Merge branch 'master' into shapes_math_sine_cosine
This commit is contained in:
commit
6625036e55
42 changed files with 6598 additions and 1500 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:
|
||||
|
|
|
|||
|
|
@ -665,6 +665,7 @@ 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 \
|
||||
|
|
|
|||
|
|
@ -665,6 +665,7 @@ 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 \
|
||||
|
|
@ -1311,6 +1312,10 @@ 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: 186]
|
||||
## EXAMPLES COLLECTION [TOTAL: 187]
|
||||
|
||||
### category: core [44]
|
||||
### category: core [45]
|
||||
|
||||
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
|
|
@ -69,6 +69,7 @@ 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 [32]
|
||||
|
||||
|
|
@ -104,8 +105,7 @@ 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_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_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) |
|
||||
|
||||
|
|
@ -196,7 +196,7 @@ Examples using raylib models functionality, including models loading/generation
|
|||
| [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) |
|
||||
|
||||
### category: shaders [30]
|
||||
### category: shaders [31]
|
||||
|
||||
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.
|
||||
|
||||
|
|
@ -232,6 +232,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
|||
| [shaders_lightmap_rendering](shaders/shaders_lightmap_rendering.c) | <img src="shaders/shaders_lightmap_rendering.png" alt="shaders_lightmap_rendering" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
|
||||
| [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
|
||||
| [shaders_depth_rendering](shaders/shaders_depth_rendering.c) | <img src="shaders/shaders_depth_rendering.png" alt="shaders_depth_rendering" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Luís Almeida](https://github.com/luis605) |
|
||||
| [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) |
|
||||
|
||||
### category: audio [8]
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
@ -161,6 +162,7 @@ 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_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
|
||||
|
|
|
|||
538
examples/models/models_decals.c
Normal file
538
examples/models/models_decals.c
Normal file
|
|
@ -0,0 +1,538 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - decals
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created 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(Mesh inputMesh, Ray ray);
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// 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;
|
||||
|
||||
// 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
|
||||
MeshBuilder meshBuilders[2] = { 0 };
|
||||
|
||||
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);
|
||||
|
||||
if (IsKeyPressed(KEY_SPACE)) showModel = !showModel;
|
||||
|
||||
// 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))));
|
||||
Matrix splatInv = MatrixInvert(splat);
|
||||
|
||||
// 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 < model.meshCount; meshIndex++)
|
||||
{
|
||||
Mesh mesh = model.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 splat space
|
||||
Vector3 v = Vector3Transform(vertices[i], splat);
|
||||
|
||||
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);
|
||||
|
||||
// From splat space to world space
|
||||
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv);
|
||||
|
||||
// Tiny nudge in the normal direction so it renders properly over the mesh
|
||||
theMesh->vertices[i] = Vector3Add(theMesh->vertices[i], Vector3Scale(collision.normal, decalOffset));
|
||||
}
|
||||
|
||||
// Decal model data ready, create it and add it
|
||||
int decalIndex = decalCount++;
|
||||
decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh));
|
||||
decalModels[decalIndex].materials[0] = decalMaterial;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// 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++)
|
||||
{
|
||||
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);
|
||||
|
||||
vertexCount += decalModels[i].meshes[0].vertexCount;
|
||||
triangleCount += decalModels[i].meshes[0].triangleCount;
|
||||
yPos += 15;
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model);
|
||||
UnloadTexture(modelTexture);
|
||||
|
||||
// TODO: WARNING: This line crashes program on closing
|
||||
//for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
|
||||
|
||||
UnloadTexture(decalTexture);
|
||||
|
||||
FreeMeshBuilder(&meshBuilders[0]);
|
||||
FreeMeshBuilder(&meshBuilders[1]);
|
||||
|
||||
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;
|
||||
}
|
||||
BIN
examples/models/models_decals.png
Normal file
BIN
examples/models/models_decals.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 61 KiB |
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
File diff suppressed because it is too large
Load diff
BIN
examples/models/resources/models/obj/character_diffuse.png
Normal file
BIN
examples/models/resources/models/obj/character_diffuse.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 41 KiB |
BIN
examples/models/resources/raylib_logo.png
Normal file
BIN
examples/models/resources/raylib_logo.png
Normal file
Binary file not shown.
|
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
Binary file not shown.
