Merge branch 'master' into master
This commit is contained in:
commit
3b7722ea7d
68 changed files with 16706 additions and 2025 deletions
12
.github/workflows/build_windows.yml
vendored
12
.github/workflows/build_windows.yml
vendored
|
|
@ -40,10 +40,10 @@ jobs:
|
|||
ziptarget: "win64"
|
||||
- compiler: msvc16
|
||||
ARCH: "x86"
|
||||
VSARCHPATH: "Win32"
|
||||
VSARCHPATH: "Win32"
|
||||
ziptarget: "win32"
|
||||
- compiler: msvc16
|
||||
ARCH: "x64"
|
||||
ARCH: "x64"
|
||||
VSARCHPATH: "x64"
|
||||
ziptarget: "win64"
|
||||
- compiler: msvc16
|
||||
|
|
@ -61,7 +61,7 @@ jobs:
|
|||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@master
|
||||
|
||||
|
||||
- name: Setup Release Version
|
||||
run: |
|
||||
echo "RELEASE_NAME=raylib-${{ github.event.release.tag_name }}_${{ matrix.ziptarget }}_${{ matrix.compiler }}" >> $GITHUB_ENV
|
||||
|
|
@ -69,7 +69,7 @@ jobs:
|
|||
if: github.event_name == 'release' && github.event.action == 'published'
|
||||
|
||||
- name: Setup Environment
|
||||
run: |
|
||||
run: |
|
||||
dir
|
||||
mkdir build
|
||||
cd build
|
||||
|
|
@ -98,7 +98,7 @@ jobs:
|
|||
if: |
|
||||
matrix.compiler == 'mingw-w64' &&
|
||||
matrix.arch == 'i686'
|
||||
|
||||
|
||||
- name: Build Library (MinGW-w64 64bit)
|
||||
run: |
|
||||
cd src
|
||||
|
|
@ -144,7 +144,7 @@ jobs:
|
|||
with:
|
||||
name: ${{ env.RELEASE_NAME }}.zip
|
||||
path: ./build/${{ env.RELEASE_NAME }}.zip
|
||||
|
||||
|
||||
- name: Upload Artifact to Release
|
||||
uses: softprops/action-gh-release@v1
|
||||
with:
|
||||
|
|
|
|||
|
|
@ -31,6 +31,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
|
|||
| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
|
||||
| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
|
||||
| [raylib-freebasic](https://github.com/WIITD/raylib-freebasic) | **5.0** | [FreeBASIC](https://www.freebasic.net) | MIT |
|
||||
| [raylib.f](https://github.com/cthulhuology/raylib.f) | **5.5** | [Forth](https://forth.com) | Zlib |
|
||||
| [fortran-raylib](https://github.com/interkosmos/fortran-raylib) | **5.5** | [Fortran](https://fortran-lang.org) | ISC |
|
||||
| [raylib-go](https://github.com/gen2brain/raylib-go) | **5.5** | [Go](https://golang.org) | Zlib |
|
||||
| [raylib-guile](https://github.com/petelliott/raylib-guile) | **auto** | [Guile](https://www.gnu.org/software/guile) | Zlib |
|
||||
|
|
|
|||
|
|
@ -486,7 +486,19 @@ endif
|
|||
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
|
||||
# Libraries for DRM compiling
|
||||
# NOTE: Required packages: libasound2-dev (ALSA)
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl -latomic
|
||||
LDLIBS = -lraylib -lGLESv2 -lEGL -ldrm -lgbm -lpthread -lrt -lm -ldl -latomic
|
||||
# TODO: Examples compilation does not define GRAPHICS, is it required?
|
||||
#ifeq ($(GRAPHICS),GRAPHICS_API_OPENGL_ES2)
|
||||
# LDLIBS += -lGLESv2 -lEGL
|
||||
#endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_WIN32)
|
||||
# Libraries for Windows desktop compilation
|
||||
LDFLAGS += -L..\src
|
||||
LDLIBS = -lraylib -lgdi32 -lwinmm -lshcore
|
||||
ifneq ($(GRAPHICS),GRAPHICS_API_OPENGL_11_SOFTWARE)
|
||||
LDLIBS += -lopengl32
|
||||
endif
|
||||
endif
|
||||
ifeq ($(TARGET_PLATFORM),$(filter $(TARGET_PLATFORM),PLATFORM_WEB PLATFORM_WEB_RGFW))
|
||||
# Libraries for web (HTML5) compiling
|
||||
|
|
@ -562,8 +574,11 @@ SHAPES = \
|
|||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_math_angle_rotation \
|
||||
shapes/shapes_math_sine_cosine \
|
||||
shapes/shapes_mouse_trail \
|
||||
shapes/shapes_pie_chart \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
|
|
@ -631,6 +646,7 @@ MODELS = \
|
|||
models/models_bone_socket \
|
||||
models/models_box_collisions \
|
||||
models/models_cubicmap_rendering \
|
||||
models/models_decals \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_heightmap_rendering \
|
||||
|
|
@ -654,6 +670,7 @@ SHADERS = \
|
|||
shaders/shaders_ascii_rendering \
|
||||
shaders/shaders_basic_lighting \
|
||||
shaders/shaders_basic_pbr \
|
||||
shaders/shaders_color_correction \
|
||||
shaders/shaders_custom_uniform \
|
||||
shaders/shaders_deferred_rendering \
|
||||
shaders/shaders_depth_rendering \
|
||||
|
|
@ -664,6 +681,7 @@ SHADERS = \
|
|||
shaders/shaders_hybrid_rendering \
|
||||
shaders/shaders_julia_set \
|
||||
shaders/shaders_lightmap_rendering \
|
||||
shaders/shaders_mandelbrot_set \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_multi_sample2d \
|
||||
|
|
|
|||
|
|
@ -562,8 +562,11 @@ SHAPES = \
|
|||
shapes/shapes_following_eyes \
|
||||
shapes/shapes_kaleidoscope \
|
||||
shapes/shapes_lines_bezier \
|
||||
shapes/shapes_lines_drawing \
|
||||
shapes/shapes_logo_raylib \
|
||||
shapes/shapes_logo_raylib_anim \
|
||||
shapes/shapes_math_angle_rotation \
|
||||
shapes/shapes_math_sine_cosine \
|
||||
shapes/shapes_mouse_trail \
|
||||
shapes/shapes_pie_chart \
|
||||
shapes/shapes_rectangle_advanced \
|
||||
|
|
@ -631,6 +634,7 @@ MODELS = \
|
|||
models/models_bone_socket \
|
||||
models/models_box_collisions \
|
