Merge branch 'master' of github.com:raysan5/raylib
This commit is contained in:
commit
c8d907ed89
48 changed files with 6519 additions and 4826 deletions
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@ -9,6 +9,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| [raylib](https://github.com/raysan5/raylib) | **5.0** | [C/C++](https://en.wikipedia.org/wiki/C_(programming_language)) | Zlib |
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| [raylib-beef](https://github.com/Starpelly/raylib-beef) | **5.0** | [Beef](https://www.beeflang.org) | MIT |
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| [raylib-boo](https://github.com/Rabios/raylib-boo) | 3.7 | [Boo](http://boo-language.github.io) | MIT |
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| [raybit](https://github.com/Alex-Velez/raybit) | 3.7 | [Brainfuck](https://en.wikipedia.org/wiki/Brainfuck) | MIT |
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| [Raylib-cs](https://github.com/ChrisDill/Raylib-cs) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | Zlib |
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| [Raylib-CsLo](https://github.com/NotNotTech/Raylib-CsLo) | 4.2 | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
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| [Raylib-CSharp-Vinculum](https://github.com/ZeroElectric/Raylib-CSharp-Vinculum) | **5.0** | [C#](https://en.wikipedia.org/wiki/C_Sharp_(programming_language)) | MPL-2.0 |
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@ -21,7 +22,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| [ray-cyber](https://github.com/fubark/ray-cyber) | **5.0** | [Cyber](https://cyberscript.dev) | MIT |
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| [dart-raylib](https://gitlab.com/wolfenrain/dart-raylib) | 4.0 | [Dart](https://dart.dev) | MIT |
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| [bindbc-raylib3](https://github.com/o3o/bindbc-raylib3) | **5.0** | [D](https://dlang.org) | BSL-1.0 |
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| [dray](https://github.com/redthing1/dray) | 4.2 | [D](https://dlang.org) | Apache-2.0 |
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| [dray](https://github.com/redthing1/dray) | **5.0** | [D](https://dlang.org) | Apache-2.0 |
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| [raylib-d](https://github.com/schveiguy/raylib-d) | **5.0** | [D](https://dlang.org) | Zlib |
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| [rayex](https://github.com/shiryel/rayex) | 3.7 | [elixir](https://elixir-lang.org) | Apache-2.0 |
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| [raylib-factor](https://github.com/factor/factor/blob/master/extra/raylib/raylib.factor) | 4.5 | [Factor](https://factorcode.org) | BSD |
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@ -149,7 +150,7 @@ These are older raylib bindings that are more than 2 versions old or have not be
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| [ray.mod](https://github.com/bmx-ng/ray.mod) | 3.0 | [BlitzMax](https://blitzmax.org) |
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| [raylib-mosaic](https://github.com/pluckyporcupine/raylib-mosaic) | 3.0 | [Mosaic](https://github.com/sal55/langs/tree/master/Mosaic) |
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| [raylib-xdpw](https://github.com/vtereshkov/raylib-xdpw) | 2.6 | [XD Pascal](https://github.com/vtereshkov/xdpw) |
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| [raylib-carp](https://github.com/pluckyporcupine/raylib-carp) | 3.0 | [Carp](https://github.com/carp-lang/Carp) |
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| [raylib-carp](https://github.com/sacredbirdman/raylib-carp) | 3.0 | [Carp](https://github.com/carp-lang/Carp) |
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| [raylib-fb](https://github.com/IchMagBier/raylib-fb) | 3.0 | [FreeBasic](https://www.freebasic.net) |
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| [raylib-purebasic](https://github.com/D-a-n-i-l-o/raylib-purebasic) | 3.0 | [PureBasic](https://www.purebasic.com) |
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| [raylib-ats2](https://github.com/mephistopheles-8/raylib-ats2) | 3.0 | [ATS2](http://www.ats-lang.org) |
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@ -20,7 +20,7 @@ Ready to learn? Jump to [code examples!](https://www.raylib.com/examples.html)
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[](LICENSE)
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[](https://discord.gg/raylib)
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[](https://www.reddit.com/r/raylib/)
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[](https://www.reddit.com/r/raylib/)
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[](https://www.youtube.com/c/raylib)
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[](https://www.twitch.tv/raysan5)
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@ -11,7 +11,6 @@ endfunction()
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if(${CUSTOMIZE_BUILD})
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target_compile_definitions("raylib" PRIVATE EXTERNAL_CONFIG_FLAGS)
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define_if("raylib" USE_AUDIO)
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foreach(FLAG IN LISTS CONFIG_HEADER_FLAGS)
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string(REGEX MATCH "([^=]+)=(.+)" _ ${FLAG})
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@ -479,6 +479,7 @@ CORE = \
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core/core_automation_events \
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core/core_basic_screen_manager \
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core/core_basic_window \
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core/core_basic_window_web \
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core/core_custom_frame_control \
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core/core_custom_logging \
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core/core_drop_files \
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@ -528,6 +529,7 @@ TEXTURES = \
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textures/textures_draw_tiled \
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textures/textures_fog_of_war \
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textures/textures_gif_player \
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textures/textures_image_channel \
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textures/textures_image_drawing \
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textures/textures_image_generation \
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textures/textures_image_kernel \
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@ -566,6 +568,7 @@ TEXT = \
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MODELS = \
