ int main(void)
|
|||
// Move player according to pressed button
|
||||
switch (pressedButton)
|
||||
{
|
||||
case BUTTON_UP:
|
||||
{
|
||||
playerPosition.y -= playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
case BUTTON_LEFT:
|
||||
{
|
||||
playerPosition.x -= playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
case BUTTON_RIGHT:
|
||||
{
|
||||
playerPosition.x += playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
case BUTTON_DOWN:
|
||||
{
|
||||
playerPosition.y += playerSpeed*GetFrameTime();
|
||||
break;
|
||||
}
|
||||
case BUTTON_UP: playerPosition.y -= playerSpeed*GetFrameTime(); break;
|
||||
case BUTTON_LEFT: playerPosition.x -= playerSpeed*GetFrameTime(); break;
|
||||
case BUTTON_RIGHT: playerPosition.x += playerSpeed*GetFrameTime(); break;
|
||||
case BUTTON_DOWN: playerPosition.y += playerSpeed*GetFrameTime(); break;
|
||||
default: break;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -18,159 +18,168 @@
|
|||
|
||||
#include <stdlib.h> // Required for: malloc() and free()
|
||||
|
||||
typedef struct ColorRect{
|
||||
Color c;
|
||||
Rectangle r;
|
||||
typedef struct ColorRect {
|
||||
Color c;
|
||||
Rectangle r;
|
||||
} ColorRect;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module functions declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static Color GenerateRandomColor();
|
||||
static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight);
|
||||
static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount);
|
||||
static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color);
|
||||
static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight);
|
||||
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount);
|
||||
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void) {
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - Generates a random sequence");
|
||||
|
||||
int rectCount = 20;
|
||||
float rectSize = (float)screenWidth/rectCount;
|
||||
ColorRect* rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight);
|
||||
int rectCount = 20;
|
||||
float rectSize = (float)screenWidth/rectCount;
|
||||
ColorRect *rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
if(IsKeyPressed(KEY_SPACE))
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
ShuffleColorRectSequence(rectangles, rectCount);
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) ShuffleColorRectSequence(rectangles, rectCount);
|
||||
|
||||
if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
rectCount++;
|
||||
rectSize = (float)screenWidth/rectCount;
|
||||
free(rectangles);
|
||||
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
if (rectCount >= 4)
|
||||
{
|
||||
rectCount--;
|
||||
rectSize = (float)screenWidth/rectCount;
|
||||
free(rectangles);
|
||||
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f*screenHeight);
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
int fontSize = 20;
|
||||
for (int i = 0; i < rectCount; i++)
|
||||
{
|
||||
DrawRectangleRec(rectangles[i].r, rectangles[i].c);
|
||||
DrawTextCenterKeyHelp("SPACE", "to shuffle the sequence.", 10, screenHeight - 96, fontSize, BLACK);
|
||||
DrawTextCenterKeyHelp("UP", "to add a rectangle and generate a new sequence.", 10, screenHeight - 64, fontSize, BLACK);
|
||||
DrawTextCenterKeyHelp("DOWN", "to remove a rectangle and generate a new sequence.", 10, screenHeight - 32, fontSize, BLACK);
|
||||
}
|
||||
|
||||
const char *rectCountText = TextFormat("%d rectangles", rectCount);
|
||||
int rectCountTextSize = MeasureText(rectCountText, fontSize);
|
||||
DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
if(IsKeyPressed(KEY_UP))
|
||||
{
|
||||
rectCount++;
|
||||
rectSize = (float)screenWidth/rectCount;
|
||||
free(rectangles);
|
||||
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight);