||||
models/models_cubicmap_rendering \
|
||||
models/models_decals \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_heightmap_rendering \
|
||||
|
|
@ -654,6 +658,7 @@ SHADERS = \
|
|||
shaders/shaders_ascii_rendering \
|
||||
shaders/shaders_basic_lighting \
|
||||
shaders/shaders_basic_pbr \
|
||||
shaders/shaders_color_correction \
|
||||
shaders/shaders_custom_uniform \
|
||||
shaders/shaders_deferred_rendering \
|
||||
shaders/shaders_depth_rendering \
|
||||
|
|
@ -664,6 +669,7 @@ SHADERS = \
|
|||
shaders/shaders_hybrid_rendering \
|
||||
shaders/shaders_julia_set \
|
||||
shaders/shaders_lightmap_rendering \
|
||||
shaders/shaders_mandelbrot_set \
|
||||
shaders/shaders_mesh_instancing \
|
||||
shaders/shaders_model_shader \
|
||||
shaders/shaders_multi_sample2d \
|
||||
|
|
@ -892,12 +898,21 @@ shapes/shapes_kaleidoscope: shapes/shapes_kaleidoscope.c
|
|||
shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_lines_drawing: shapes/shapes_lines_drawing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_math_angle_rotation: shapes/shapes_math_angle_rotation.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_math_sine_cosine: shapes/shapes_math_sine_cosine.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
shapes/shapes_mouse_trail: shapes/shapes_mouse_trail.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
|
|
@ -1151,6 +1166,12 @@ models/models_cubicmap_rendering: models/models_cubicmap_rendering.c
|
|||
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
|
||||
--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
|
||||
|
||||
models/models_decals: models/models_decals.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/models/obj/character.obj@resources/models/obj/character.obj \
|
||||
--preload-file models/resources/models/obj/character_diffuse.png@resources/models/obj/character_diffuse.png \
|
||||
--preload-file models/resources/raylib_logo.png@resources/raylib_logo.png
|
||||
|
||||
models/models_first_person_maze: models/models_first_person_maze.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/cubicmap.png@resources/cubicmap.png \
|
||||
|
|
@ -1256,6 +1277,14 @@ shaders/shaders_basic_pbr: shaders/shaders_basic_pbr.c
|
|||
--preload-file shaders/resources/road_mra.png@resources/road_mra.png \
|
||||
--preload-file shaders/resources/road_n.png@resources/road_n.png
|
||||
|
||||
shaders/shaders_color_correction: shaders/shaders_color_correction.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/parrots.png@resources/parrots.png \
|
||||
--preload-file shaders/resources/cat.png@resources/cat.png \
|
||||
--preload-file shaders/resources/mandrill.png@resources/mandrill.png \
|
||||
--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
|
||||
--preload-file shaders/resources/shaders/glsl100/color_correction.fs@resources/shaders/glsl100/color_correction.fs
|
||||
|
||||
shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/models/barracks.obj@resources/models/barracks.obj \
|
||||
|
|
@ -1307,6 +1336,10 @@ shaders/shaders_lightmap_rendering: shaders/shaders_lightmap_rendering.c
|
|||
--preload-file shaders/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png \
|
||||
--preload-file shaders/resources/spark_flame.png@resources/spark_flame.png
|
||||
|
||||
shaders/shaders_mandelbrot_set: shaders/shaders_mandelbrot_set.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/mandelbrot_set.fs@resources/shaders/glsl100/mandelbrot_set.fs
|
||||
|
||||
shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/lighting_instancing.vs@resources/shaders/glsl100/lighting_instancing.vs \
|
||||
|
|
|
|||
|
|
@ -17,9 +17,9 @@ You may find it easier to use than other toolchains, especially when it comes to
|
|||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES COLLECTION [TOTAL: 185]
|
||||
## EXAMPLES COLLECTION [TOTAL: 192]
|
||||
|
||||
### category: core [44]
|
||||
### category: core [45]
|
||||
|
||||
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
|
|
@ -69,8 +69,9 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
|
|||
| [core_highdpi_testbed](core/core_highdpi_testbed.c) | <img src="core/core_highdpi_testbed.png" alt="core_highdpi_testbed" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_screen_recording](core/core_screen_recording.c) | <img src="core/core_screen_recording.png" alt="core_screen_recording" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_clipboard_text](core/core_clipboard_text.c) | <img src="core/core_clipboard_text.png" alt="core_clipboard_text" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Robin](https://github.com/RobinsAviary) |
|
||||
| [core_text_file_loading](core/core_text_file_loading.c) | <img src="core/core_text_file_loading.png" alt="core_text_file_loading" width="80"> | ⭐☆☆☆ | 5.5 | 5.6 | [Aanjishnu Bhattacharyya](https://github.com/NimComPoo-04) |
|
||||
|
||||
### category: shapes [31]
|
||||
### category: shapes [34]
|
||||
|
||||
Examples using raylib shapes drawing functionality, provided by raylib [shapes](../src/rshapes.c) module.