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models/models_animation \
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models/models_billboard \
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models/models_bone_socket \
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models/models_box_collisions \
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models/models_cubicmap \
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models/models_draw_cube_texture \
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@ -586,6 +589,7 @@ MODELS = \
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SHADERS = \
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shaders/shaders_basic_lighting \
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shaders/shaders_basic_pbr \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_render \
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shaders/shaders_eratosthenes \
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@ -608,7 +612,8 @@ SHADERS = \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_write_depth
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shaders/shaders_write_depth \
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -476,7 +476,8 @@ SHADERS = \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_write_depth
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shaders/shaders_write_depth \
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shaders/shaders_vertex_displacement
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AUDIO = \
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audio/audio_mixed_processor \
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@ -178,6 +178,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| 115 | [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 116 | [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐️⭐️☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/codifies) |
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| 117 | [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐️⭐️⭐️⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
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| 118 | [shaders_vertex_displacement](shaders/shaders_vertex_displacement.c) | <img src="shaders/shaders_vertex_displacement.png" alt="shaders_deferred_render" width="80"> | ⭐️☆☆☆ | 1.5 | 1.5 | [Alex ZH](https://github.com/ZzzhHe) |
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### category: audio
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@ -185,10 +186,10 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
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| 118 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 119 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
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| 120 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
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| 121 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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| 119 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 120 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | **4.2** | [Ray](https://github.com/raysan5) |
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| 121 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | **4.2** | [Ray](https://github.com/raysan5) |
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| 122 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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### category: others
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@ -196,11 +197,11 @@ Examples showing raylib misc functionality that does not fit in other categories
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:------------------:|:----------|
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| 122 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
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| 123 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
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| 124 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 125 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
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| 126 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 123 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | **4.0** | [Ray](https://github.com/raysan5) |
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| 124 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Teddy Astie](https://github.com/tsnake41) |
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| 125 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 3.0 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 126 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | **4.0** | **4.0** | [Stephan Soller](https://github.com/arkanis) |
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| 127 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.5 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
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@ -97,7 +97,7 @@ int main(void)
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DrawRectangle(199, 199, 402, 34, LIGHTGRAY);
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for (int i = 0; i < 400; i++)
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{
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DrawLine(201 + i, 232 - (int)averageVolume[i] * 32, 201 + i, 232, MAROON);
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DrawLine(201 + i, 232 - (averageVolume[i] * 32), 201 + i, 232, MAROON);
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}
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DrawRectangleLines(199, 199, 402, 34, GRAY);
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@ -44,10 +44,12 @@ int main(void)
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// NOTE: Billboard locked on axis-Y
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Vector3 billUp = { 0.0f, 1.0f, 0.0f };
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// Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
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Vector2 size = { source.width/source.height, 1.0f };
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// Rotate around origin
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// Here we choose to rotate around the image center
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// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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Vector2 rotateOrigin = { 0.0f };
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Vector2 origin = Vector2Scale(size, 0.5f);
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// Distance is needed for the correct billboard draw order
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// Larger distance (further away from the camera) should be drawn prior to smaller distance.
