Merge pull request #367 from raysan5/develop

Integrate Develop branch
This commit is contained in:
Ray 2017-10-18 00:12:27 +02:00 • committed by GitHub
commit 53280a56e3
140 changed files with 7512 additions and 9300 deletions

27
.gitignore vendored
View file

@ -6,13 +6,6 @@
*.swo
*~
# Ignore Android generated files and folders
src_android/obj/
templates/android_project/bin/
templates/android_project/obj/
templates/android_project/libs/
local.properties
# Ignore thumbnails created by windows
Thumbs.db
@ -42,7 +35,7 @@ Thumbs.db
*.sbr
*.sdf
obj/
[Rr]elease/
[R]elease/
[Rr]elease.win32/
_ReSharper*/
[Tt]est[Rr]esult*
@ -89,7 +82,6 @@ xcschememanagement.plist
._.*
xcuserdata/
DerivedData/
*.dll
# external libraries DLLs
!src/external/glfw3/lib/win32/glfw3.dll
@ -119,16 +111,6 @@ docs/examples/web/*/*.html
!docs/examples/web/shaders/loader.html
!docs/examples/web/models/loader.html
# raylib release libs
src/libraylib.a
src/libraylib.bc
!release/android/armeabi-v7a/libraylib.a
!release/android/armeabi-v7a/libraylib.so
!release/linux/libraylib.a
!release/linux/libraylib.so
!release/rpi/libraylib.a
!release/win32/mingw32/raylib.dll
# Meson build system
builddir/
@ -149,8 +131,5 @@ build
!examples/CMakeLists.txt
!games/CMakeLists.txt
# binaries made from raylib
libraylib.a
libraylib.so
libraylib.dylib
libraylib.dll
# Ignore Android generated files and folders
templates/android_project/output

50
.travis.yml Normal file
View file

@ -0,0 +1,50 @@
language: c
sudo: required
dist: trusty
git:
depth: 3
os:
- osx
- linux
env:
global:
- VERBOSE=1
matrix:
- CFLAGS=-m64
- CFLAGS=-m32
before_script:
- export CFLAGS="-std=gnu99 $CFLAGS"
before_install:
- if [ "$TRAVIS_OS_NAME" == "linux" ]; then
sudo apt-get install -y gcc-multilib
libopenal-dev
libxcursor-dev libxinerama-dev
mesa-common-dev libx11-dev libxrandr-dev libxi-dev xorg-dev libgl1-mesa-dev libglu1-mesa-dev libglew-dev;
wget 'https://github.com/a3f/GLFW-3.2.1-Debian-binary-package/releases/download/v3.2.1/GLFW-3.2.1-Linux.deb' && sudo dpkg -i GLFW-3.2.1-Linux.deb;
fi
- if [ "$TRAVIS_OS_NAME" == "osx" ]; then brew update; brew install glfw; fi
- "$CC --version"
script:
- mkdir build
- cd build
- cmake -DBUILD_EXAMPLES=OFF -DBUILD_GAMES=OFF ..
- make
# - make package
# - sudo make install
#
#deploy:
# provider: releases
# api_key:
# secure: XXX
# file_glob: true
# file: raylib-*.tar.gz
# skip_cleanup: true
# on:
# branch: master
# tags: true