|
||||
|
||||
|
|
@ -104,9 +105,12 @@ Examples using raylib shapes drawing functionality, provided by raylib [shapes](
|
|||
| [shapes_pie_chart](shapes/shapes_pie_chart.c) | <img src="shapes/shapes_pie_chart.png" alt="shapes_pie_chart" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Gideon Serfontein](https://github.com/GideonSerf) |
|
||||
| [shapes_kaleidoscope](shapes/shapes_kaleidoscope.c) | <img src="shapes/shapes_kaleidoscope.png" alt="shapes_kaleidoscope" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Hugo ARNAL](https://github.com/hugoarnal) |
|
||||
| [shapes_clock_of_clocks](shapes/shapes_clock_of_clocks.c) | <img src="shapes/shapes_clock_of_clocks.png" alt="shapes_clock_of_clocks" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 5.6-dev | [[Balamurugan R]](https://github.com/[Bala050814]) |
|
||||
| [shapes_math_sine_cosine](shapes/shapes_math_sine_cosine.c) | <img src="shapes/shapes_math_sine_cosine.png" alt="shapes_math_sine_cosine" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
||||
| [shapes_mouse_trail](shapes/shapes_mouse_trail.c) | <img src="shapes/shapes_mouse_trail.png" alt="shapes_mouse_trail" width="80"> | ⭐☆☆☆ | 5.6 | 5.6-dev | [Balamurugan R](https://github.com/Bala050814) |
|
||||
| [shapes_simple_particles](shapes/shapes_simple_particles.c) | <img src="shapes/shapes_simple_particles.png" alt="shapes_simple_particles" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [shapes_starfield_effect](shapes/shapes_starfield_effect.c) | <img src="shapes/shapes_starfield_effect.png" alt="shapes_starfield_effect" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
| [shapes_lines_drawing](shapes/shapes_lines_drawing.c) | <img src="shapes/shapes_lines_drawing.png" alt="shapes_lines_drawing" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Robin](https://github.com/RobinsAviary) |
|
||||
| [shapes_math_angle_rotation](shapes/shapes_math_angle_rotation.c) | <img src="shapes/shapes_math_angle_rotation.png" alt="shapes_math_angle_rotation" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6 | [Kris](https://github.com/krispy-snacc) |
|
||||
|
||||
### category: textures [26]
|
||||
|
||||
|
|
@ -163,7 +167,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
|||
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
|
||||
| [text_words_alignment](text/text_words_alignment.c) | <img src="text/text_words_alignment.png" alt="text_words_alignment" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
|
||||
### category: models [25]
|
||||
### category: models [26]
|
||||
|
||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
||||
|
||||
|
|
@ -194,8 +198,9 @@ Examples using raylib models functionality, including models loading/generation
|
|||
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
|
||||
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
|
||||
| [models_rotating_cube](models/models_rotating_cube.c) | <img src="models/models_rotating_cube.png" alt="models_rotating_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
|
||||
| [models_decals](models/models_decals.c) | <img src="models/models_decals.png" alt="models_decals" width="80"> | ⭐⭐⭐⭐️ | 5.6-dev | 5.6-dev | [JP Mortiboys](https://github.com/themushroompirates) |
|
||||
|
||||
### category: shaders [30]
|
||||
### category: shaders [32]
|
||||
|
||||
Examples using raylib shaders functionality, including shaders loading, parameters configuration and drawing using them (model shaders and postprocessing shaders). This functionality is directly provided by raylib [rlgl](../src/rlgl.c) module.