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@ -84,11 +86,11 @@ int main(void)
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if (distanceStatic > distanceRotating)
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{
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
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}
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else
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{
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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}
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@ -108,4 +110,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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@ -30,11 +30,11 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf animations");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.position = (Vector3){ 6.0f, 6.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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@ -42,17 +42,14 @@ int main(void)
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// Load gltf model
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Model model = LoadModel("resources/models/gltf/robot.glb");
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Load gltf model animations
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int animsCount = 0;
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unsigned int animIndex = 0;
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unsigned int animCurrentFrame = 0;
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ModelAnimation *modelAnimations = LoadModelAnimations("resources/models/gltf/robot.glb", &animsCount);
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -61,7 +58,8 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Select current animation
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) animIndex = (animIndex + 1)%animsCount;
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else if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) animIndex = (animIndex + animsCount - 1)%animsCount;
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@ -79,10 +77,8 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, WHITE); // Draw animated model
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
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@ -101,3 +97,6 @@ int main(void)
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return 0;
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}
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||||
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@ -38,7 +38,7 @@ uniform vec2 resolution;
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//
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// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
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||||
#define AA 1 // make this 1 is your machine is too slow
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||||
#define AA 1 // make this 1 if your machine is too slow
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//------------------------------------------------------------------
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||||
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||||
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@ -0,0 +1,18 @@
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#version 100
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precision mediump float;
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||||
// Input vertex attributes (from fragment shader)
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||||
varying vec2 fragTexCoord;
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||||
varying float height;
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||||
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||||
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||||
void main()
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||||
{
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||||
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
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||||
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