|
||||
}
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
free(rectangles);
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
if(IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
if(rectCount >= 4){
|
||||
rectCount--;
|
||||
rectSize = (float)screenWidth/rectCount;
|
||||
free(rectangles);
|
||||
rectangles = GenerateRandomColorRectSequence((float)rectCount, rectSize, (float)screenWidth, 0.75f * screenHeight);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
int fontSize = 20;
|
||||
for(int x=0;x<rectCount;x++)
|
||||
{
|
||||
DrawRectangleRec(rectangles[x].r, rectangles[x].c);
|
||||
DrawTextCenterKeyHelp("SPACE", "to shuffle the sequence.", 10, screenHeight - 96, fontSize, BLACK);
|
||||
DrawTextCenterKeyHelp("UP", "to add a rectangle and generate a new sequence.", 10, screenHeight - 64, fontSize, BLACK);
|
||||
DrawTextCenterKeyHelp("DOWN", "to remove a rectangle and generate a new sequence.", 10, screenHeight - 32, fontSize, BLACK);
|
||||
}
|
||||
|
||||
const char* rectCountText = TextFormat("%d rectangles", rectCount);
|
||||
int rectCountTextSize = MeasureText(rectCountText, fontSize);
|
||||
DrawText(rectCountText, screenWidth - rectCountTextSize - 10, 10, fontSize, BLACK);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
free(rectangles);
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module functions definition
|
||||
//------------------------------------------------------------------------------------
|
||||
static Color GenerateRandomColor()
|
||||
{
|
||||
return CLITERAL(Color){
|
||||
GetRandomValue(0, 255),
|
||||
GetRandomValue(0, 255),
|
||||
GetRandomValue(0, 255),
|
||||
255,
|
||||
};
|
||||
}
|
||||
|
||||
static ColorRect* GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight){
|
||||
int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount-1);
|
||||
ColorRect* rectangles = (ColorRect *)malloc((int)rectCount*sizeof(ColorRect));
|
||||
|
||||
float rectSeqWidth = rectCount * rectWidth;
|
||||
float startX = (screenWidth - rectSeqWidth) * 0.5f;
|
||||
|
||||
for(int x=0;x<rectCount;x++){
|
||||
int rectHeight = (int)Remap((float)seq[x], 0, rectCount-1, 0, screenHeight);
|
||||
rectangles[x].c = GenerateRandomColor();
|
||||
rectangles[x].r = CLITERAL(Rectangle){
|
||||
startX + x * rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight
|
||||
Color color = {
|
||||
GetRandomValue(0, 255),
|
||||
GetRandomValue(0, 255),
|
||||
GetRandomValue(0, 255),
|
||||
255
|
||||
};
|
||||
}
|
||||
UnloadRandomSequence(seq);
|
||||
return rectangles;
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
static void ShuffleColorRectSequence(ColorRect* rectangles, int rectCount)
|
||||
static ColorRect *GenerateRandomColorRectSequence(float rectCount, float rectWidth, float screenWidth, float screenHeight)
|
||||
{
|
||||
int *seq = LoadRandomSequence(rectCount, 0, rectCount-1);
|
||||
for(int i1=0;i1<rectCount;i1++){
|
||||
ColorRect* r1 = &rectangles[i1];
|
||||
ColorRect* r2 = &rectangles[seq[i1]];
|
||||
ColorRect *rectangles = (ColorRect *)malloc((int)rectCount*sizeof(ColorRect));
|
||||
int *seq = LoadRandomSequence((unsigned int)rectCount, 0, (unsigned int)rectCount - 1);
|
||||
float rectSeqWidth = rectCount*rectWidth;
|
||||
float startX = (screenWidth - rectSeqWidth)*0.5f;
|
||||
|
||||
// swap only the color and height
|
||||
ColorRect tmp = *r1;
|
||||
r1->c = r2->c;
|
||||
r1->r.height = r2->r.height;
|
||||
r1->r.y = r2->r.y;
|
||||
r2->c = tmp.c;
|
||||
r2->r.height = tmp.r.height;
|
||||
r2->r.y = tmp.r.y;
|
||||
|
||||
}
|
||||
UnloadRandomSequence(seq);
|
||||
for (int i = 0; i < rectCount; i++)
|
||||
{
|
||||
int rectHeight = (int)Remap((float)seq[i], 0, rectCount - 1, 0, screenHeight);
|
||||
|
||||
rectangles[i].c = GenerateRandomColor();