|
||||
|
||||
|
|
@ -213,6 +218,8 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
|||
| [shaders_texture_outline](shaders/shaders_texture_outline.c) | <img src="shaders/shaders_texture_outline.png" alt="shaders_texture_outline" width="80"> | ⭐⭐⭐☆ | 4.0 | 4.0 | [Serenity Skiff](https://github.com/GoldenThumbs) |
|
||||
| [shaders_texture_waves](shaders/shaders_texture_waves.c) | <img src="shaders/shaders_texture_waves.png" alt="shaders_texture_waves" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Anata](https://github.com/anatagawa) |
|
||||
| [shaders_julia_set](shaders/shaders_julia_set.c) | <img src="shaders/shaders_julia_set.png" alt="shaders_julia_set" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [Josh Colclough](https://github.com/joshcol9232) |
|
||||
| [shaders_mandelbrot_set](shaders/shaders_mandelbrot_set.c) | <img src="shaders/shaders_mandelbrot_set.png" alt="shaders_mandelbrot_set" width="80"> | ⭐⭐⭐☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [shaders_color_correction](shaders/shaders_color_correction.c) | <img src="shaders/shaders_color_correction.png" alt="shaders_color_correction" width="80"> | ⭐⭐☆☆ | 5.6 | 5.6 | [Jordi Santonja](https://github.com/JordSant) |
|
||||
| [shaders_eratosthenes_sieve](shaders/shaders_eratosthenes_sieve.c) | <img src="shaders/shaders_eratosthenes_sieve.png" alt="shaders_eratosthenes_sieve" width="80"> | ⭐⭐⭐☆ | 2.5 | 4.0 | [ProfJski](https://github.com/ProfJski) |
|
||||
| [shaders_fog_rendering](shaders/shaders_fog_rendering.c) | <img src="shaders/shaders_fog_rendering.png" alt="shaders_fog_rendering" width="80"> | ⭐⭐⭐☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||
| [shaders_simple_mask](shaders/shaders_simple_mask.c) | <img src="shaders/shaders_simple_mask.png" alt="shaders_simple_mask" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||
|
|
|
|||
|
|
@ -119,7 +119,6 @@ int main(void)
|
|||
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
|
||||
// For advanced camera controls, it's recommended to compute camera movement manually
|
||||
UpdateCamera(&camera, cameraMode); // Update camera
|
||||
|
||||
/*
|
||||
// Camera PRO usage example (EXPERIMENTAL)
|
||||
// This new camera function allows custom movement/rotation values to be directly provided
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ int main(void)
|
|||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - render texture");
|
||||
|
||||
|
||||
// Define a render texture to render
|
||||
int renderTextureWidth = 300;
|
||||
int renderTextureHeight = 300;
|
||||
|
|
@ -62,14 +62,14 @@ int main(void)
|
|||
//-----------------------------------------------------
|
||||
// Draw our scene to the render texture
|
||||
BeginTextureMode(target);
|
||||
|
||||
|
||||
ClearBackground(SKYBLUE);
|
||||
|
||||
|
||||
DrawRectangle(0, 0, 20, 20, RED);
|
||||
DrawCircleV(ballPosition, (float)ballRadius, MAROON);
|
||||
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
|
||||
// Draw render texture to main framebuffer
|
||||
BeginDrawing();
|
||||
|
||||
|
|
@ -77,14 +77,14 @@ int main(void)
|
|||
|
||||
// Draw our render texture with rotation applied
|
||||
// NOTE 1: We set the origin of the texture to the center of the render texture
|
||||
// NOTE 2: We flip vertically the texture setting negative source rectangle height
|
||||
DrawTexturePro(target.texture,
|
||||
// NOTE 2: We flip vertically the texture setting negative source rectangle height
|
||||
DrawTexturePro(target.texture,
|
||||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Rectangle){ screenWidth/2.0f, screenHeight/2.0f, (float)target.texture.width, (float)target.texture.height },
|
||||
(Vector2){ target.texture.width/2.0f, target.texture.height/2.0f }, rotation, WHITE);
|
||||
|
||||
DrawText("DRAWING BOUNCING BALL INSIDE RENDER TEXTURE!", 10, screenHeight - 40, 20, BLACK);
|
||||
|
||||
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
|
|
|||
|
|
@ -64,7 +64,7 @@ int main(void)
|
|||
if (lines[i][j] == ' ')
|
||||
{
|
||||
// Making a C Style string by adding a '\0' at the required location so that we can use the MeasureText function
|
||||
lines[i][j] = '\0';
|
||||
lines[i][j] = '\0';
|
||||
|
||||
// Checking if the text has crossed the wrapWidth, then going back and inserting a newline
|
||||
if (MeasureText(lines[i] + lastWrapStart, fontSize) > wrapWidth)
|
||||
|
|
@ -88,16 +88,16 @@ int main(void)
|
|||
|
||||
for (int i = 0; i < lineCount; i++)
|
||||
{
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], fontSize, 2);
|
||||
textHeight += size.y + 10;
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], (float)fontSize, 2);
|
||||
textHeight += (int)size.y + 10;
|
||||
}
|
||||
|
||||
// A simple scrollbar on the side to show how far we have red into the file
|
||||
Rectangle scrollBar = {
|
||||
.x = screenWidth - 5,
|
||||
.x = (float)screenWidth - 5,
|
||||
.y = 0,
|
||||
.width = 5,
|
||||
.height = screenHeight*100/(textHeight - screenHeight) // Scrollbar height is just a percentage
|
||||
.height = screenHeight*100.0f/(textHeight - screenHeight) // Scrollbar height is just a percentage
|
||||
};
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
|
@ -112,13 +112,13 @@ int main(void)
|
|||
cam.target.y -= scroll*fontSize*1.5f; // Choosing an arbitrary speed for scroll
|
||||
|
||||
if (cam.target.y < 0) cam.target.y = 0; // Snapping to 0 if we go too far back
|
||||
|
||||
// Ensuring that the camera does not scroll past all text
|
||||
|
||||
// Ensuring that the camera does not scroll past all text
|
||||
if (cam.target.y > textHeight - screenHeight + textTop)
|
||||
cam.target.y = textHeight - screenHeight + textTop;
|
||||
cam.target.y = (float)textHeight - screenHeight + textTop;
|
||||
|
||||
// Computing the position of the scrollBar depending on the percentage of text covered
|
||||
scrollBar.y = Lerp(textTop, screenHeight - scrollBar.height, (cam.target.y - textTop)/(textHeight - screenHeight));
|
||||
scrollBar.y = Lerp((float)textTop, (float)screenHeight - scrollBar.height, (float)(cam.target.y - textTop)/(textHeight - screenHeight));
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -132,13 +132,13 @@ int main(void)
|
|||
for (int i = 0, t = textTop; i < lineCount; i++)
|
||||
{
|
||||
// Each time we go through and calculate the height of the text to move the cursor appropriately
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], fontSize, 2);
|
||||
|
||||
Vector2 size = MeasureTextEx(GetFontDefault(), lines[i], (float)fontSize, 2);
|
||||
|
||||
DrawText(lines[i], 10, t, fontSize, RED);
|
||||
|
||||
// Inserting extra space for real newlines,
|
||||
// Inserting extra space for real newlines,
|
||||
// wrapped lines are rendered closer together
|
||||
t += size.y + 10;
|
||||
t += (int)size.y + 10;
|
||||
}
|
||||
EndMode2D();
|
||||
|
||||
|
|
|
|||
|
|
@ -51,6 +51,7 @@ core;core_directory_files;★☆☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
|||
core;core_highdpi_testbed;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_screen_recording;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_clipboard_text;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Robin";@RobinsAviary
|
||||
core;core_text_file_loading;★☆☆☆;5.5;5.6;0;0;"Aanjishnu Bhattacharyya";@NimComPoo-04
|
||||
shapes;shapes_basic_shapes;★☆☆☆;1.0;4.2;2014;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
|
||||
shapes;shapes_bullet_hell;★☆☆☆;5.6;5.6;2025;2025;"Zero";@zerohorsepower
|
||||
|
|
@ -79,9 +80,12 @@ shapes;shapes_vector_angle;★★☆☆;1.0;5.0;2023;2025;"Ramon Santamaria";@ra
|
|||
shapes;shapes_pie_chart;★★★☆;5.5;5.6;2025;2025;"Gideon Serfontein";@GideonSerf
|
||||
shapes;shapes_kaleidoscope;★★☆☆;5.5;5.6;2025;2025;"Hugo ARNAL";@hugoarnal
|
||||
shapes;shapes_clock_of_clocks;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
shapes;shapes_math_sine_cosine;★★☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
||||
shapes;shapes_mouse_trail;★☆☆☆;5.6;5.6-dev;2025;2025;"Balamurugan R";@Bala050814
|
||||
shapes;shapes_simple_particles;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
shapes;shapes_starfield_effect;★★☆☆;5.5;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
shapes;shapes_lines_drawing;★☆☆☆;5.6-dev;5.6;2025;2025;"Robin";@RobinsAviary
|
||||
shapes;shapes_math_angle_rotation;★☆☆☆;5.6-dev;5.6;2025;2025;"Kris";@krispy-snacc
|
||||
textures;textures_logo_raylib;★☆☆☆;1.0;1.0;2014;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_srcrec_dstrec;★★★☆;1.3;1.3;2015;2025;"Ramon Santamaria";@raysan5
|
||||
textures;textures_image_drawing;★★☆☆;1.4;1.4;2016;2025;"Ramon Santamaria";@raysan5
|
||||
|
|
@ -148,6 +152,7 @@ models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
|
|||
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
|
||||
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
|
||||
models;models_rotating_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
|
||||
models;models_decals;★★★★;5.6-dev;5.6-dev;2025;2025;"JP Mortiboys";@themushroompirates
|
||||
shaders;shaders_ascii_rendering;★★☆☆;5.5;5.6;2025;2025;"Maicon Santana";@maiconpintoabreu
|
||||
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
|
||||
|
|
@ -160,6 +165,8 @@ shaders;shaders_texture_rendering;★★☆☆;2.0;3.7;2019;2025;"Michał Ciesie
|
|||
shaders;shaders_texture_outline;★★★☆;4.0;4.0;2021;2025;"Serenity Skiff";@GoldenThumbs
|
||||
shaders;shaders_texture_waves;★★☆☆;2.5;3.7;2019;2025;"Anata";@anatagawa
|
||||
shaders;shaders_julia_set;★★★☆;2.5;4.0;2019;2025;"Josh Colclough";@joshcol9232
|
||||
shaders;shaders_mandelbrot_set;★★★☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
shaders;shaders_color_correction;★★☆☆;5.6;5.6;2025;2025;"Jordi Santonja";@JordSant
|
||||
shaders;shaders_eratosthenes_sieve;★★★☆;2.5;4.0;2019;2025;"ProfJski";@ProfJski
|
||||
shaders;shaders_fog_rendering;★★★☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_simple_mask;★★☆☆;2.5;3.7;2019;2025;"Chris Camacho";@chriscamacho
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@
|
|||
|
||||
10. Have fun!
|
||||
|
||||
The following files must be updated when adding a new example,
|
||||
The following files must be updated when adding a new example,
|
||||
but it can be automatically done using the raylib provided tool: rexm
|
||||
So, no worries if just the .c/.png are provided when adding the example.