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// Interpolate between two colors based on height
|
||||
vec4 finalColor = mix(darkblue, lightblue, height);
|
||||
|
||||
gl_FragColor = finalColor;
|
||||
}
|
||||
|
|
@ -0,0 +1,45 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
|
||||
uniform float time;
|
||||
|
||||
uniform sampler2D perlinNoiseMap;
|
||||
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec3 fragNormal;
|
||||
varying float height;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate animated texture coordinates based on time and vertex position
|
||||
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
|
||||
|
||||
// Normalize animated texture coordinates to range [0, 1]
|
||||
animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
|
||||
|
||||
// Fetch displacement from the perlin noise map
|
||||
float displacement = texture2D(perlinNoiseMap, animatedTexCoord).r * 7.0; // Amplified displacement
|
||||
|
||||
// Displace vertex position
|
||||
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
|
||||
|
||||
// Send vertex attributes to fragment shader
|
||||
fragPosition = vec3(matModel * vec4(displacedPosition, 1.0));
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 1.0)));
|
||||
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp * vec4(displacedPosition, 1.0);
|
||||
}
|
||||
|
|
@ -1,7 +1,5 @@
|
|||
#version 120
|
||||
|
||||
precision mediump float;
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
|
|
@ -17,12 +15,12 @@ struct Light {
|
|||
};
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying in vec3 fragPosition;
|
||||
varying in vec2 fragTexCoord;
|
||||
varying in vec4 fragColor;
|
||||
varying in vec3 fragNormal;
|
||||
varying in vec4 shadowPos;
|
||||
varying in mat3 TBN;
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
varying vec4 shadowPos;
|
||||
varying mat3 TBN;
|
||||
|
||||
|
||||
// Input uniform values
|
||||
|
|
@ -153,4 +151,4 @@ void main()
|
|||
|
||||
gl_FragColor = vec4(color,1.0);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
|||
427
examples/shaders/resources/shaders/glsl120/raymarching.fs
Normal file
427
examples/shaders/resources/shaders/glsl120/raymarching.fs
Normal file
|
|
@ -0,0 +1,427 @@
|
|||
#version 120
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
uniform vec3 viewEye;
|
||||
uniform vec3 viewCenter;
|
||||
uniform float runTime;
|
||||
uniform vec2 resolution;
|
||||
|
||||
// The MIT License
|
||||
// Copyright © 2013 Inigo Quilez
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to deal
|
||||
// in the Software without restriction, including without limitation the rights
|
||||
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
// copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
// A list of useful distance function to simple primitives, and an example on how to
|
||||
// do some interesting boolean operations, repetition and displacement.
|
||||
//
|
||||
// More info here: http://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm
|
||||
|
||||
#define AA 1 // make this 1 if your machine is too slow
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
float sdPlane( vec3 p )
|
||||
{
|
||||
return p.y;
|
||||
}
|
||||
|
||||
float sdSphere( vec3 p, float s )
|
||||
{
|
||||
return length(p)-s;
|
||||
}
|
||||
|
||||
float sdBox( vec3 p, vec3 b )
|
||||
{
|
||||
vec3 d = abs(p) - b;
|
||||
return min(max(d.x,max(d.y,d.z)),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
float sdEllipsoid( in vec3 p, in vec3 r )
|
||||
{
|
||||
return (length( p/r ) - 1.0) * min(min(r.x,r.y),r.z);
|
||||
}
|
||||
|
||||
float udRoundBox( vec3 p, vec3 b, float r )
|
||||
{
|
||||
return length(max(abs(p)-b,0.0))-r;
|
||||
}
|
||||
|
||||
float sdTorus( vec3 p, vec2 t )
|
||||
{
|
||||
return length( vec2(length(p.xz)-t.x,p.y) )-t.y;
|
||||
}
|
||||
|
||||
float sdHexPrism( vec3 p, vec2 h )
|
||||
{
|
||||
vec3 q = abs(p);
|
||||
#if 0
|
||||
return max(q.z-h.y,max((q.x*0.866025+q.y*0.5),q.y)-h.x);
|
||||
#else
|
||||
float d1 = q.z-h.y;
|
||||
float d2 = max((q.x*0.866025+q.y*0.5),q.y)-h.x;
|
||||
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
|
||||
#endif
|
||||
}
|
||||
|
||||
float sdCapsule( vec3 p, vec3 a, vec3 b, float r )
|
||||
{
|
||||
vec3 pa = p-a, ba = b-a;
|
||||
float h = clamp( dot(pa,ba)/dot(ba,ba), 0.0, 1.0 );
|
||||