|
||||
rectangles[i].r = CLITERAL(Rectangle){ startX + i*rectWidth, screenHeight - rectHeight, rectWidth, (float)rectHeight };
|
||||
}
|
||||
|
||||
UnloadRandomSequence(seq);
|
||||
|
||||
return rectangles;
|
||||
}
|
||||
|
||||
static void DrawTextCenterKeyHelp(const char* key, const char* text, int posX, int posY, int fontSize, Color color)
|
||||
static void ShuffleColorRectSequence(ColorRect *rectangles, int rectCount)
|
||||
{
|
||||
int spaceSize = MeasureText(" ", fontSize);
|
||||
int pressSize = MeasureText("Press", fontSize);
|
||||
int keySize = MeasureText(key, fontSize);
|
||||
int textSize = MeasureText(text, fontSize);
|
||||
int totalSize = pressSize + 2 * spaceSize + keySize + 2 * spaceSize + textSize;
|
||||
int textSizeCurrent = 0;
|
||||
int *seq = LoadRandomSequence(rectCount, 0, rectCount - 1);
|
||||
|
||||
for (int i1 = 0; i1 < rectCount; i1++)
|
||||
{
|
||||
ColorRect *r1 = &rectangles[i1];
|
||||
ColorRect *r2 = &rectangles[seq[i1]];
|
||||
|
||||
DrawText("Press", posX, posY, fontSize, color);
|
||||
textSizeCurrent += pressSize + 2 * spaceSize;
|
||||
DrawText(key, posX + textSizeCurrent, posY, fontSize, RED);
|
||||
DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED);
|
||||
textSizeCurrent += keySize + 2 * spaceSize;
|
||||
DrawText(text, posX + textSizeCurrent, posY, fontSize, color);
|
||||
// Swap only the color and height
|
||||
ColorRect tmp = *r1;
|
||||
r1->c = r2->c;
|
||||
r1->r.height = r2->r.height;
|
||||
r1->r.y = r2->r.y;
|
||||
r2->c = tmp.c;
|
||||
r2->r.height = tmp.r.height;
|
||||
r2->r.y = tmp.r.y;
|
||||
}
|
||||
|
||||
UnloadRandomSequence(seq);
|
||||
}
|
||||
|
||||
static void DrawTextCenterKeyHelp(const char *key, const char *text, int posX, int posY, int fontSize, Color color)
|
||||
{
|
||||
int spaceSize = MeasureText(" ", fontSize);
|
||||
int pressSize = MeasureText("Press", fontSize);
|
||||
int keySize = MeasureText(key, fontSize);
|
||||
int textSize = MeasureText(text, fontSize);
|
||||
int textSizeCurrent = 0;
|
||||
|
||||
DrawText("Press", posX, posY, fontSize, color);
|
||||
textSizeCurrent += pressSize + 2*spaceSize;
|
||||
DrawText(key, posX + textSizeCurrent, posY, fontSize, RED);
|
||||
DrawRectangle(posX + textSizeCurrent, posY + fontSize, keySize, 3, RED);
|
||||
textSizeCurrent += keySize + 2*spaceSize;
|
||||
DrawText(text, posX + textSizeCurrent, posY, fontSize, color);
|
||||
}
|
||||
BIN
examples/models/models_gpu_skinning.png
Normal file
BIN
examples/models/models_gpu_skinning.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 49 KiB |
|
|
@ -112,7 +112,7 @@ int main(void)
|
|||
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
|
||||
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
|
||||
|
||||
switch(currentModel)
|
||||
switch (currentModel)
|
||||
{
|
||||
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
|
||||
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@
|
|||
#define MIN_POINTS 1000 // 1 thousand
|
||||
|
||||
// Generate mesh using points
|
||||
Mesh GenMeshPoints(int numPoints);
|
||||
static Mesh GenMeshPoints(int numPoints);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
|
|
@ -56,7 +56,7 @@ int main()
|
|||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while(!WindowShouldClose())
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -147,7 +147,7 @@ int main()
|
|||
}
|
||||
|
||||
// Generate a spherical point cloud
|
||||
Mesh GenMeshPoints(int numPoints)
|
||||
static Mesh GenMeshPoints(int numPoints)
|
||||
{
|
||||
Mesh mesh = {
|
||||
.triangleCount = 1,
|
||||
|
|
@ -159,9 +159,9 @@ Mesh GenMeshPoints(int numPoints)
|
|||
// https://en.wikipedia.org/wiki/Spherical_coordinate_system
|
||||
for (int i = 0; i < numPoints; i++)
|
||||
{
|
||||
float theta = PI*rand()/RAND_MAX;