107
CHANGELOG
View file

@ -7,16 +7,16 @@ Current Release: raylib 1.8.0 (Oct 2017)
Release: raylib 1.8.0 (Oct 2017)
-----------------------------------------------
NOTE:
In this release, multiple parts of the library have been reviewed again for consistency and simplification.
It exposes more than 20 new functions in comparison with previous version and it improves overall programming experience.
In this release, multiple parts of the library have been reviewed (again) for consistency and simplification.
It exposes more than 30 new functions in comparison with previous version and it improves overall programming experience.
BIG CHANGES:
- Image generation functions: Gradient, Checked, Noise, Cellular...
- Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
- New Image generation functions: Gradient, Checked, Noise, Cellular...
- New Mesh generation functions: Cube, Sphere, Cylinder, Torus, Knot...
- New Shaders and Materials systems to support PBR materials
- Custom Android toolchain for APK building with simple Makefile
- Complete review of raymath functionality (Matrix, Quaternion)
- Custom Android APK build pipeline with simple Makefile
- Complete review of rlgl layer functionality
- Complete review of raymath functionality
detailed changes:
[rlgl] RENAMED: rlglLoadTexture() to rlLoadTexture()
@ -35,54 +35,63 @@ detailed changes:
[rlgl] RENAMED: LoadDefaultShader() to LoadShaderDefault()
[rlgl] RENAMED: LoadDefaultShaderLocations() to SetShaderDefaultLocations()
[rlgl] RENAMED: UnloadDefaultShader() to UnLoadShaderDefault()
// Texture maps generation (PBR)
[rlgl] ADDED: rlGenMapCubemap(Texture2D skyHDR, int size); // Generate cubemap texture map from HDR texture
[rlgl] ADDED: rlGenMapIrradiance(Texture2D cubemap, int size); // Generate irradiance texture map
[rlgl] ADDED: rlGenMapPrefilter(Texture2D cubemap, int size); // Generate prefilter texture map
[rlgl] ADDED: rlGenMapBRDF(Texture2D cubemap, int size); // Generate BRDF texture map
[core] ADDED: SetWindowTitle()
[core] ADDED: GetExtension()
[textures] ADDED: SaveImageAs()
? [textures] ADDED: DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
? [textures] ADDED: DrawRectangleT(int posX, int posY, int width, int height, Color color); // Draw rectangle using text character
// Image generation functions
[textures] ADDED: GenImageGradientV(int width, int height, Color top, Color bottom); // Generate image: vertical gradient
[textures] ADDED: GenImageGradientH(int width, int height, Color left, Color right); // Generate image: horizontal gradient
[textures] ADDED: GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
[textures] ADDED: GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
[textures] ADDED: GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
[textures] ADDED: GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
[textures] ADDED: GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Texture maps generation (PBR)
[textures] ADDED: GenTextureCubemap(Shader shader, Texture2D skyHDR, int size); // Generate cubemap texture from HDR texture
[textures] ADDED: GenTextureIrradiance(Shader shader, Texture2D cubemap, int size); // Generate irradiance texture using cubemap data
[textures] ADDED: GenTexturePrefilter(Shader shader, Texture2D cubemap, int size); // Generate prefilter texture using cubemap data
[textures] ADDED: GenTextureBRDF(Shader shader, Texture2D cubemap, int size); // Generate BRDF texture using cubemap data
[models] REMOVED: LoadMeshEx()
[models] REMOVED: UpdateMesh()
[models] REMOVED: LoadHeightmap()
[models] REMOVED: LoadCubicmap()
[rlgl] ADDED: rlGenMapCubemap(), Generate cubemap texture map from HDR texture
[rlgl] ADDED: rlGenMapIrradiance(), Generate irradiance texture map
[rlgl] ADDED: rlGenMapPrefilter(), Generate prefilter texture map
[rlgl] ADDED: rlGenMapBRDF(), Generate BRDF texture map
[rlgl] ADDED: GetVrDeviceInfo(), Get VR device information for some standard devices
[rlgl] REVIEWED: InitVrSimulator(), to accept device parameters as input
[core] ADDED: SetWindowTitle(), Set title for window (only PLATFORM_DESKTOP)
[core] ADDED: GetExtension(), Get file extension
[shapes] REMOVED: DrawRectangleGradient(), replaced by DrawRectangleGradientV() and DrawRectangleGradientH()
[shapes] ADDED: DrawRectangleGradientV(), Draw a vertical-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientH(), Draw a horizontal-gradient-filled rectangle
[shapes] ADDED: DrawRectangleGradientEx(), Draw a gradient-filled rectangle with custom vertex colors
[shapes] ADDED: DrawRectangleT(), Draw rectangle using text character
[textures] ADDED: SaveImageAs(), Save image as PNG file
[textures] ADDED: GenImageGradientV(), Generate image: vertical gradient
[textures] ADDED: GenImageGradientH(), Generate image: horizontal gradient
[textures] ADDED: GenImageGradientRadial(), Generate image: radial gradient
[textures] ADDED: GenImageChecked(), Generate image: checked
[textures] ADDED: GenImageWhiteNoise(), Generate image: white noise
[textures] ADDED: GenImagePerlinNoise(), Generate image: perlin noise
[textures] ADDED: GenImageCellular(), Generate image: cellular algorithm. Bigger tileSize means bigger cells
[textures] ADDED: GenTextureCubemap(), Generate cubemap texture from HDR texture
[textures] ADDED: GenTextureIrradiance(), Generate irradiance texture using cubemap data
[textures] ADDED: GenTexturePrefilter(), Generate prefilter texture using cubemap data
[textures] ADDED: GenTextureBRDF(), Generate BRDF texture using cubemap data
[models] REMOVED: LoadMeshEx(), Mesh struct variables can be directly accessed
[models] REMOVED: UpdateMesh(), very ineficient
[models] REMOVED: LoadHeightmap(), use GenMeshHeightmap() and LoadModelFromMesh()
[models] REMOVED: LoadCubicmap(), use GenMeshCubicmap() and LoadModelFromMesh()
[models] RENAMED: LoadDefaultMaterial() to LoadMaterialDefault()
// Mesh generation functions
[models] ADDED: GenMeshPlane()
[models] ADDED: GenMeshCube()
[models] ADDED: GenMeshSphere()
[models] ADDED: GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
[models] ADDED: GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
[models] ADDED: GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
[models] ADDED: GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
[models] ADDED: GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
[models] ADDED: GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
[raymath] Reviewed full Matrix functionality
[raymath] Renamed Vector3 functions for consistency
[models] ADDED: GenMeshPlane(), Generate plane mesh (with subdivisions)
[models] ADDED: GenMeshCube(), Generate cuboid mesh
[models] ADDED: GenMeshSphere(), Generate sphere mesh (standard sphere)
[models] ADDED: GenMeshHemiSphere(), Generate half-sphere mesh (no bottom cap)
[models] ADDED: GenMeshCylinder(), Generate cylinder mesh
[models] ADDED: GenMeshTorus(), Generate torus mesh
[models] ADDED: GenMeshKnot(), Generate trefoil knot mesh
[models] ADDED: GenMeshHeightmap(), Generate heightmap mesh from image data
[models] ADDED: GenMeshCubicmap(), Generate cubes-based map mesh from image data
[raymath] REVIEWED: full Matrix functionality to align with GLM in usage
[raymath] RENAMED: Vector3 functions for consistency: Vector*() renamed to Vector3*()
[build] Integrate Android APK building into examples Makefile
[example] ADDED:
[example] ADDED:
[example] ADDED:
[build] Integrate Android APK building into templates Makefiles
[build] Improved Visual Studio 2015 project, folders, references...
[templates] Reviewed the full pack to support Android building
[examples] Reviewed full collection to adapt to raylib changes
[examples] [textures] ADDED: textures_image_generation
[examples] [models] ADDED: models_mesh_generation
[examples] [models] ADDED: models_material_pbr
[examples] [models] ADDED: models_skybox
[examples] [models] ADDED: models_yaw_pitch_roll
[examples] [others] REVIEWED: rlgl_standalone
[examples] [others] REVIEWED: audio_standalone
[github] Moved raylib webpage to own repo: github.com/raysan5/raylib.com
[games] Reviewed game: Koala Seasons
[*] Updated STB libraries to latest version
[*] Multiple bugs corrected (check github issues)
-----------------------------------------------
Release: raylib 1.7.0 (20 May 2017)