return length( pa - ba*h ) - r;
|
||||
}
|
||||
|
||||
float sdEquilateralTriangle( in vec2 p )
|
||||
{
|
||||
const float k = sqrt(3.0);
|
||||
p.x = abs(p.x) - 1.0;
|
||||
p.y = p.y + 1.0/k;
|
||||
if( p.x + k*p.y > 0.0 ) p = vec2( p.x - k*p.y, -k*p.x - p.y )/2.0;
|
||||
p.x += 2.0 - 2.0*clamp( (p.x+2.0)/2.0, 0.0, 1.0 );
|
||||
return -length(p)*sign(p.y);
|
||||
}
|
||||
|
||||
float sdTriPrism( vec3 p, vec2 h )
|
||||
{
|
||||
vec3 q = abs(p);
|
||||
float d1 = q.z-h.y;
|
||||
#if 1
|
||||
// distance bound
|
||||
float d2 = max(q.x*0.866025+p.y*0.5,-p.y)-h.x*0.5;
|
||||
#else
|
||||
// correct distance
|
||||
h.x *= 0.866025;
|
||||
float d2 = sdEquilateralTriangle(p.xy/h.x)*h.x;
|
||||
#endif
|
||||
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
|
||||
}
|
||||
|
||||
float sdCylinder( vec3 p, vec2 h )
|
||||
{
|
||||
vec2 d = abs(vec2(length(p.xz),p.y)) - h;
|
||||
return min(max(d.x,d.y),0.0) + length(max(d,0.0));
|
||||
}
|
||||
|
||||
float sdCone( in vec3 p, in vec3 c )
|
||||
{
|
||||
vec2 q = vec2( length(p.xz), p.y );
|
||||
float d1 = -q.y-c.z;
|
||||
float d2 = max( dot(q,c.xy), q.y);
|
||||
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
|
||||
}
|
||||
|
||||
float sdConeSection( in vec3 p, in float h, in float r1, in float r2 )
|
||||
{
|
||||
float d1 = -p.y - h;
|
||||
float q = p.y - h;
|
||||
float si = 0.5*(r1-r2)/h;
|
||||
float d2 = max( sqrt( dot(p.xz,p.xz)*(1.0-si*si)) + q*si - r2, q );
|
||||
return length(max(vec2(d1,d2),0.0)) + min(max(d1,d2), 0.);
|
||||
}
|
||||
|
||||
float sdPryamid4(vec3 p, vec3 h ) // h = { cos a, sin a, height }
|
||||
{
|
||||
// Tetrahedron = Octahedron - Cube
|
||||
float box = sdBox( p - vec3(0,-2.0*h.z,0), vec3(2.0*h.z) );
|
||||
|
||||
float d = 0.0;
|
||||
d = max( d, abs( dot(p, vec3( -h.x, h.y, 0 )) ));
|
||||
d = max( d, abs( dot(p, vec3( h.x, h.y, 0 )) ));
|
||||
d = max( d, abs( dot(p, vec3( 0, h.y, h.x )) ));
|
||||
d = max( d, abs( dot(p, vec3( 0, h.y,-h.x )) ));
|
||||
float octa = d - h.z;
|
||||
return max(-box,octa); // Subtraction
|
||||
}
|
||||
|
||||
float length2( vec2 p )
|
||||
{
|
||||
return sqrt( p.x*p.x + p.y*p.y );
|
||||
}
|
||||
|
||||
float length6( vec2 p )
|
||||
{
|
||||
p = p*p*p; p = p*p;
|
||||
return pow( p.x + p.y, 1.0/6.0 );
|
||||
}
|
||||
|
||||
float length8( vec2 p )
|
||||
{
|
||||
p = p*p; p = p*p; p = p*p;
|
||||
return pow( p.x + p.y, 1.0/8.0 );
|
||||
}
|
||||
|
||||
float sdTorus82( vec3 p, vec2 t )
|
||||
{
|
||||
vec2 q = vec2(length2(p.xz)-t.x,p.y);
|
||||
return length8(q)-t.y;
|
||||
}
|
||||
|
||||
float sdTorus88( vec3 p, vec2 t )
|
||||
{
|
||||
vec2 q = vec2(length8(p.xz)-t.x,p.y);
|
||||
return length8(q)-t.y;
|
||||
}
|
||||
|
||||
float sdCylinder6( vec3 p, vec2 h )
|
||||
{
|
||||
return max( length6(p.xz)-h.x, abs(p.y)-h.y );
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
float opS( float d1, float d2 )
|
||||
{
|
||||
return max(-d2,d1);
|
||||
}
|
||||
|
||||
vec2 opU( vec2 d1, vec2 d2 )
|
||||
{
|
||||
return (d1.x<d2.x) ? d1 : d2;
|
||||
}
|
||||
|
||||
vec3 opRep( vec3 p, vec3 c )
|
||||
{
|
||||
return mod(p,c)-0.5*c;
|
||||
}
|
||||
|
||||
vec3 opTwist( vec3 p )
|
||||
{
|
||||
float c = cos(10.0*p.y+10.0);
|
||||
float s = sin(10.0*p.y+10.0);
|
||||
mat2 m = mat2(c,-s,s,c);
|
||||
return vec3(m*p.xz,p.y);
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------
|
||||
|
||||
vec2 map( in vec3 pos )
|
||||
{
|
||||
vec2 res = opU( vec2( sdPlane( pos), 1.0 ),
|
||||
vec2( sdSphere( pos-vec3( 0.0,0.25, 0.0), 0.25 ), 46.9 ) );
|
||||
res = opU( res, vec2( sdBox( pos-vec3( 1.0,0.25, 0.0), vec3(0.25) ), 3.0 ) );
|
||||
res = opU( res, vec2( udRoundBox( pos-vec3( 1.0,0.25, 1.0), vec3(0.15), 0.1 ), 41.0 ) );
|
||||
res = opU( res, vec2( sdTorus( pos-vec3( 0.0,0.25, 1.0), vec2(0.20,0.05) ), 25.0 ) );
|
||||
res = opU( res, vec2( sdCapsule( pos,vec3(-1.3,0.10,-0.1), vec3(-0.8,0.50,0.2), 0.1 ), 31.9 ) );
|
||||
res = opU( res, vec2( sdTriPrism( pos-vec3(-1.0,0.25,-1.0), vec2(0.25,0.05) ),43.5 ) );
|
||||
res = opU( res, vec2( sdCylinder( pos-vec3( 1.0,0.30,-1.0), vec2(0.1,0.2) ), 8.0 ) );
|
||||
res = opU( res, vec2( sdCone( pos-vec3( 0.0,0.50,-1.0), vec3(0.8,0.6,0.3) ), 55.0 ) );
|
||||
res = opU( res, vec2( sdTorus82( pos-vec3( 0.0,0.25, 2.0), vec2(0.20,0.05) ),50.0 ) );
|
||||