|
||||
float phi = 2.0f*PI*rand()/RAND_MAX;
|
||||
float r = 10.0f*rand()/RAND_MAX;
|
||||
float theta = ((float)PI*rand())/RAND_MAX;
|
||||
float phi = (2.0f*PI*rand())/RAND_MAX;
|
||||
float r = (10.0f*rand())/RAND_MAX;
|
||||
|
||||
mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
|
||||
mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);
|
||||
|
|
|
|||
124
examples/models/models_tesseract_view.c
Normal file
124
examples/models/models_tesseract_view.c
Normal file
|
|
@ -0,0 +1,124 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Tesseract view
|
||||
*
|
||||
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2024-2025 raylib contributor (?) & Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - tesseract view");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 0.0f, 1.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 50.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
// Find the coordinates by setting XYZW to +-1
|
||||
Vector4 tesseract[16] = {
|
||||
{ 1, 1, 1, 1 }, { 1, 1, 1, -1 },
|
||||
{ 1, 1, -1, 1 }, { 1, 1, -1, -1 },
|
||||
{ 1, -1, 1, 1 }, { 1, -1, 1, -1 },
|
||||
{ 1, -1, -1, 1 }, { 1, -1, -1, -1 },
|
||||
{ -1, 1, 1, 1 }, { -1, 1, 1, -1 },
|
||||
{ -1, 1, -1, 1 }, { -1, 1, -1, -1 },
|
||||
{ -1, -1, 1, 1 }, { -1, -1, 1, -1 },
|
||||
{ -1, -1, -1, 1 }, { -1, -1, -1, -1 },
|
||||
};
|
||||
|
||||
float rotation = 0.0f;
|
||||
Vector3 transformed[16] = { 0 };
|
||||
float wValues[16] = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation = DEG2RAD*45.0f*GetTime();
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
Vector4 p = tesseract[i];
|
||||
|
||||
// Rotate the XW part of the vector
|
||||
Vector2 rotXW = Vector2Rotate((Vector2){ p.x, p.w }, rotation);
|
||||
p.x = rotXW.x;
|
||||
p.w = rotXW.y;
|
||||
|
||||
// Projection from XYZW to XYZ from perspective point (0, 0, 0, 3)
|
||||
// NOTE: Trace a ray from (0, 0, 0, 3) > p and continue until W = 0
|
||||
float c = 3.0f/(3.0f - p.w);
|
||||
p.x = c * p.x;
|
||||
p.y = c * p.y;
|
||||
p.z = c * p.z;
|
||||
|
||||
// Split XYZ coordinate and W values later for drawing
|
||||
transformed[i] = (Vector3){ p.x, p.y, p.z };
|
||||
wValues[i] = p.w;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
for (int i = 0; i < 16; i++)
|
||||
{
|
||||
// Draw spheres to indicate the W value
|
||||
DrawSphere(transformed[i], fabsf(wValues[i]*0.1f), RED);
|
||||
|
||||
for (int j = 0; j < 16; j++)
|
||||
{
|
||||
// Two lines are connected if they differ by 1 coordinate
|
||||
// This way we dont have to keep an edge list
|
||||
Vector4 v1 = tesseract[i];
|
||||
Vector4 v2 = tesseract[j];
|
||||
int diff = (int)(v1.x == v2.x) + (int)(v1.y == v2.y) + (int)(v1.z == v2.z) + (int)(v1.w == v2.w);
|
||||
|
||||
// Draw only differing by 1 coordinate and the lower index only (duplicate lines)
|
||||
if (diff == 3 && i < j) DrawLine3D(transformed[i], transformed[j], MAROON);
|
||||
}
|
||||
}
|
||||
EndMode3D();
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/models/models_tesseract_view.png
Normal file
BIN
examples/models/models_tesseract_view.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 18 KiB |
|
|
@ -51,7 +51,7 @@ int main(void)
|
|||
|
||||
if (IsKeyPressed(KEY_SPACE)) angleMode = !angleMode;
|
||||
|
||||
if(angleMode == 0 && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
|
||||
if ((angleMode == 0) && IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) v1 = GetMousePosition();
|
||||
|
||||
if (angleMode == 0)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -22,5 +22,5 @@ void main()
|
|||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(depth, depth, depth, 1.0f);
|
||||
gl_FragColor = vec4(depth, depth, depth, 1.0);
|
||||
}
|
||||
|
|
@ -13,23 +13,20 @@ uniform float zoom; // Zoom of the scale.