|
After Width: | Height: | Size: 10 KiB |
62
examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs
Normal file
62
examples/shaders/resources/shaders/glsl100/mandelbrot_set.fs
Normal file
|
|
@ -0,0 +1,62 @@
|
|||
#version 100
|
||||
|
||||
#define PI 3.1415926535897932384626433832795
|
||||
|
||||
precision highp float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform vec2 offset; // Offset of the scale
|
||||
uniform float zoom; // Zoom of the scale
|
||||
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
||||
// For example, on RasperryPi for this examply only supports up to 60
|
||||
uniform int maxIterations; // Max iterations per pixel
|
||||
|
||||
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
|
||||
const float max2 = max*max; // Square of max to avoid computing square root
|
||||
|
||||
// WebGL shaders for loop iteration limit only const
|
||||
const int maxIterationsLimit = 20000;
|
||||
|
||||
void main()
|
||||
{
|
||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
c.x += offset.x;
|
||||
c.y += offset.y;
|
||||
float a = 0.0;
|
||||
float b = 0.0;
|
||||
|
||||
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
for (int iter = 0; iter < maxIterationsLimit; ++iter)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
if (iter >= maxIterations)
|
||||
{
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
return;
|
||||
}
|
||||
if (aa + bb > max2)
|
||||
{
|
||||
float normR = float(iter - (iter/55)*55)/55.0;
|
||||
float normG = float(iter - (iter/69)*69)/69.0;
|
||||
float normB = float(iter - (iter/40)*40)/40.0;
|
||||
|
||||
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
float twoab = 2.0*a*b;
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
}
|
||||
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
59
examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs
Normal file
59
examples/shaders/resources/shaders/glsl120/mandelbrot_set.fs
Normal file
|
|
@ -0,0 +1,59 @@
|
|||
#version 120
|
||||
|
||||
#define PI 3.1415926535897932384626433832795
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform vec2 offset; // Offset of the scale
|
||||
uniform float zoom; // Zoom of the scale
|
||||
// NOTE: Maximum number of shader for-loop iterations depend on GPU,
|
||||
// For example, on RasperryPi for this examply only supports up to 60
|
||||
uniform int maxIterations; // Max iterations per pixel
|
||||
|
||||
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
|
||||
const float max2 = max*max; // Square of max to avoid computing square root
|
||||
|
||||
void main()
|
||||
{
|
||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
c.x += offset.x;
|
||||
c.y += offset.y;
|
||||
float a = 0.0;
|
||||
float b = 0.0;
|
||||
|
||||
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
int iter = 0;
|
||||
while (iter < maxIterations)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
if (aa + bb > max2)
|
||||
break;
|
||||
|
||||
float twoab = 2.0*a*b;
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
|
||||
++iter;
|
||||
}
|
||||
|
||||
if (iter >= maxIterations)
|
||||
{
|
||||
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float normR = float(iter - (iter/55)*55)/55.0;
|
||||
float normG = float(iter - (iter/69)*69)/69.0;
|
||||
float normB = float(iter - (iter/40)*40)/40.0;
|
||||
|
||||
gl_FragColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
|
||||
}
|
||||
}
|
||||
58
examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs
Normal file
58
examples/shaders/resources/shaders/glsl330/mandelbrot_set.fs
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
#version 330
|
||||
|
||||
#define PI 3.1415926535897932384626433832795
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform vec2 offset; // Offset of the scale
|
||||
uniform float zoom; // Zoom of the scale
|
||||
uniform int maxIterations; // Max iterations per pixel
|
||||
|
||||
const float max = 4.0; // We consider infinite as 4.0: if a point reaches a distance of 4.0 it will escape to infinity
|
||||