res = opU( res, vec2( sdTorus88( pos-vec3(-1.0,0.25, 2.0), vec2(0.20,0.05) ),43.0 ) );
|
||||
res = opU( res, vec2( sdCylinder6( pos-vec3( 1.0,0.30, 2.0), vec2(0.1,0.2) ), 12.0 ) );
|
||||
res = opU( res, vec2( sdHexPrism( pos-vec3(-1.0,0.20, 1.0), vec2(0.25,0.05) ),17.0 ) );
|
||||
res = opU( res, vec2( sdPryamid4( pos-vec3(-1.0,0.15,-2.0), vec3(0.8,0.6,0.25) ),37.0 ) );
|
||||
res = opU( res, vec2( opS( udRoundBox( pos-vec3(-2.0,0.2, 1.0), vec3(0.15),0.05),
|
||||
sdSphere( pos-vec3(-2.0,0.2, 1.0), 0.25)), 13.0 ) );
|
||||
res = opU( res, vec2( opS( sdTorus82( pos-vec3(-2.0,0.2, 0.0), vec2(0.20,0.1)),
|
||||
sdCylinder( opRep( vec3(atan(pos.x+2.0,pos.z)/6.2831, pos.y, 0.02+0.5*length(pos-vec3(-2.0,0.2, 0.0))), vec3(0.05,1.0,0.05)), vec2(0.02,0.6))), 51.0 ) );
|
||||
res = opU( res, vec2( 0.5*sdSphere( pos-vec3(-2.0,0.25,-1.0), 0.2 ) + 0.03*sin(50.0*pos.x)*sin(50.0*pos.y)*sin(50.0*pos.z), 65.0 ) );
|
||||
res = opU( res, vec2( 0.5*sdTorus( opTwist(pos-vec3(-2.0,0.25, 2.0)),vec2(0.20,0.05)), 46.7 ) );
|
||||
res = opU( res, vec2( sdConeSection( pos-vec3( 0.0,0.35,-2.0), 0.15, 0.2, 0.1 ), 13.67 ) );
|
||||
res = opU( res, vec2( sdEllipsoid( pos-vec3( 1.0,0.35,-2.0), vec3(0.15, 0.2, 0.05) ), 43.17 ) );
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
vec2 castRay( in vec3 ro, in vec3 rd )
|
||||
{
|
||||
float tmin = 0.2;
|
||||
float tmax = 30.0;
|
||||
|
||||
#if 1
|
||||
// bounding volume
|
||||
float tp1 = (0.0-ro.y)/rd.y; if( tp1>0.0 ) tmax = min( tmax, tp1 );
|
||||
float tp2 = (1.6-ro.y)/rd.y; if( tp2>0.0 ) { if( ro.y>1.6 ) tmin = max( tmin, tp2 );
|
||||
else tmax = min( tmax, tp2 ); }
|
||||
#endif
|
||||
|
||||
float t = tmin;
|
||||
float m = -1.0;
|
||||
for( int i=0; i<64; i++ )
|
||||
{
|
||||
float precis = 0.0005*t;
|
||||
vec2 res = map( ro+rd*t );
|
||||
if( res.x<precis || t>tmax ) break;
|
||||
t += res.x;
|
||||
m = res.y;
|
||||
}
|
||||
|
||||
if( t>tmax ) m=-1.0;
|
||||
return vec2( t, m );
|
||||
}
|
||||
|
||||
|
||||
float calcSoftshadow( in vec3 ro, in vec3 rd, in float mint, in float tmax )
|
||||
{
|
||||
float res = 1.0;
|
||||
float t = mint;
|
||||
for( int i=0; i<16; i++ )
|
||||
{
|
||||
float h = map( ro + rd*t ).x;
|
||||
res = min( res, 8.0*h/t );
|
||||
t += clamp( h, 0.02, 0.10 );
|
||||
if( h<0.001 || t>tmax ) break;
|
||||
}
|
||||
return clamp( res, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
vec3 calcNormal( in vec3 pos )
|
||||
{
|
||||
vec2 e = vec2(1.0,-1.0)*0.5773*0.0005;
|
||||
return normalize( e.xyy*map( pos + e.xyy ).x +
|
||||
e.yyx*map( pos + e.yyx ).x +
|
||||
e.yxy*map( pos + e.yxy ).x +
|
||||
e.xxx*map( pos + e.xxx ).x );
|
||||
/*
|
||||
vec3 eps = vec3( 0.0005, 0.0, 0.0 );
|
||||
vec3 nor = vec3(
|
||||
map(pos+eps.xyy).x - map(pos-eps.xyy).x,
|
||||
map(pos+eps.yxy).x - map(pos-eps.yxy).x,
|
||||
map(pos+eps.yyx).x - map(pos-eps.yyx).x );
|
||||
return normalize(nor);
|
||||
*/
|
||||
}
|
||||
|
||||
float calcAO( in vec3 pos, in vec3 nor )
|
||||
{
|
||||
float occ = 0.0;
|
||||
float sca = 1.0;
|
||||
for( int i=0; i<5; i++ )
|
||||
{
|
||||
float hr = 0.01 + 0.12*float(i)/4.0;
|
||||
vec3 aopos = nor * hr + pos;
|
||||
float dd = map( aopos ).x;
|
||||
occ += -(dd-hr)*sca;
|
||||
sca *= 0.95;
|
||||
}
|
||||
return clamp( 1.0 - 3.0*occ, 0.0, 1.0 );
|
||||
}
|
||||
|
||||
// http://iquilezles.org/www/articles/checkerfiltering/checkerfiltering.htm
|
||||
float checkersGradBox( in vec2 p )
|
||||
{
|
||||
// filter kernel
|
||||
vec2 w = fwidth(p) + 0.001;
|
||||
// analytical integral (box filter)
|
||||
vec2 i = 2.0*(abs(fract((p-0.5*w)*0.5)-0.5)-abs(fract((p+0.5*w)*0.5)-0.5))/w;
|
||||
// xor pattern
|
||||
return 0.5 - 0.5*i.x*i.y;
|
||||
}
|
||||
|
||||
vec3 render( in vec3 ro, in vec3 rd )
|
||||
{
|
||||
vec3 col = vec3(0.7, 0.9, 1.0) +rd.y*0.8;
|
||||
vec2 res = castRay(ro,rd);
|
||||
float t = res.x;
|
||||
float m = res.y;
|
||||
if( m>-0.5 )
|
||||
{
|
||||
vec3 pos = ro + t*rd;
|
||||
vec3 nor = calcNormal( pos );
|
||||
vec3 ref = reflect( rd, nor );
|
||||
|
||||
// material
|
||||
col = 0.45 + 0.35*sin( vec3(0.05,0.08,0.10)*(m-1.0) );
|
||||
if( m<1.5 )
|
||||
{
|
||||
|
||||
float f = checkersGradBox( 5.0*pos.xz );
|
||||
col = 0.3 + f*vec3(0.1);
|
||||
}
|
||||
|
||||
// lighting
|
||||
float occ = calcAO( pos, nor );
|
||||