View file

@ -12,7 +12,7 @@ contributing (in some way or another) to make raylib project better. Huge thanks
- Daniel Moreno for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- Daniel Gomez for testing and using raylib on a real product ([Koala Seasons](http://www.koalaseasons.com))
- [Sergio Martinez](https://github.com/anidealgift) for helping on raygui development and tools development (raygui_styler).
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing materials and lighting systems... among multiple other improvements and multiple tools and games.
- [Victor Fisac](https://github.com/victorfisac) for developing physics raylib module (physac) and implementing PBR materials and lighting systems... among multiple other improvements and multiple tools and games.
- Albert Martos for helping on raygui and porting examples and game-templates to Android and HTML5.
- Ian Eito for helping on raygui and porting examples and game-templates to Android and HTML5.
- [procedural](https://github.com/procedural) for testing raylib on Linux, correcting some bugs and adding several mouse functions.
@ -28,7 +28,8 @@ contributing (in some way or another) to make raylib project better. Huge thanks
- [Joel Davis](https://github.com/joeld42) for adding raycast picking utilities and a [great example](https://github.com/raysan5/raylib/blob/master/examples/models/models_mesh_picking.c)
- [Richard Goodwin](https://github.com/AudioMorphology) for adding RPI touchscreen support
- [Milan Nikolic](https://github.com/gen2brain) for adding Android build support with custom standalone toolchain
** TODO **
- [Michael Vetter](https://github.com/jubalh) for improvements on build system and adding meson support for Linux
- [Wilhem Barbier](https://github.com/nounoursheureux) for adding Image generation functions and some fixes
- [Benjamin Summerton](https://github.com/define-private-public) for improving OSX building and his amazing work on CMake build sytem
Please, if I forget someone in this list, excuse me and write me an email to remind me to add you!