|
|||
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
||||
// for example, on RasperryPi for this examply only supports up to 60
|
||||
const int maxIterations = 48; // Max iterations to do.
|
||||
const float colorCycles = 1.0f; // Number of times the color palette repeats.
|
||||
const float colorCycles = 1.0; // Number of times the color palette repeats.
|
||||
|
||||
// Square a complex number
|
||||
vec2 ComplexSquare(vec2 z)
|
||||
{
|
||||
return vec2(
|
||||
z.x*z.x - z.y*z.y,
|
||||
z.x*z.y*2.0f
|
||||
);
|
||||
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
|
||||
}
|
||||
|
||||
// Convert Hue Saturation Value (HSV) color into RGB
|
||||
vec3 Hsv2rgb(vec3 c)
|
||||
{
|
||||
vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www);
|
||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y);
|
||||
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
|
||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
|
|
@ -55,7 +52,7 @@ void main()
|
|||
|
||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
|
||||
vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
z.x += offset.x;
|
||||
z.y += offset.y;
|
||||
|
||||
|
|
@ -63,7 +60,7 @@ void main()
|
|||
for (int iterations = 0; iterations < 60; iterations++)
|
||||
{
|
||||
z = ComplexSquare(z) + c; // Iterate function
|
||||
if (dot(z, z) > 4.0f) break;
|
||||
if (dot(z, z) > 4.0) break;
|
||||
|
||||
iter = iterations;
|
||||
}
|
||||
|
|
@ -74,12 +71,12 @@ void main()
|
|||
z = ComplexSquare(z) + c;
|
||||
|
||||
// This last part smooths the color (again see link above).
|
||||
float smoothVal = float(iter) + 1.0f - (log(log(length(z)))/log(2.0f));
|
||||
float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
|
||||
|
||||
// Normalize the value so it is between 0 and 1.
|
||||
float norm = smoothVal/float(maxIterations);
|
||||
|
||||
// If in set, color black. 0.999 allows for some float accuracy error.
|
||||
if (norm > 0.999f) gl_FragColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
|
||||
if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,15 +7,15 @@ varying vec2 fragTexCoord;
|
|||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D diffuseMap;
|
||||
uniform vec4 tiling;
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
uniform vec2 tiling;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texCoord = fragTexCoord*tiling;
|
||||
fragColor = texture2D(diffuseMap, texCoord);
|
||||
|
||||
gl_FragColor = fragColor;
|
||||
|
||||
gl_FragColor = texture2D(texture0, texCoord)*colDiffuse;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -46,34 +46,34 @@ void main()
|
|||
vec4 finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||||
|
||||
// Shadow calculations
|
||||
vec4 fragPosLightSpace = lightVP * vec4(fragPosition, 1);
|
||||
vec4 fragPosLightSpace = lightVP*vec4(fragPosition, 1);
|
||||
fragPosLightSpace.xyz /= fragPosLightSpace.w; // Perform the perspective division
|
||||
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0f) / 2.0f; // Transform from [-1, 1] range to [0, 1] range
|
||||
fragPosLightSpace.xyz = (fragPosLightSpace.xyz + 1.0)/2.0; // Transform from [-1, 1] range to [0, 1] range
|
||||
vec2 sampleCoords = fragPosLightSpace.xy;
|
||||
float curDepth = fragPosLightSpace.z;
|
||||
|
||||
// Slope-scale depth bias: depth biasing reduces "shadow acne" artifacts, where dark stripes appear all over the scene.
|
||||
// The solution is adding a small bias to the depth
|
||||
// In this case, the bias is proportional to the slope of the surface, relative to the light
|
||||
float bias = max(0.0008 * (1.0 - dot(normal, l)), 0.00008);
|
||||
float bias = max(0.0008*(1.0 - dot(normal, l)), 0.00008);
|
||||
int shadowCounter = 0;
|
||||
const int numSamples = 9;
|
||||
|
||||
// PCF (percentage-closer filtering) algorithm:
|
||||
// Instead of testing if just one point is closer to the current point,
|
||||
// we test the surrounding points as well.
|
||||
// This blurs shadow edges, hiding aliasing artifacts.
|
||||
vec2 texelSize = vec2(1.0f / float(shadowMapResolution));
|
||||
vec2 texelSize = vec2(1.0/float(shadowMapResolution));
|
||||
for (int x = -1; x <= 1; x++)
|
||||
{
|
||||
for (int y = -1; y <= 1; y++)
|
||||
{
|
||||
float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize * vec2(x, y)).r;
|
||||
if (curDepth - bias > sampleDepth)
|
||||
{
|
||||
shadowCounter++;
|
||||
}
|
||||
float sampleDepth = texture2D(shadowMap, sampleCoords + texelSize*vec2(x, y)).r;
|
||||
if (curDepth - bias > sampleDepth) shadowCounter++;
|
||||
}
|
||||
}
|
||||
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter) / float(numSamples));
|
||||
|
||||
finalColor = mix(finalColor, vec4(0, 0, 0, 1), float(shadowCounter)/float(numSamples));
|
||||
|
||||
// Add ambient lighting whether in shadow or not
|
||||
finalColor += texelColor*(ambient/10.0)*colDiffuse;
|
||||
|
|
|
|||
|
|
@ -23,5 +23,5 @@ void main()
|
|||
float depth = (2.0*zNear)/(zFar + zNear - z*(zFar - zNear));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(depth, depth, depth, 1.0f);
|
||||
finalColor = vec4(depth, depth, depth, 1.0);
|
||||
}
|
||||
|
|
@ -12,23 +12,20 @@ uniform vec2 offset; // Offset of the scale.
|
|||
uniform float zoom; // Zoom of the scale.
|
||||
|
||||
const int maxIterations = 255; // Max iterations to do.
|
||||
const float colorCycles = 2.0f; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
|
||||
const float colorCycles = 2.0; // Number of times the color palette repeats. Can show higher detail for higher iteration numbers.
|
||||
|
||||
// Square a complex number
|
||||
vec2 ComplexSquare(vec2 z)
|
||||
{
|
||||
return vec2(
|
||||
z.x*z.x - z.y*z.y,
|
||||
z.x*z.y*2.0f
|
||||
);
|
||||
return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
|
||||
}
|
||||
|
||||
// Convert Hue Saturation Value (HSV) color into RGB
|
||||
vec3 Hsv2rgb(vec3 c)
|
||||
{
|
||||
vec4 K = vec4(1.0f, 2.0f/3.0f, 1.0f/3.0f, 3.0f);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0f - K.www);
|
||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0f, 1.0f), c.y);
|
||||
vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
|
||||
vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
|
||||
return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
||||
}
|
||||
|
||||
void main()
|
||||
|
|
@ -54,7 +51,7 @@ void main()
|
|||
|
||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5f, (fragTexCoord.y - 0.5f)*1.5f)/zoom;
|
||||
vec2 z = vec2((fragTexCoord.x - 0.5f)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
z.x += offset.x;
|
||||
z.y += offset.y;
|
||||
|
||||
|
|
@ -63,7 +60,7 @@ void main()
|
|||
{
|
||||
z = ComplexSquare(z) + c; // Iterate function
|
||||
|
||||
if (dot(z, z) > 4.0f) break;
|
||||
if (dot(z, z) > 4.0) break;
|
||||
}
|
||||
|
||||
// Another few iterations decreases errors in the smoothing calculation.
|
||||
|
|
@ -72,12 +69,12 @@ void main()
|
|||
z = ComplexSquare(z) + c;
|
||||
|
||||
// This last part smooths the color (again see link above).
|
||||
float smoothVal = float(iterations) + 1.0f - (log(log(length(z)))/log(2.0f));
|
||||
float smoothVal = float(iterations) + 1.0 - (log(log(length(z)))/log(2.0));
|
||||
|
||||
// Normalize the value so it is between 0 and 1.
|
||||
float norm = smoothVal/float(maxIterations);
|
||||
|
||||
// If in set, color black. 0.999 allows for some float accuracy error.
|
||||
if (norm > 0.999f) finalColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0f, 1.0f)), 1.0f);
|
||||
if (norm > 0.999) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
else finalColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
|
||||
}
|
||||
|
|
|
|||
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Reference in a new issue