vec3 lig = normalize( vec3(cos(-0.4 * runTime), sin(0.7 * runTime), -0.6) );
|
||||
vec3 hal = normalize( lig-rd );
|
||||
float amb = clamp( 0.5+0.5*nor.y, 0.0, 1.0 );
|
||||
float dif = clamp( dot( nor, lig ), 0.0, 1.0 );
|
||||
float bac = clamp( dot( nor, normalize(vec3(-lig.x,0.0,-lig.z))), 0.0, 1.0 )*clamp( 1.0-pos.y,0.0,1.0);
|
||||
float dom = smoothstep( -0.1, 0.1, ref.y );
|
||||
float fre = pow( clamp(1.0+dot(nor,rd),0.0,1.0), 2.0 );
|
||||
|
||||
dif *= calcSoftshadow( pos, lig, 0.02, 2.5 );
|
||||
dom *= calcSoftshadow( pos, ref, 0.02, 2.5 );
|
||||
|
||||
float spe = pow( clamp( dot( nor, hal ), 0.0, 1.0 ),16.0)*
|
||||
dif *
|
||||
(0.04 + 0.96*pow( clamp(1.0+dot(hal,rd),0.0,1.0), 5.0 ));
|
||||
|
||||
vec3 lin = vec3(0.0);
|
||||
lin += 1.30*dif*vec3(1.00,0.80,0.55);
|
||||
lin += 0.40*amb*vec3(0.40,0.60,1.00)*occ;
|
||||
lin += 0.50*dom*vec3(0.40,0.60,1.00)*occ;
|
||||
lin += 0.50*bac*vec3(0.25,0.25,0.25)*occ;
|
||||
lin += 0.25*fre*vec3(1.00,1.00,1.00)*occ;
|
||||
col = col*lin;
|
||||
col += 10.00*spe*vec3(1.00,0.90,0.70);
|
||||
|
||||
col = mix( col, vec3(0.8,0.9,1.0), 1.0-exp( -0.0002*t*t*t ) );
|
||||
}
|
||||
|
||||
return vec3( clamp(col,0.0,1.0) );
|
||||
}
|
||||
|
||||
mat3 setCamera( in vec3 ro, in vec3 ta, float cr )
|
||||
{
|
||||
vec3 cw = normalize(ta-ro);
|
||||
vec3 cp = vec3(sin(cr), cos(cr),0.0);
|
||||
vec3 cu = normalize( cross(cw,cp) );
|
||||
vec3 cv = normalize( cross(cu,cw) );
|
||||
return mat3( cu, cv, cw );
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 tot = vec3(0.0);
|
||||
#if AA>1
|
||||
for( int m=0; m<AA; m++ )
|
||||
for( int n=0; n<AA; n++ )
|
||||
{
|
||||
// pixel coordinates
|
||||
vec2 o = vec2(float(m),float(n)) / float(AA) - 0.5;
|
||||
vec2 p = (-resolution.xy + 2.0*(gl_FragCoord.xy+o))/resolution.y;
|
||||
#else
|
||||
vec2 p = (-resolution.xy + 2.0*gl_FragCoord.xy)/resolution.y;
|
||||
#endif
|
||||
|
||||
// RAY: Camera is provided from raylib
|
||||
//vec3 ro = vec3( -0.5+3.5*cos(0.1*time + 6.0*mo.x), 1.0 + 2.0*mo.y, 0.5 + 4.0*sin(0.1*time + 6.0*mo.x) );
|
||||
|
||||
vec3 ro = viewEye;
|
||||
vec3 ta = viewCenter;
|
||||
|
||||
// camera-to-world transformation
|
||||
mat3 ca = setCamera( ro, ta, 0.0 );
|
||||
// ray direction
|
||||
vec3 rd = ca * normalize( vec3(p.xy,2.0) );
|
||||
|
||||
// render
|
||||
vec3 col = render( ro, rd );
|
||||
|
||||
// gamma
|
||||
col = pow( col, vec3(0.4545) );
|
||||
|
||||
tot += col;
|
||||
#if AA>1
|
||||
}
|
||||
tot /= float(AA*AA);
|
||||
#endif
|
||||
|
||||
gl_FragColor = vec4( tot, 1.0 );
|
||||
}
|
||||
|
|
@ -1,15 +1,13 @@
|
|||
#version 120
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// This shader is based on the basic lighting shader
|
||||
// This only supports one light, which is directional, and it (of course) supports shadows
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying in vec3 fragPosition;
|
||||
varying in vec2 fragTexCoord;
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
//varying in vec4 fragColor;
|
||||
varying in vec3 fragNormal;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,16 @@
|
|||
#version 330
|
||||
|
||||
// Input fragment attributes (from fragment shader)
|
||||
in vec2 fragTexCoord;
|
||||
in float height;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 darkblue = vec4(0.0, 0.13, 0.18, 1.0);
|
||||
vec4 lightblue = vec4(1.0, 1.0, 1.0, 1.0);
|
||||
// interplate between two colors based on height
|
||||
finalColor = mix(darkblue, lightblue, height);
|
||||
}
|
||||
|
|
@ -0,0 +1,46 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
|
||||
uniform float time;
|
||||
|
||||
uniform sampler2D perlinNoiseMap;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
out float height;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate animated texture coordinates based on time and vertex position
|
||||
vec2 animatedTexCoord = sin(vertexTexCoord + vec2(sin(time + vertexPosition.x * 0.1), cos(time + vertexPosition.z * 0.1)) * 0.3);
|
||||
|
||||
// Normalize animated texture coordinates to range [0, 1]
|
||||
animatedTexCoord = animatedTexCoord * 0.5 + 0.5;
|
||||
|
||||
// Fetch displacement from the perlin noise map
|
||||
float displacement = texture(perlinNoiseMap, animatedTexCoord).r * 7; // Amplified displacement
|
||||
|
||||
// Displace vertex position
|
||||