View file

@ -182,3 +182,23 @@ Some other features: Gamepad support on HTML5, RPI touch screen support, 32bit a
And here it is another version of **raylib, a simple and easy-to-use library to learn videogames programming**. Enjoy it.
notes on raylib 1.8
-------------------
October 2017, around 5 months after latest raylib version, another release is published: raylib 1.8. Again, several modules of the library have been reviewed and some new functionality added. Main changes of this new release are:
[Procedural image generation](https://github.com/raysan5/raylib/blob/develop/examples/textures/textures_image_generation.c) function, a set of new functions have been added to generate gradients, checked, noise and cellular images from scratch. Image generation could be useful for certain textures or learning pourpouses.
[Parametric mesh generation](https://github.com/raysan5/raylib/blob/develop/examples/models/models_mesh_generation.c) functions, create 3d meshes from scratch just defining a set of parameters, meshes like cube, sphere, cylinder, torus, knot and more can be very useful for prototyping or for lighting and texture testing.
PBR Materials support, a completely redesigned shaders and material system allows advance materials definition and usage, with fully customizable shaders. Some new functions have been added to generate the environment textures required for PBR shading and a a new complete [PBR material example](https://github.com/raysan5/raylib/blob/develop/examples/models/models_material_pbr.c) is also provided for reference.
Custom Android APK build pipeline with [simple Makefile](https://github.com/raysan5/raylib/blob/develop/templates/simple_game/Makefile). Actually, full code building mechanism based on plain Makefile has been completely reviewed and Android building has been added for sources and also for examples and templates building into final APK package. This way, raylib Android building has been greatly simplified and integrated seamlessly into standard build scripts.
[rlgl](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) module has been completely reviewed and most of the functions renamed for consistency. This way, standalone usage of rlgl is promoted, with a [complete example provided](https://github.com/raysan5/raylib/blob/develop/examples/others/rlgl_standalone.c). rlgl offers a pseudo-OpenGL 1.1 immediate-mode programming-style layer, with backends to multiple OpenGL versions.
[raymath](https://github.com/raysan5/raylib/blob/develop/src/rlgl.c) library has been also reviewed to align with other advance math libraries like [GLM](https://github.com/g-truc/glm). Matrix math has been improved and simplified, some new Quaternion functions have been added and Vector3 functions have been renamed all around the library for consistency with new Vector2 functionality.
Additionally, as always, examples and templates have been reviewed to work with new version (some new examples have been added), all external libraries have been updated to latest stable version and latest Notepad++ and MinGW have been configured to work with new raylib. For a full list of changes, just check [CHANGELOG](CHANGELOG).
New installer provided, web updated, examples re-builded, documentation reviewed... **new raylib 1.8 published**. Enjoy coding games.

View file

@ -10,6 +10,8 @@ NOTE for ADVENTURERS: raylib is a programming library to learn videogames progra
no fancy interface, no visual helpers, no auto-debugging... just coding in the most
pure spartan-programmers way. Are you ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
[![Build Status](https://travis-ci.org/raysan5/raylib.svg?branch=develop)](https://travis-ci.org/raysan5/raylib)
features
--------

View file

@ -10,11 +10,13 @@ Note that [raylib source code](https://github.com/raysan5/raylib/tree/develop/sr
- [ ] Basic GPU stats sytem (memory, draws, time...)
- [ ] Improved custom file-format (.rres) and packaging tool
- [ ] Touch-based camera controls for Android
- [ ] Quaternions-based camera system
**raylib 1.8**
- [x] Improved Materials system with PBR support
- [x] Procedural image generation functions (spot, gradient, noise...)
- [x] Procedural mesh generation functions (cube, sphere...)
- [x] Custom Android APK build pipeline (default Makefile)
**raylib 1.7**
- [x] Support configuration flags