|
||||
|
||||
|
|
|
|||
605
examples/models/models_decals.c
Normal file
605
examples/models/models_decals.c
Normal file
|
|
@ -0,0 +1,605 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - decals
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
|
||||
*
|
||||
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Based on previous work by @mrdoob
|
||||
*
|
||||
* 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) 2025 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
#include <string.h> // Required for: memcpy()
|
||||
|
||||
#undef FLT_MAX
|
||||
#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
|
||||
|
||||
#define MAX_DECALS 256
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct MeshBuilder {
|
||||
int vertexCount;
|
||||
int vertexCapacity;
|
||||
Vector3 *vertices;
|
||||
Vector2 *uvs;
|
||||
} MeshBuilder;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
|
||||
static void FreeMeshBuilder(MeshBuilder *mb);
|
||||
static Mesh BuildMesh(MeshBuilder *mb);
|
||||
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
|
||||
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
|
||||
static bool GuiButton(Rectangle rec, const char *label);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load character model
|
||||
Model model = LoadModel("resources/models/obj/character.obj");
|
||||
|
||||
// Apply character skin
|
||||
Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
|
||||
SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR);
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture;
|
||||
|
||||
BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box
|
||||
|
||||
camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f);
|
||||
camera.position = Vector3Scale(modelBBox.max, 1.0f);
|
||||
camera.position.x *= 0.1f;
|
||||
|
||||
float modelSize = fminf(
|
||||
fminf(fabsf(modelBBox.max.x - modelBBox.min.x), fabsf(modelBBox.max.y - modelBBox.min.y)),
|
||||
fabsf(modelBBox.max.z - modelBBox.min.z));
|
||||
|
||||
camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f };
|
||||
|
||||
float decalSize = modelSize*0.25f;
|
||||
float decalOffset = 0.01f;
|
||||
|
||||
Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
|
||||
placementCube.materials[0].maps[0].color = LIME;
|
||||
|
||||
Material decalMaterial = LoadMaterialDefault();
|
||||
decalMaterial.maps[0].color = YELLOW;
|
||||
|
||||
Image decalImage = LoadImage("resources/raylib_logo.png");
|
||||
ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4);
|
||||
Texture decalTexture = LoadTextureFromImage(decalImage);
|
||||
UnloadImage(decalImage);
|
||||
|
||||
SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR);
|
||||
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
|
||||
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
|
||||
|
||||
bool showModel = true;
|
||||
Model decalModels[MAX_DECALS] = { 0 };
|
||||
int decalCount = 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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||
|
||||
// Display information about closest hit
|
||||
RayCollision collision = { 0 };
|
||||
collision.distance = FLT_MAX;
|
||||
collision.hit = false;
|
||||
|
||||
// Get mouse ray
|
||||
Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
|
||||
|
||||
// Check ray collision against bounding box first, before trying the full ray-mesh test
|
||||
RayCollision boxHitInfo = GetRayCollisionBox(ray, modelBBox);
|
||||
|
||||
if ((boxHitInfo.hit) && (decalCount < MAX_DECALS))
|
||||
{
|
||||
// Check ray collision against model meshes
|
||||
RayCollision meshHitInfo = { 0 };
|
||||
for (int m = 0; m < model.meshCount; m++)
|
||||
{
|
||||
// NOTE: We consider the model.transform for the collision check but
|
||||
// it can be checked against any transform Matrix, used when checking against same
|
||||
// model drawn multiple times with multiple transforms
|
||||
meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
|
||||
if (meshHitInfo.hit)
|
||||
{
|
||||
// Save the closest hit mesh
|
||||
if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
|
||||
}
|
||||
}
|
||||
|
||||
if (meshHitInfo.hit) collision = meshHitInfo;
|
||||
}
|
||||
|
||||
// Add decal to mesh on hit point
|
||||
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (decalCount < MAX_DECALS))
|
||||
{
|
||||
// Create the transformation to project the decal
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f });
|
||||
|
||||
// Spin the placement around a bit
|
||||
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
|
||||
|
||||
Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
|
||||
|
||||
if (decalMesh.vertexCount > 0)
|
||||
{
|
||||
int decalIndex = decalCount++;
|
||||
decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
|
||||
decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0];
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
// Draw the model at the origin and default scale
|
||||
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
|
||||
|
||||
// Draw the decal models
|
||||
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
|
||||
|
||||
// If we hit the mesh, draw the box for the decal
|
||||
if (collision.hit)
|
||||
{
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0});
|
||||
placementCube.transform = MatrixInvert(splat);
|
||||
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 10.0f);
|
||||
EndMode3D();
|
||||
|
||||
float yPos = 10;
|
||||
float x0 = GetScreenWidth() - 300;
|
||||
float x1 = x0 + 100;
|
||||
float x2 = x1 + 100;
|
||||
|
||||
DrawText("Vertices", x1, yPos, 10, LIME);
|
||||
DrawText("Triangles", x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
int vertexCount = 0;
|
||||
int triangleCount = 0;
|
||||
|
||||
for (int i = 0; i < model.meshCount; i++)
|
||||
{
|
||||
vertexCount += model.meshes[i].vertexCount;
|
||||
triangleCount += model.meshes[i].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("Main model", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
for (int i = 0; i < decalCount; i++)
|
||||
{
|
||||
if (i == 20)
|
||||
{
|
||||
DrawText("...", x0, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
if (i < 20)
|
||||
{
|
||||
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
vertexCount += decalModels[i].meshes[0].vertexCount;
|
||||
triangleCount += decalModels[i].meshes[0].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("TOTAL", x0, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
|
||||
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
|
||||
|
||||
// UI elements
|
||||
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
|
||||
|
||||
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
|
||||
{
|
||||
// Clear decals, unload all decal models
|
||||
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||
decalCount = 0;
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model);
|
||||
UnloadTexture(modelTexture);
|
||||
|
||||
// Unload decal models
|
||||
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||
|
||||
UnloadTexture(decalTexture);
|
||||
|
||||
FreeDecalMeshData(); // Free the data for decal generation
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Add triangles to mesh builder (dynamic array manager)
|
||||
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
|
||||
{
|
||||
// Reallocate and copy if we need to
|
||||
if (mb->vertexCapacity <= (mb->vertexCount + 3))
|
||||
{
|
||||
int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256;
|
||||
Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3));
|
||||
|
||||
if (mb->vertexCapacity > 0)
|
||||
{
|
||||
memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3));
|
||||
MemFree(mb->vertices);
|
||||
}
|
||||
|
||||
mb->vertices = newVertices;
|
||||
mb->vertexCapacity = newVertexCapacity;
|
||||
}
|
||||
|
||||
// Add 3 vertices
|
||||
int index = mb->vertexCount;
|
||||
mb->vertexCount += 3;
|
||||
|
||||
for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i];
|
||||
}
|
||||
|
||||
// Free mesh builder
|
||||
static void FreeMeshBuilder(MeshBuilder *mb)
|
||||
{
|
||||
MemFree(mb->vertices);
|
||||
if (mb->uvs) MemFree(mb->uvs);
|
||||
*mb = (MeshBuilder){ 0 };
|
||||
}
|
||||
|
||||
// Build a Mesh from MeshBuilder data
|
||||
static Mesh BuildMesh(MeshBuilder *mb)
|
||||
{
|
||||
Mesh outMesh = { 0 };
|
||||
|
||||
outMesh.vertexCount = mb->vertexCount;
|
||||
outMesh.triangleCount = mb->vertexCount/3;
|
||||
outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float));
|
||||
if (mb->uvs) outMesh.texcoords = MemAlloc(outMesh.vertexCount*2*sizeof(float));
|
||||
|
||||
for (int i = 0; i < mb->vertexCount; i++)
|
||||
{
|
||||
outMesh.vertices[3*i+0] = mb->vertices[i].x;
|
||||
outMesh.vertices[3*i+1] = mb->vertices[i].y;
|
||||
outMesh.vertices[3*i+2] = mb->vertices[i].z;
|
||||
|
||||
if (mb->uvs)
|
||||
{
|
||||
outMesh.texcoords[2*i+0] = mb->uvs[i].x;
|
||||
outMesh.texcoords[2*i+1] = mb->uvs[i].y;
|
||||
}
|
||||
}
|
||||
|
||||
UploadMesh(&outMesh, false);
|
||||
|
||||
return outMesh;
|
||||
}
|
||||
|
||||
// Clip segment
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
|
||||
{
|
||||
float d0 = Vector3DotProduct(v0, p) - s;
|
||||
float d1 = Vector3DotProduct(v1, p) - s;
|
||||
float s0 = d0/(d0 - d1);
|
||||
|
||||
Vector3 position = Vector3Lerp(v0, v1, s0);
|
||||
|
||||
return position;
|
||||
}
|
||||
|
||||
// Generate mesh decals for provided model
|
||||
static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
|
||||
{
|
||||
// We're going to use these to build up our decal meshes
|
||||
// They'll resize automatically as we go, we'll free them at the end
|
||||
static MeshBuilder meshBuilders[2] = { 0 };
|
||||
|
||||
// Ugly way of telling us to free the static MeshBuilder data
|
||||
if (target.meshCount == -1)
|
||||
{
|
||||
FreeMeshBuilder(&meshBuilders[0]);
|
||||
FreeMeshBuilder(&meshBuilders[1]);
|
||||
return (Mesh){ 0 };
|
||||
}
|
||||
|
||||
// We're going to need the inverse matrix
|
||||
Matrix invProj = MatrixInvert(projection);
|
||||
|
||||
// Reset the mesh builders
|
||||
meshBuilders[0].vertexCount = 0;
|
||||
meshBuilders[1].vertexCount = 0;
|
||||
|
||||
// We'll be flip-flopping between the two mesh builders
|
||||
// Reading from one and writing to the other, then swapping
|
||||
int mbIndex = 0;
|
||||
|
||||
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
|
||||
for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
|
||||
{
|
||||
Mesh mesh = target.meshes[meshIndex];
|
||||
for (int tri = 0; tri < mesh.triangleCount; tri++)
|
||||
{
|
||||
Vector3 vertices[3] = { 0 };
|
||||
|
||||
// The way we calculate the vertices of the mesh triangle
|
||||
// depend on whether the mesh vertices are indexed or not
|
||||
if (mesh.indices == 0)
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = (Vector3){
|
||||
mesh.vertices[3*3*tri + 3*v + 0],
|
||||
mesh.vertices[3*3*tri + 3*v + 1],
|
||||
mesh.vertices[3*3*tri + 3*v + 2]
|
||||
};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = (Vector3){
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
|
||||
mesh.vertices[ 3*mesh.indices[3*tri+2] + v]
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
// Transform all 3 vertices of the triangle
|
||||
// and check if they are inside our decal box
|
||||
int insideCount = 0;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
// To projection space
|
||||
Vector3 v = Vector3Transform(vertices[i], projection);
|
||||
|
||||
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
|
||||
|
||||
// We need to keep the transformed vertex
|
||||
vertices[i] = v;
|
||||
}
|
||||
|
||||
// If any of them are inside, we add the triangle - we'll clip it later
|
||||
if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
|
||||
}
|
||||
}
|
||||
|
||||
// Clipping time! We need to clip against all 6 directions
|
||||
Vector3 planes[6] = {
|
||||
{ 1, 0, 0 },
|
||||
{ -1, 0, 0 },
|
||||
{ 0, 1, 0 },
|
||||
{ 0, -1, 0 },
|
||||
{ 0, 0, 1 },
|
||||
{ 0, 0, -1 }
|
||||
};
|
||||
|
||||
for (int face = 0; face < 6; face++)
|
||||
{
|
||||
// Swap current model builder (so we read from the one we just wrote to)
|
||||
mbIndex = 1 - mbIndex;
|
||||
|
||||
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
|
||||
MeshBuilder *outMesh = &meshBuilders[mbIndex];
|
||||
|
||||
// Reset write builder
|
||||
outMesh->vertexCount = 0;
|
||||
|
||||
float s = 0.5f*decalSize;
|
||||
|
||||
for (int i = 0; i < inMesh->vertexCount; i += 3)
|
||||
{
|
||||
Vector3 nV1, nV2, nV3, nV4;
|
||||
|
||||
float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s;
|
||||
float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s;
|
||||
float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s;
|
||||
|
||||
int v1Out = (d1 > 0);
|
||||
int v2Out = (d2 > 0);
|
||||
int v3Out = (d3 > 0);
|
||||
|
||||
// Calculate, how many vertices of the face lie outside of the clipping plane
|
||||
int total = v1Out + v2Out + v3Out;
|
||||
|
||||
switch (total)
|
||||
{
|
||||
case 0:
|
||||
{
|
||||
// The entire face lies inside of the plane, no clipping needed
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]});
|
||||
} break;
|
||||
case 1:
|
||||
{
|
||||
// One vertex lies outside of the plane, perform clipping
|
||||
if (v1Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i + 1];
|
||||
nV2 = inMesh->vertices[i + 2];
|
||||
nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s);
|
||||
}
|
||||
|
||||
if (v2Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i];
|
||||
nV2 = inMesh->vertices[i + 2];
|
||||
nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s);
|
||||
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1});
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4});
|
||||
break;
|
||||
}
|
||||
|
||||
if (v3Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i];
|
||||
nV2 = inMesh->vertices[i + 1];
|
||||
nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s);
|
||||
}
|
||||
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
|
||||
} break;
|
||||
case 2:
|
||||
{
|
||||
// Two vertices lies outside of the plane, perform clipping
|
||||
if (!v1Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i];
|
||||
nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
}
|
||||
|
||||
if (!v2Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i + 1];
|
||||
nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
}
|
||||
|
||||
if (!v3Out)
|
||||
{
|
||||
nV1 = inMesh->vertices[i + 2];
|
||||
nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
|
||||
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
|
||||
}
|
||||
} break;
|
||||
case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Now we just need to re-transform the vertices
|
||||
MeshBuilder *theMesh = &meshBuilders[mbIndex];
|
||||
|
||||
// Allocate room for UVs
|
||||
if (theMesh->vertexCount > 0)
|
||||
{
|
||||
theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
|
||||
|
||||
for (int i = 0; i < theMesh->vertexCount; i++)
|
||||
{
|
||||
// Calculate the UVs based on the projected coords
|
||||
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
|
||||
theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
|
||||
theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
|
||||
|
||||
// Tiny nudge in the normal direction so it renders properly over the mesh
|
||||
theMesh->vertices[i].z -= decalOffset;
|
||||
|
||||
// From projection space to world space
|
||||
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], invProj);
|
||||
}
|
||||
|
||||
// Decal model data ready, create the mesh and return it
|
||||
return BuildMesh(theMesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Return a blank mesh as there's nothing to add
|
||||
return (Mesh){ 0 };
|
||||
}
|
||||
}
|
||||
|
||||
// Button UI element
|
||||
static bool GuiButton(Rectangle rec, const char *label)
|
||||
{
|
||||
Color bgColor = GRAY;
|
||||
bool pressed = false;
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), rec))
|
||||
{
|
||||
bgColor = LIGHTGRAY;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) pressed = true;
|
||||
}
|
||||
|
||||
DrawRectangleRec(rec, bgColor);
|
||||
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
||||
|
||||
float fontSize = 10.0f;
|
||||
float textWidth = MeasureText(label, fontSize);
|
||||
|
||||
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
BIN
examples/models/models_decals.png
Normal file
BIN
examples/models/models_decals.png
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|
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12
examples/models/resources/models/obj/character.mtl
Normal file
12
examples/models/resources/models/obj/character.mtl
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
# Blender MTL File: 'None'
|
||||
# Material Count: 1
|
||||
|
||||
newmtl skin
|
||||
Ns 86.470579
|
||||
Ka 1.000000 1.000000 1.000000
|
||||
Kd 0.800000 0.800000 0.800000
|
||||
Ks 0.500000 0.500000 0.500000
|
||||
Ke 0.000000 0.000000 0.000000
|
||||
Ni 1.450000
|
||||
d 0.000000
|
||||
illum 9
|
||||
3454
examples/models/resources/models/obj/character.obj
Normal file
3454
examples/models/resources/models/obj/character.obj
Normal file
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BIN
examples/models/resources/models/obj/character_diffuse.png
Normal file
BIN
examples/models/resources/models/obj/character_diffuse.png
Normal file
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|
After Width: | Height: | Size: 41 KiB |
BIN
examples/models/resources/raylib_logo.png
Normal file
BIN
examples/models/resources/raylib_logo.png
Normal file
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|
After Width: | Height: | Size: 3.6 KiB |
BIN
examples/others/web_basic_window.png
Normal file
BIN
examples/others/web_basic_window.png
Normal file
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|
After Width: | Height: | Size: 10 KiB |
5757
examples/shaders/raygui.h
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5757
examples/shaders/raygui.h
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|
|
@ -10,4 +10,7 @@
|
|||
| space.png | ❔ | ❔ | - |
|
||||
| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
|
||||
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
|
||||
| spark_flame.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [EffectTextureMaker](https://mebiusbox.github.io/contents/EffectTextureMaker/) |
|
||||
| parrots.png | [Kodak set](http://r0k.us/graphics/kodak/) | ❔ | Original name: `kodim23.png` |
|
||||
| cat.png | ❔ | ❔ | - |
|
||||
| mandrill.png | ❔ | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Mandrill (a.k.a. Baboon) |
|
||||
BIN
examples/shaders/resources/cat.png
Normal file
BIN
examples/shaders/resources/cat.png
Normal file
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|
After Width: | Height: | Size: 379 KiB |
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