const float max2 = max*max; // Square of max to avoid computing square root
|
||||
|
||||
void main()
|
||||
{
|
||||
// The pixel coordinates are scaled so they are on the mandelbrot scale
|
||||
// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
|
||||
vec2 c = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
|
||||
c.x += offset.x;
|
||||
c.y += offset.y;
|
||||
float a = 0.0;
|
||||
float b = 0.0;
|
||||
|
||||
// The Mandelbrot set is a two-dimensional set defined in the complex plane on which the iteration of the function
|
||||
// Fc(z) = z^2 + c on the complex numbers c from the plane does not diverge to infinity starting at z = 0
|
||||
// Here: z = a + bi. Iterations: z -> z^2 + c = (a + bi)^2 + (c.x + c.yi) = (a^2 - b^2 + c.x) + (2ab + c.y)i
|
||||
|
||||
int iter = 0;
|
||||
for (iter = 0; iter < maxIterations; ++iter)
|
||||
{
|
||||
float aa = a*a;
|
||||
float bb = b*b;
|
||||
if (aa + bb > max2)
|
||||
break;
|
||||
|
||||
float twoab = 2.0*a*b;
|
||||
a = aa - bb + c.x;
|
||||
b = twoab + c.y;
|
||||
}
|
||||
|
||||
if (iter >= maxIterations)
|
||||
{
|
||||
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
||||
else
|
||||
{
|
||||
float normR = float(iter%55)/55.0;
|
||||
float normG = float(iter%69)/69.0;
|
||||
float normB = float(iter%40)/40.0;
|
||||
|
||||
finalColor = vec4(sin(normR*PI), sin(normG*PI), sin(normB*PI), 1.0);
|
||||
}
|
||||
}
|
||||
229
examples/shaders/shaders_mandelbrot_set.c
Normal file
229
examples/shaders/shaders_mandelbrot_set.c
Normal file
|
|
@ -0,0 +1,229 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - mandelbrot set
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* Example originally created with raylib 5.6, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jordi Santonja (@JordSant)
|
||||
* Based on previous work by Josh Colclough (@joshcol9232)
|
||||
*
|
||||
* 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 Jordi Santonja (@JordSant)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include <math.h>
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
// A few good interesting places
|
||||
const float pointsOfInterest[6][3] =
|
||||
{
|
||||
{ -1.76826775f, -0.00422996283f, 28435.9238f },
|
||||
{ 0.322004497f, -0.0357099883f, 56499.7266f },
|
||||
{ -0.748880744f, -0.0562955774f, 9237.59082f },
|
||||
{ -1.78385007f, -0.0156200649f, 14599.5283f },
|
||||
{ -0.0985441282f, -0.924688697f, 26259.8535f },
|
||||
{ 0.317785531f, -0.0322612226f, 29297.9258f },
|
||||
};
|
||||
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const float zoomSpeed = 1.01f;
|
||||
const float offsetSpeedMul = 2.0f;
|
||||
|
||||
const float startingZoom = 0.6f;
|
||||
const float startingOffset[2] = { -0.5f, 0.0f };
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mandelbrot set");
|
||||
|
||||
// Load mandelbrot set shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mandelbrot_set.fs", GLSL_VERSION));
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
|
||||
// Offset and zoom to draw the mandelbrot set at. (centered on screen and default size)
|
||||
float offset[2] = { startingOffset[0], startingOffset[1] };
|
||||
float zoom = startingZoom;
|
||||
// Depending on the zoom the mximum number of iterations must be adapted to get more detail as we zzoom in
|
||||
// The solution is not perfect, so a control has been added to increase/decrease the number of iterations with UP/DOWN keys
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
int maxIterations = 333;
|
||||
float maxIterationsMultiplier = 166.5f;
|
||||
#else
|
||||
int maxIterations = 43;
|
||||
float maxIterationsMultiplier = 22.0f;
|
||||
#endif
|
||||
|
||||
// Get variable (uniform) locations on the shader to connect with the program
|
||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
int zoomLoc = GetShaderLocation(shader, "zoom");
|
||||
int offsetLoc = GetShaderLocation(shader, "offset");
|
||||
int maxIterationsLoc = GetShaderLocation(shader, "maxIterations");
|
||||
|
||||
// Upload the shader uniform values!
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
|
||||
|
||||
bool showControls = true; // Show controls
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
bool updateShader = false;
|
||||
|
||||
// Press [1 - 6] to reset c to a point of interest
|
||||
if (IsKeyPressed(KEY_ONE) ||
|
||||
IsKeyPressed(KEY_TWO) ||
|
||||
IsKeyPressed(KEY_THREE) ||
|
||||
IsKeyPressed(KEY_FOUR) ||
|
||||
IsKeyPressed(KEY_FIVE) ||
|
||||
IsKeyPressed(KEY_SIX))
|
||||
{
|
||||
int interestIndex = 0;
|
||||
if (IsKeyPressed(KEY_ONE)) interestIndex = 0;
|
||||
else if (IsKeyPressed(KEY_TWO)) interestIndex = 1;
|
||||
else if (IsKeyPressed(KEY_THREE)) interestIndex = 2;
|
||||
else if (IsKeyPressed(KEY_FOUR)) interestIndex = 3;
|
||||
else if (IsKeyPressed(KEY_FIVE)) interestIndex = 4;
|
||||
else if (IsKeyPressed(KEY_SIX)) interestIndex = 5;
|
||||
|
||||
offset[0] = pointsOfInterest[interestIndex][0];
|
||||
offset[1] = pointsOfInterest[interestIndex][1];
|
||||
zoom = pointsOfInterest[interestIndex][2];
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// If "R" is pressed, reset zoom and offset
|
||||
if (IsKeyPressed(KEY_R))
|
||||
{
|
||||
offset[0] = startingOffset[0];
|
||||
offset[1] = startingOffset[1];
|
||||
zoom = startingZoom;
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_F1)) showControls = !showControls; // Toggle whether or not to show controls
|
||||
|
||||
// Change number of max iterations with UP and DOWN keys
|
||||
// WARNING: Increasing the number of max iterations greatly impacts performance
|
||||
if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
maxIterationsMultiplier *= 1.4f;
|
||||
updateShader = true;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
maxIterationsMultiplier /= 1.4f;
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// If either left or right button is pressed, zoom in/out
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
// Change zoom. If Mouse left -> zoom in. Mouse right -> zoom out
|
||||
zoom *= IsMouseButtonDown(MOUSE_BUTTON_LEFT)? zoomSpeed : (1.0f/zoomSpeed);
|
||||
|
||||
const Vector2 mousePos = GetMousePosition();
|
||||
Vector2 offsetVelocity;
|
||||
// Find the velocity at which to change the camera. Take the distance of the mouse
|
||||
// From the center of the screen as the direction, and adjust magnitude based on the current zoom
|
||||
offsetVelocity.x = (mousePos.x/(float)screenWidth - 0.5f)*offsetSpeedMul/zoom;
|
||||
offsetVelocity.y = (mousePos.y/(float)screenHeight - 0.5f)*offsetSpeedMul/zoom;
|
||||
|
||||
// Apply move velocity to camera
|
||||
offset[0] += GetFrameTime()*offsetVelocity.x;
|
||||
offset[1] += GetFrameTime()*offsetVelocity.y;
|
||||
|
||||
updateShader = true;
|
||||
}
|
||||
|
||||
// In case a parameter has been changed, update the shader values
|
||||
if (updateShader)
|
||||
{
|
||||
// As we zoom in, increase the number of max iterations to get more detail
|
||||
// Aproximate formula, but it works-ish
|
||||
maxIterations = (int)(sqrtf(2.0f*sqrtf(fabsf(1.0f - sqrtf(37.5f*zoom))))*maxIterationsMultiplier);
|
||||
|
||||
// Update the shader uniform values!
|
||||
SetShaderValue(shader, zoomLoc, &zoom, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, offsetLoc, offset, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, maxIterationsLoc, &maxIterations, SHADER_UNIFORM_INT);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Using a render texture to draw Mandelbrot set
|
||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
ClearBackground(BLACK); // Clear the render texture
|
||||
|
||||
// Draw a rectangle in shader mode to be used as shader canvas
|
||||
// NOTE: Rectangle uses font white character texture coordinates,
|
||||
// So shader can not be applied here directly because input vertexTexCoord
|
||||
// Do not represent full screen coordinates (space where want to apply shader)
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(BLACK); // Clear screen background
|
||||
|
||||
// Draw the saved texture and rendered mandelbrot set with shader
|
||||
// NOTE: We do not invert texture on Y, already considered inside shader
|
||||
BeginShaderMode(shader);
|
||||
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
|
||||
// When rendering the RenderTexture2D to fit in the HighDPI scaled Window
|
||||
DrawTextureEx(target.texture, (Vector2){ 0.0f, 0.0f }, 0.0f, 1.0f, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
if (showControls)
|
||||
{
|
||||
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, RAYWHITE);
|
||||
DrawText("Press F1 to toggle these controls", 10, 30, 10, RAYWHITE);
|
||||
DrawText("Press [1 - 6] to change point of interest", 10, 45, 10, RAYWHITE);
|
||||
DrawText("Press UP | DOWN to change number of iterations", 10, 60, 10, RAYWHITE);
|
||||
DrawText("Press R to recenter the camera", 10, 75, 10, RAYWHITE);
|
||||
}
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_mandelbrot_set.png
Normal file
BIN
examples/shaders/shaders_mandelbrot_set.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 70 KiB |
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