View file

@ -1,8 +1,6 @@
#**************************************************************************************************
#
# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
#
# NOTE: By default examples are compiled using raylib static library and OpenAL Soft shared library
# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
#
# Copyright (c) 2013-2017 Ramon Santamaria (@raysan5)
#
@ -25,19 +23,34 @@
.PHONY: all clean
# define raylib platform to compile for
# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB
# Define required raylib variables
# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
PLATFORM ?= PLATFORM_DESKTOP
RAYLIB_PATH ?= ..
PROJECT_NAME ?= raylib_example
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
# Library type used for raylib and OpenAL Soft: STATIC (.a) or SHARED (.so/.dll)
# NOTE: Libraries should be provided in the selected form
RAYLIB_LIBTYPE ?= STATIC
OPENAL_LIBTYPE ?= STATIC
# On PLATFORM_WEB force OpenAL Soft shared library
ifeq ($(PLATFORM),PLATFORM_WEB)
OPENAL_LIBTYPE = SHARED
endif
# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
UNAMEOS:=$(shell uname)
UNAMEOS=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
@ -50,46 +63,72 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
endif
endif
# define default raylib path for include and library search
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI cross-compiler
RPI_CROSS_COMPILE ?= NO
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# Emscripten required variables
EMSDK_PATH = C:/emsdk
EMSCRIPTEN_VERSION = 1.37.9
CLANG_VERSION=e1.37.9_64bit
PYTHON_VERSION=2.7.5.3_64bit
NODE_VERSION=4.1.1_64bit
export PATH=$(EMSDK_PATH);$(EMSDK_PATH)\clang\$(CLANG_VERSION);$(EMSDK_PATH)\node\$(NODE_VERSION)\bin;$(EMSDK_PATH)\python\$(PYTHON_VERSION);$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION);C:\raylib\MinGW\bin:$$(PATH)
EMSCRIPTEN=$(EMSDK_PATH)\emscripten\$(EMSCRIPTEN_VERSION)
endif
# Define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
RAYLIB_PATH ?= C:\raylib\raylib
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_PATH ?= ..
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/linux
endif
ifeq ($(PLATFORM_OS),OSX)
RAYLIB_PATH ?= ..
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/libs/rpi
endif
# Define default C compiler: gcc
CC = gcc
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
# OSX default compiler
CC = clang
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
ifeq ($(RPI_CROSS_COMPILE),YES)
# RPI cross-compiler
CC = armv6j-hardfloat-linux-gnueabi-gcc
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# HTML5 emscripten compiler
CC = emcc
endif
# Define default make program: Mingw32-make
MAKE = mingw32-make
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
MAKE = make
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_PATH ?= /home/pi/raylib
endif
# define NO to use OpenAL Soft as static library (shared by default)
SHARED_OPENAL ?= NO
ifeq ($(PLATFORM),PLATFORM_WEB)
SHARED_OPENAL = NO
endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
ifeq ($(PLATFORM_OS),OSX)
# define llvm compiler for mac
CC = clang
else
# define default gcc compiler
CC = gcc
endif
endif
# define compiler flags:
# -O2 defines optimization level
# Define compiler flags:
# -O1 defines optimization level
# -Og enable debugging
# -s strip unnecessary data from build
# -Wall turns on most, but not all, compiler warnings
@ -98,144 +137,100 @@ endif
# -fgnu89-inline declaring inline functions support (GCC optimized)
# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
CFLAGS += -O1 -s -Wall -std=c99 -D_DEFAULT_SOURCE -fgnu89-inline -Wno-missing-braces
# Additional flags for compiler (if desired)
#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
CFLAGS = -O2 -s -Wall -std=c99
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
CFLAGS += $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM_OS),LINUX)
CFLAGS = -O2 -s -Wall -std=c99 -no-pie -D_DEFAULT_SOURCE
endif
ifeq ($(PLATFORM_OS),OSX)
CFLAGS = -O2 -s -Wall -std=c99
CFLAGS += -no-pie -D_DEFAULT_SOURCE
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS += -std=gnu99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -D_DEFAULT_SOURCE -s USE_GLFW=3 -s ASSERTIONS=1 --profiling
# -O2 # if used, also set --memory-init-file 0
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# --preload-file file.res # embbed file.res resource into .data file
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
endif
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
# define raylib release directory for compiled library
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/win32/mingw32
endif
ifeq ($(PLATFORM_OS),LINUX)
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/linux
endif
ifeq ($(PLATFORM_OS),OSX)
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/osx
endif
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/html5
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
RAYLIB_RELEASE = $(RAYLIB_PATH)/release/rpi
# -O2 # if used, also set --memory-init-file 0
# --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
# -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
# -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
# -s USE_PTHREADS=1 # multithreading support
CFLAGS += -s USE_GLFW=3 -s ASSERTIONS=1 --profiling TOTAL_MEMORY=16777216 --preload-file resources
endif
# define any directories containing required header files
INCLUDES = -I. -I$(RAYLIB_RELEASE) -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define include paths for required headers
# NOTE: Several external required libraries (stb and others)
INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/release/include -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external
# Define additional directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
# RPI requried libraries
INCLUDE_PATHS += -I/opt/vc/include
INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
endif
# Define library paths containing required libs
LDFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES += -I../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# external libraries headers
# GLFW3
INCLUDES += -I$(RAYLIB_PATH)/src/external/glfw3/include
# OpenAL Soft
INCLUDES += -I$(RAYLIB_PATH)/src/external/openal_soft/include
endif
ifeq ($(PLATFORM_OS),LINUX)
# you may optionally create this directory and install raylib
# and related headers there. Edit ../src/Makefile appropriately.
INCLUDES += -I/usr/local/include/raylib
endif
ifeq ($(PLATFORM_OS),OSX)
# additional directories for MacOS
endif
LDFLAGS += -L/opt/vc/lib
endif
# define library paths containing required libs
LFLAGS = -L. -L$(RAYLIB_RELEASE) -L$(RAYLIB_PATH)/src
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS += -L/opt/vc/lib
endif
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# add standard directories for GNU/Linux
ifeq ($(PLATFORM_OS),WINDOWS)
# external libraries to link with
# GLFW3
LFLAGS += -L$(RAYLIB_PATH)/src/external/glfw3/lib/$(LIBPATH)
# OpenAL Soft
LFLAGS += -L$(RAYLIB_PATH)/src/external/openal_soft/lib/$(LIBPATH)
endif
endif
# define any libraries to link into executable
# Define any libraries required on linking
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -lGL -lopenal -lm -lpthread -ldl
# on XWindow requires also below libraries
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
else
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
else
# libraries for Windows desktop compiling
ifeq ($(PLATFORM_OS),WINDOWS)
# Libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
# if static OpenAL Soft required, define the corresponding libs
ifeq ($(SHARED_OPENAL),NO)
LIBS += -lopenal32 -lwinmm
CFLAGS += -Wl,-allow-multiple-definition
LDLIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
# Define required flags and libs for OpenAL Soft STATIC/SHARED usage
# NOTE: ALLIBS flag only required for raylib Win32 SHARED library building
ifeq ($(OPENAL_LIBTYPE),STATIC)
LDLIBS += -lopenal32 -lwinmm
CFLAGS += -DAL_LIBTYPE_STATIC -Wl,-allow-multiple-definition
else
LIBS += -lopenal32dll
LDLIBS += -lopenal32dll
endif
PHYSAC_LIBS = -static -lpthread
endif
ifeq ($(PLATFORM_OS),LINUX)
# Libraries for Debian GNU/Linux desktop compiling
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
# On XWindow requires also below libraries
LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
endif
ifeq ($(PLATFORM_OS),OSX)
# Libraries for OSX 10.9 desktop compiling
# NOTE: Required packages: libglfw3-dev libopenal-dev libegl1-mesa-dev
LDLIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
# Libraries for Raspberry Pi compiling
# NOTE: Required packages: libopenal1
LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
# NOTE: Set the correct path to libraylib.bc
LIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = $(RAYLIB_PATH)/src/resources -Wl,--subsystem,windows
# Libraries for web (HTML5) compiling
LDLIBS = $(RAYLIB_RELEASE)/libraylib.bc
endif
# Define output extension to generate a .html file using provided shell
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
WEB_SHELL = --shell-file $(RAYLIB_PATH)\templates\web_shell\shell.html
endif
# define all object files required
# Define all object files required
EXAMPLES = \
core/core_basic_window \
core/core_input_keys \
@ -268,6 +263,7 @@ EXAMPLES = \
textures/textures_particles_blending \
textures/textures_image_processing \
textures/textures_image_drawing \
textures/textures_image_generation \
text/text_sprite_fonts \
text/text_bmfont_ttf \
text/text_raylib_fonts \
@ -283,6 +279,10 @@ EXAMPLES = \
models/models_heightmap \
models/models_cubicmap \
models/models_mesh_picking \
models/models_mesh_generation \
models/models_yaw_pitch_roll \
models/models_material_pbr \
models/models_skybox \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
@ -298,49 +298,50 @@ EXAMPLES = \
physac/physics_shatter \
fix_dylib \
CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
# typing 'make' will invoke the default target entry
# Default target entry
all: examples
# generic compilation pattern
# Generic compilation pattern
%: %.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile all examples
# Compile all examples
examples: $(EXAMPLES)
# compile [core] example - basic window
core/core_basic_window: core/core_basic_window.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - keyboard input
core/core_input_keys: core/core_input_keys.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - mouse input
core/core_input_mouse: core/core_input_mouse.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - mouse wheel
core/core_mouse_wheel: core/core_mouse_wheel.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - gamepad input
core/core_input_gamepad: core/core_input_gamepad.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - generate random values
core/core_random_values: core/core_random_values.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - color selection (collision detection)
core/core_color_select: core/core_color_select.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - drop files
core/core_drop_files: core/core_drop_files.c
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
else
@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
endif
@ -348,218 +349,218 @@ endif
# compile [core] example - storage values
core/core_storage_values: core/core_storage_values.c
ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
else
@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
endif
# compile [core] example - gestures detection
core/core_gestures_detection: core/core_gestures_detection.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - 3d mode
core/core_3d_mode: core/core_3d_mode.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - 3d picking
core/core_3d_picking: core/core_3d_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - 3d camera free
core/core_3d_camera_free: core/core_3d_camera_free.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - 3d camera first person
core/core_3d_camera_first_person: core/core_3d_camera_first_person.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - 2d camera
core/core_2d_camera: core/core_2d_camera.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - world screen
core/core_world_screen: core/core_world_screen.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [core] example - vr simulator
core/core_vr_simulator: core/core_vr_simulator.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shapes] example - raylib logo (with basic shapes)
shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shapes] example - basic shapes usage (rectangle, circle, ...)
shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shapes] example - raylib color palette
shapes/shapes_colors_palette: shapes/shapes_colors_palette.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shapes] example - raylib logo animation
shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shapes] example - lines bezier
shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - raylib logo texture loading
textures/textures_logo_raylib: textures/textures_logo_raylib.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - image loading and conversion to texture
textures/textures_image_loading: textures/textures_image_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - texture rectangle drawing
textures/textures_rectangle: textures/textures_rectangle.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - texture source and destination rectangles
textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - texture to image
textures/textures_to_image: textures/textures_to_image.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - texture raw data
textures/textures_raw_data: textures/textures_raw_data.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - texture particles blending
textures/textures_particles_blending: textures/textures_particles_blending.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - texture image processing
textures/textures_image_processing: textures/textures_image_processing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [textures] example - texture image drawing
textures/textures_image_drawing: textures/textures_image_drawing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - sprite fonts loading
text/text_sprite_fonts: text/text_sprite_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - bmfonts and ttf loading
text/text_bmfont_ttf: text/text_bmfont_ttf.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - raylib fonts
text/text_raylib_fonts: text/text_raylib_fonts.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - text formatting
text/text_format_text: text/text_format_text.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - text writing animation
text/text_writing_anim: text/text_writing_anim.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - text ttf loading
text/text_ttf_loading: text/text_ttf_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - text bmfont unordered
text/text_bmfont_unordered: text/text_bmfont_unordered.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [text] example - text input box
text/text_input_box: text/text_input_box.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - basic geometric 3d shapes
models/models_geometric_shapes: models/models_geometric_shapes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - box collisions
models/models_box_collisions: models/models_box_collisions.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - basic window
models/models_planes: models/models_planes.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - billboard usage
models/models_billboard: models/models_billboard.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - OBJ model loading
models/models_obj_loading: models/models_obj_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - heightmap loading
models/models_heightmap: models/models_heightmap.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - cubesmap loading
models/models_cubicmap: models/models_cubicmap.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [models] example - model mesh picking
models/models_mesh_picking: models/models_mesh_picking.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shaders] example - model shader
shaders/shaders_model_shader: shaders/shaders_model_shader.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shaders] example - shapes texture shader
shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shaders] example - custom uniform in shader
shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [shaders] example - postprocessing shader
shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [audio] example - sound loading and playing (WAV and OGG)
audio/audio_sound_loading: audio/audio_sound_loading.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [audio] example - music stream playing (OGG)
audio/audio_music_stream: audio/audio_music_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [audio] example - module playing (XM)
audio/audio_module_playing: audio/audio_module_playing.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [audio] example - raw audio streaming
audio/audio_raw_stream: audio/audio_raw_stream.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
# compile [physac] example - physics demo
physac/physics_demo: physac/physics_demo.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) $(PHYSAC_LIBS) -D$(PLATFORM)
# compile [physac] example - physics friction
physac/physics_friction: physac/physics_friction.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) $(PHYSAC_LIBS) -D$(PLATFORM)
# compile [physac] example - physics movement
physac/physics_movement: physac/physics_movement.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) $(PHYSAC_LIBS) -D$(PLATFORM)
# compile [physac] example - physics restitution
physac/physics_restitution: physac/physics_restitution.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) $(PHYSAC_LIBS) -D$(PLATFORM)
# compile [physac] example - physics shatter
physac/physics_shatter: physac/physics_shatter.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) $(PHYSAC_LIBS) -D$(PLATFORM) $(WINFLAGS)
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) $(PHYSAC_LIBS) -D$(PLATFORM)
ifeq ($(PLATFORM),PLATFORM_ANDROID)
external/native_app_glue.o : native_app_glue.c native_app_glue.h
$(CC) -c $< $(CFLAGS) $(INCLUDES) -D$(PLATFORM) -D$(SHAREDFLAG)
$(CC) -c $< $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) -D$(SHAREDFLAG)
endif
# fix dylib install path name for each executable (MAC)
@ -568,18 +569,18 @@ ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file
endif
# clean everything
# Clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
del *.o *.exe /s
endif
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
endif
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
else
ifeq ($(PLATFORM_OS),LINUX)
find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f
else
del *.o *.exe /s
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
@ -590,3 +591,4 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done

View file

@ -41,10 +41,13 @@ int main()
model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Define lights attributes
Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) };
// NOTE: Shader is passed to every light on creation to define shader bindings internally
Light lights[MAX_LIGHTS] = {
CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader),
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader)
};
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
@ -156,6 +159,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
UnloadTexture(cubemap);
UnloadTexture(texHDR);
// Unload already used shaders (to create specific textures)
UnloadShader(shdrCubemap);
UnloadShader(shdrIrradiance);
UnloadShader(shdrPrefilter);

Binary file not shown.

Before

Width:  |  Height:  |  Size: 189 KiB

After

Width:  |  Height:  |  Size: 317 KiB

Before After
Before After

View file

@ -0,0 +1,113 @@
/*******************************************************************************************
*
* raylib example - procedural mesh generation
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (Ray San)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_MODELS 7 // We generate 7 parametric 3d shapes
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
// We generate a checked image for texturing
Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
Texture2D texture = LoadTextureFromImage(checked);
UnloadImage(checked);
Model models[NUM_MODELS];
models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
// Define the camera to look into our 3d world
Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
// Model drawing position
Vector3 position = { 0.0f, 0.0f, 0.0f };
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
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
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(models[currentModel], position, 1.0f, WHITE);
DrawGrid(10, 1.0);
End3dMode();
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
switch(currentModel)
{
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload models data (GPU VRAM)
for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 27 KiB

View file

@ -89,7 +89,7 @@ int main()
cursorColor = PURPLE;
hitObjectName = "Triangle";
bary = VectorBarycenter(nearestHit.position, ta, tb, tc);
bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;

View file

@ -0,0 +1,198 @@
/*******************************************************************************************
*
* raylib [models] example - Plane rotations (yaw, pitch, roll)
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example based on Berni work on Raspberry Pi:
* http://forum.raylib.com/index.php?p=/discussion/124/line-versus-triangle-drawing-order
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
// Draw angle gauge controls
void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
//----------------------------------------------------------------------------------
// Main entry point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
Texture2D texBackground = LoadTexture("resources/background.png");
Texture2D texPitch = LoadTexture("resources/pitch.png");
Texture2D texPlane = LoadTexture("resources/plane.png");
RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
// Model loading
Model model = LoadModel("resources/plane.obj"); // Load OBJ model
model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
GenTextureMipmaps(&model.material.maps[MAP_DIFFUSE].texture);
Camera camera = { 0 };
camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 30.0f; // Camera field-of-view Y
float pitch = 0.0f;
float roll = 0.0f;
float yaw = 0.0f;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Plane roll (x-axis) controls
if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
else
{
if (roll > 0.0f) roll -= 0.5f;
else if (roll < 0.0f) roll += 0.5f;
}
// Plane yaw (y-axis) controls
if (IsKeyDown(KEY_S)) yaw += 1.0f;
else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
else
{
if (yaw > 0.0f) yaw -= 0.5f;
else if (yaw < 0.0f) yaw += 0.5f;
}
// Plane pitch (z-axis) controls
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
else
{
if (pitch > 0.3f) pitch -= 0.3f;
else if (pitch < -0.3f) pitch += 0.3f;
}
// Wraps the phase of an angle to fit between -180 and +180 degrees
int pitchOffset = pitch;
while (pitchOffset > 180) pitchOffset -= 360;
while (pitchOffset < -180) pitchOffset += 360;
pitchOffset *= 10;
Matrix transform = MatrixIdentity();
transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
model.transform = transform;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw framebuffer texture (Ahrs Display)
int centerX = framebuffer.texture.width/2;
int centerY = framebuffer.texture.height/2;
float scaleFactor = 0.5f;
BeginTextureMode(framebuffer);
BeginBlendMode(BLEND_ALPHA);
DrawTexturePro(texBackground, (Rectangle){0,0,texBackground.width, texBackground.height},
(Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
(Vector2){texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor}, roll, WHITE);
DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
(Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
(Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
DrawTexturePro(texPlane, (Rectangle){0,0,texPlane.width, texPlane.height },
(Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
(Vector2){texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
EndBlendMode();
EndTextureMode();
// Draw 3D model (recomended to draw 3D always before 2D)
Begin3dMode(camera);
DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture
DrawGrid(10, 10.0f);
End3dMode();
// Draw 2D GUI stuff
DrawAngleGauge(texAngleGauge, 80, 80, roll, "roll", RED);
DrawAngleGauge(texAngleGauge, 190, 80, pitch, "pitch", GREEN);
DrawAngleGauge(texAngleGauge, 300, 80, yaw, "yaw", SKYBLUE);
DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
// Draw framebuffer texture
DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
(Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload all loaded data
UnloadModel(model);
UnloadRenderTexture(framebuffer);
UnloadTexture(texAngleGauge);
UnloadTexture(texBackground);
UnloadTexture(texPitch);
UnloadTexture(texPlane);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
// Draw angle gauge controls
void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
{
Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
int textSize = 20;
DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
DrawText(FormatText("%5.1f°", angle), x - MeasureText(FormatText("%5.1f°", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
}

Binary file not shown.

After

Width:  |  Height:  |  Size: 180 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 168 B

View file

@ -65,7 +65,7 @@ int main()
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings

View file

@ -46,7 +46,7 @@ int main()
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
DrawRectangleGradient(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE);
DrawTriangle((Vector2){screenWidth/4*3, 80},

Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

View file

@ -37,6 +37,14 @@ int main()
UnloadImage(cat); // Unload image from RAM
// Load custom font for frawing on image
SpriteFont font = LoadSpriteFont("resources/custom_jupiter_crash.png");
// Draw over image using custom font
ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
UnloadSpriteFont(font); // Unload custom spritefont (already drawn used on image)
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM

Some files were not shown because too many files have changed in this diff Show more