vec3 displacedPosition = vertexPosition + vec3(0.0, displacement, 0.0);
|
||||
|
||||
// Send vertex attributes to fragment shader
|
||||
fragPosition = vec3(matModel*vec4(displacedPosition, 1.0));
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||||
height = displacedPosition.y * 0.2; // send height to fragment shader for coloring
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(displacedPosition , 1.0);
|
||||
}
|
||||
118
examples/shaders/shaders_vertex_displacement.c
Normal file
118
examples/shaders/shaders_vertex_displacement.c
Normal file
|
|
@ -0,0 +1,118 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Vertex displacement
|
||||
*
|
||||
* Example originally created with raylib 5.0, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by <Alex ZH> (@ZzzhHe) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* 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) 2023 <Alex ZH> (@ZzzhHe)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h"
|
||||
|
||||
#define RLIGHTS_IMPLEMENTATION
|
||||
#include "rlights.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - vertex displacement");
|
||||
|
||||
// set up camera
|
||||
Camera camera = {0};
|
||||
camera.position = (Vector3) {20.0f, 5.0f, -20.0f};
|
||||
camera.target = (Vector3) {0.0f, 0.0f, 0.0f};
|
||||
camera.up = (Vector3) {0.0f, 1.0f, 0.0f};
|
||||
camera.fovy = 60.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Load vertex and fragment shaders
|
||||
Shader shader = LoadShader(
|
||||
TextFormat("resources/shaders/glsl%i/vertex_displacement.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/vertex_displacement.fs", GLSL_VERSION));
|
||||
|
||||
// Load perlin noise texture
|
||||
Image perlinNoiseImage = GenImagePerlinNoise(512, 512, 0, 0, 1.0f);
|
||||
Texture perlinNoiseMap = LoadTextureFromImage(perlinNoiseImage);
|
||||
UnloadImage(perlinNoiseImage);
|
||||
|
||||
// Set shader uniform location
|
||||
int perlinNoiseMapLoc = GetShaderLocation(shader, "perlinNoiseMap");
|
||||
rlEnableShader(shader.id);
|
||||
rlActiveTextureSlot(1);
|
||||
rlEnableTexture(perlinNoiseMap.id);
|
||||
rlSetUniformSampler(perlinNoiseMapLoc, 1);
|
||||
|
||||
// Create a plane mesh and model
|
||||
Mesh planeMesh = GenMeshPlane(50, 50, 50, 50);
|
||||
Model planeModel = LoadModelFromMesh(planeMesh);
|
||||
// Set plane model material
|
||||
planeModel.materials[0].shader = shader;
|
||||
|
||||
float time = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_FREE); // Update camera
|
||||
|
||||
time += GetFrameTime(); // Update time variable
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "time"), &time, SHADER_UNIFORM_FLOAT); // Send time value to shader
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
// Draw plane model
|
||||
DrawModel(planeModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, (Color) {255, 255, 255, 255});
|
||||
EndShaderMode();
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Vertex displacement", 10, 10, 20, DARKGRAY);
|
||||
DrawFPS(10, 40);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
UnloadModel(planeModel);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_vertex_displacement.png
Normal file
BIN
examples/shaders/shaders_vertex_displacement.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 302 KiB |
|
|
@ -63,11 +63,11 @@ int main(void)
|
|||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", NULL, &startAngle, 0, 720);
|
||||
GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", NULL, &endAngle, 0, 720);
|
||||
GuiSliderBar((Rectangle){ 600, 40, 120, 20}, "StartAngle", TextFormat("%.2f", startAngle), &startAngle, 0, 720);
|
||||
GuiSliderBar((Rectangle){ 600, 70, 120, 20}, "EndAngle", TextFormat("%.2f", endAngle), &endAngle, 0, 720);
|
||||
|
||||
GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", NULL, &outerRadius, 0, 200);
|
||||
GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", NULL, &segments, 0, 100);
|
||||
GuiSliderBar((Rectangle){ 600, 140, 120, 20}, "Radius", TextFormat("%.2f", outerRadius), &outerRadius, 0, 200);
|
||||
GuiSliderBar((Rectangle){ 600, 170, 120, 20}, "Segments", TextFormat("%.2f", segments), &segments, 0, 100);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
minSegments = truncf(ceilf((endAngle - startAngle) / 90));
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue