Merge branch 'master' into add_ascii_effect_example
This commit is contained in:
commit
e411e19763
12 changed files with 7613 additions and 1332 deletions
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@ -105,6 +105,10 @@ elseif ("${PLATFORM}" STREQUAL "DRM")
|
|||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||
|
||||
elseif ("${OPENGL_VERSION}" STREQUAL "Software")
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/rlgl_standalone.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.c)
|
||||
|
||||
elseif (NOT SUPPORT_GESTURES_SYSTEM)
|
||||
# Items requiring gestures system
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_mouse_painting.c)
|
||||
|
|
|
|||
|
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@ -516,6 +516,7 @@ CORE = \
|
|||
core/core_custom_logging \
|
||||
core/core_drop_files \
|
||||
core/core_high_dpi \
|
||||
core/core_input_actions \
|
||||
core/core_input_gamepad \
|
||||
core/core_input_gestures \
|
||||
core/core_input_gestures_testbed \
|
||||
|
|
@ -606,6 +607,7 @@ TEXT = \
|
|||
MODELS = \
|
||||
models/models_animation_gpu_skinning \
|
||||
models/models_animation_playing \
|
||||
models/models_basic_voxel \
|
||||
models/models_billboard_rendering \
|
||||
models/models_bone_socket \
|
||||
models/models_box_collisions \
|
||||
|
|
|
|||
|
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@ -516,6 +516,7 @@ CORE = \
|
|||
core/core_custom_logging \
|
||||
core/core_drop_files \
|
||||
core/core_high_dpi \
|
||||
core/core_input_actions \
|
||||
core/core_input_gamepad \
|
||||
core/core_input_gestures \
|
||||
core/core_input_gestures_testbed \
|
||||
|
|
@ -606,6 +607,7 @@ TEXT = \
|
|||
MODELS = \
|
||||
models/models_animation_gpu_skinning \
|
||||
models/models_animation_playing \
|
||||
models/models_basic_voxel \
|
||||
models/models_billboard_rendering \
|
||||
models/models_bone_socket \
|
||||
models/models_box_collisions \
|
||||
|
|
@ -732,6 +734,9 @@ core/core_drop_files: core/core_drop_files.c
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|||
core/core_high_dpi: core/core_high_dpi.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_input_actions: core/core_input_actions.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
core/core_input_gamepad: core/core_input_gamepad.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file core/resources/ps3.png@resources/ps3.png \
|
||||
|
|
@ -1045,6 +1050,9 @@ models/models_animation_playing: models/models_animation_playing.c
|
|||
--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
|
||||
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
|
||||
|
||||
models/models_basic_voxel: models/models_basic_voxel.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
models/models_billboard_rendering: models/models_billboard_rendering.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file models/resources/billboard.png@resources/billboard.png
|
||||
|
|
|
|||
|
|
@ -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: 163]
|
||||
## EXAMPLES COLLECTION [TOTAL: 164]
|
||||
|
||||
### category: core [37]
|
||||
### category: core [38]
|
||||
|
||||
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
|
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@ -62,6 +62,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
|
|||
| [core_high_dpi](core/core_high_dpi.c) | <img src="core/core_high_dpi.png" alt="core_high_dpi" width="80"> | ⭐⭐☆☆ | 5.0 | 5.5 | [Jonathan Marler](https://github.com/marler8997) |
|
||||
| [core_render_texture](core/core_render_texture.c) | <img src="core/core_render_texture.png" alt="core_render_texture" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_undo_redo](core/core_undo_redo.c) | <img src="core/core_undo_redo.png" alt="core_undo_redo" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.6 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_input_actions](core/core_input_actions.c) | <img src="core/core_input_actions.png" alt="core_input_actions" width="80"> | ⭐⭐☆☆ | 5.5 | 5.6 | [Jett](https://github.com/JettMonstersGoBoom) |
|
||||
|
||||
### category: shapes [20]
|
||||
|
||||
|
|
@ -144,7 +145,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
|||
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
|
||||
|
||||
### category: models [23]
|
||||
### category: models [24]
|
||||
|
||||
Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
|
||||
|
||||
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|
@ -173,6 +174,7 @@ Examples using raylib models functionality, including models loading/generation
|
|||
| [models_animation_gpu_skinning](models/models_animation_gpu_skinning.c) | <img src="models/models_animation_gpu_skinning.png" alt="models_animation_gpu_skinning" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Daniel Holden](https://github.com/orangeduck) |
|
||||
| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
|
||||
| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
|
||||
| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
|
||||
|
||||
### category: shaders [29]
|
||||
|
||||
|
|
|
|||
197
examples/core/core_input_actions.c
Normal file
197
examples/core/core_input_actions.c
Normal file
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@ -0,0 +1,197 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - input actions
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Jett (@JettMonstersGoBoom) 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) 2025 Jett (@JettMonstersGoBoom)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
// Simple example for decoding input as actions, allowing remapping of input to different keys or gamepad buttons
|
||||
// For example instead of using `IsKeyDown(KEY_LEFT)`, you can use `IsActionDown(ACTION_LEFT)`
|
||||
// which can be reassigned to e.g. KEY_A and also assigned to a gamepad button. the action will trigger with either gamepad or keys
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum ActionType {
|
||||
NO_ACTION = 0,
|
||||
ACTION_UP,
|
||||
ACTION_DOWN,
|
||||
ACTION_LEFT,
|
||||
ACTION_RIGHT,
|
||||
ACTION_FIRE,
|
||||
MAX_ACTION
|
||||
} ActionType;
|
||||
|
||||
// Key and button inputs
|
||||
typedef struct ActionInput {
|
||||
int key;
|
||||
int button;
|
||||
} ActionInput;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static int gamepadIndex = 0; // Gamepad default index
|
||||
static ActionInput actionInputs[MAX_ACTION] = { 0 };
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static bool IsActionPressed(int action); // Check action key/button pressed
|
||||
static bool IsActionReleased(int action); // Check action key/button released
|
||||
static bool IsActionDown(int action); // Check action key/button down
|
||||
|
||||
static void SetActionsDefault(void); // Set the "default" keyset
|
||||
static void SetActionsCursor(void); // Set the "alternate" keyset
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input actions");
|
||||
|
||||
// Set default actions
|
||||
char actionSet = 0;
|
||||
SetActionsDefault();
|
||||
|
||||
Vector2 position = (Vector2){ 400.0f, 200.0f };
|
||||
Vector2 size = (Vector2){ 40.0f, 40.0f };
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
gamepadIndex = 0; // set this to gamepad being checked
|
||||
if (IsActionDown(ACTION_UP)) position.y -= 2;
|
||||
if (IsActionDown(ACTION_DOWN)) position.y += 2;
|
||||
if (IsActionDown(ACTION_LEFT)) position.x -= 2;
|
||||
if (IsActionDown(ACTION_RIGHT)) position.x += 2;
|
||||
if (IsActionPressed(ACTION_FIRE))
|
||||
{
|
||||
position.x = (screenWidth-size.x)/2;
|
||||
position.y = (screenHeight-size.y)/2;
|
||||
}
|
||||
|
||||
// Switch control scheme by pressing TAB
|
||||
if (IsKeyPressed(KEY_TAB))
|
||||
{
|
||||
actionSet = !actionSet;
|
||||
if (actionSet == 0) SetActionsDefault();
|
||||
else SetActionsCursor();
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(GRAY);
|
||||
|
||||
DrawRectangleV(position, size, RED);
|
||||
|
||||
DrawText((actionSet == 0)? "Current input set: WASD (default)" : "Current input set: Cursor", 10, 10, 20, WHITE);
|
||||
DrawText("Use TAB key to toggles Actions keyset", 10, 50, 20, GREEN);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Check action key/button pressed
|
||||
// NOTE: Combines key pressed and gamepad button pressed in one action
|
||||
static bool IsActionPressed(int action)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
if (action < MAX_ACTION) result = (IsKeyPressed(actionInputs[action].key) || IsGamepadButtonPressed(gamepadIndex, actionInputs[action].button));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check action key/button released
|
||||
// NOTE: Combines key released and gamepad button released in one action
|
||||
static bool IsActionReleased(int action)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
if (action < MAX_ACTION) result = (IsKeyReleased(actionInputs[action].key) || IsGamepadButtonReleased(gamepadIndex, actionInputs[action].button));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Check action key/button down
|
||||
// NOTE: Combines key down and gamepad button down in one action
|
||||
static bool IsActionDown(int action)
|
||||
{
|
||||
bool result = false;
|
||||
|
||||
if (action < MAX_ACTION) result = (IsKeyDown(actionInputs[action].key) || IsGamepadButtonDown(gamepadIndex, actionInputs[action].button));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
// Set the "default" keyset
|
||||
// NOTE: Here WASD and gamepad buttons on the left side for movement
|
||||
static void SetActionsDefault(void)
|
||||
{
|
||||
actionInputs[ACTION_UP].key = KEY_W;
|
||||
actionInputs[ACTION_DOWN].key = KEY_S;
|
||||
actionInputs[ACTION_LEFT].key = KEY_A;
|
||||
actionInputs[ACTION_RIGHT].key = KEY_D;
|
||||
actionInputs[ACTION_FIRE].key = KEY_SPACE;
|
||||
|
||||
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_LEFT_FACE_UP;
|
||||
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
|
||||
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_LEFT_FACE_LEFT;
|
||||
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_LEFT_FACE_RIGHT;
|
||||
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
|
||||
}
|
||||
|
||||
// Set the "alternate" keyset
|
||||
// NOTE: Here cursor keys and gamepad buttons on the right side for movement
|
||||
static void SetActionsCursor(void)
|
||||
{
|
||||
actionInputs[ACTION_UP].key = KEY_UP;
|
||||
actionInputs[ACTION_DOWN].key = KEY_DOWN;
|
||||
actionInputs[ACTION_LEFT].key = KEY_LEFT;
|
||||
actionInputs[ACTION_RIGHT].key = KEY_RIGHT;
|
||||
actionInputs[ACTION_FIRE].key = KEY_SPACE;
|
||||
|
||||
actionInputs[ACTION_UP].button = GAMEPAD_BUTTON_RIGHT_FACE_UP;
|
||||
actionInputs[ACTION_DOWN].button = GAMEPAD_BUTTON_RIGHT_FACE_DOWN;
|
||||
actionInputs[ACTION_LEFT].button = GAMEPAD_BUTTON_RIGHT_FACE_LEFT;
|
||||
actionInputs[ACTION_RIGHT].button = GAMEPAD_BUTTON_RIGHT_FACE_RIGHT;
|
||||
actionInputs[ACTION_FIRE].button = GAMEPAD_BUTTON_LEFT_FACE_DOWN;
|
||||
}
|
||||
BIN
examples/core/core_input_actions.png
Normal file
BIN
examples/core/core_input_actions.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 15 KiB |
|
|
@ -44,6 +44,7 @@ core;core_automation_events;★★★☆;5.0;5.0;2023;2025;"Ramon Santamaria";@r
|
|||
core;core_high_dpi;★★☆☆;5.0;5.5;2025;2025;"Jonathan Marler";@marler8997
|
||||
core;core_render_texture;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_undo_redo;★★★☆;5.5;5.6;2025;2025;"Ramon Santamaria";@raysan5
|
||||
core;core_input_actions;★★☆☆;5.5;5.6;2025;2025;"Jett";@JettMonstersGoBoom
|
||||
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_colors_palette;★★☆☆;1.0;2.5;2014;2025;"Ramon Santamaria";@raysan5
|
||||
|
|
@ -127,6 +128,7 @@ models;models_textured_cube;★★☆☆;4.5;4.5;2022;2025;"Ramon Santamaria";@r
|
|||
models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Holden";@orangeduck
|
||||
models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
|
||||
models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
|
||||
models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
|
||||
shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
|
||||
shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
|
||||
shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5
|
||||
|
|
|
|||
152
examples/models/models_basic_voxel.c
Normal file
152
examples/models/models_basic_voxel.c
Normal file
|
|
@ -0,0 +1,152 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - basic voxel
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Tim Little (@timlittle) 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) 2025 Tim Little (@timlittle)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define WORLD_SIZE 8 // Size of our voxel world (8x8x8 cubes)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - basic voxel");
|
||||
|
||||
DisableCursor(); // Lock mouse to window center
|
||||
|
||||
// Define the camera to look into our 3d world (first person)
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ -2.0f, 0.0f, -2.0f }; // Camera position at ground level
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Create a cube model
|
||||
Mesh cubeMesh = GenMeshCube(1.0f, 1.0f, 1.0f); // Create a unit cube mesh
|
||||
Model cubeModel = LoadModelFromMesh(cubeMesh); // Convert mesh to a model
|
||||
cubeModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = BEIGE;
|
||||
|
||||
// Initialize voxel world - fill with voxels
|
||||
bool voxels[WORLD_SIZE][WORLD_SIZE][WORLD_SIZE] = { false };
|
||||
for (int x = 0; x < WORLD_SIZE; x++)
|
||||
{
|
||||
for (int y = 0; y < WORLD_SIZE; y++)
|
||||
{
|
||||
for (int z = 0; z < WORLD_SIZE; z++)
|
||||
{
|
||||
voxels[x][y][z] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Handle voxel removal with mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
// Cast a ray from the screen center (where crosshair would be)
|
||||
Vector2 screenCenter = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
Ray ray = GetMouseRay(screenCenter, camera);
|
||||
|
||||
// Check ray collision with all voxels
|
||||
bool voxelRemoved = false;
|
||||
for (int x = 0; (x < WORLD_SIZE) && !voxelRemoved; x++)
|
||||
{
|
||||
for (int y = 0; (y < WORLD_SIZE) && !voxelRemoved; y++)
|
||||
{
|
||||
for (int z = 0; (z < WORLD_SIZE) && !voxelRemoved; z++)
|
||||
{
|
||||
if (!voxels[x][y][z]) continue; // Skip empty voxels
|
||||
|
||||
// Build a bounding box for this voxel
|
||||
Vector3 position = { x, y, z };
|
||||
BoundingBox box = {
|
||||
(Vector3){ position.x - 0.5f, position.y - 0.5f, position.z - 0.5f },
|
||||
(Vector3){ position.x + 0.5f, position.y + 0.5f, position.z + 0.5f }
|
||||
};
|
||||
|
||||
// Check ray-box collision
|
||||
RayCollision collision = GetRayCollisionBox(ray, box);
|
||||
if (collision.hit)
|
||||
{
|
||||
voxels[x][y][z] = false; // Remove this voxel
|
||||
voxelRemoved = true; // Exit all loops
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw all voxels
|
||||
for (int x = 0; x < WORLD_SIZE; x++)
|
||||
{
|
||||
for (int y = 0; y < WORLD_SIZE; y++)
|
||||
{
|
||||
for (int z = 0; z < WORLD_SIZE; z++)
|
||||
{
|
||||
if (!voxels[x][y][z]) continue;
|
||||
|
||||
Vector3 position = { x, y, z };
|
||||
DrawModel(cubeModel, position, 1.0f, BEIGE);
|
||||
DrawCubeWires(position, 1.0f, 1.0f, 1.0f, BLACK);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Left-click a voxel to remove it!", 10, 10, 20, DARKGRAY);
|
||||
DrawText("WASD to move, mouse to look around", 10, 35, 10, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(cubeModel);
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/models/models_basic_voxel.png
Normal file
BIN
examples/models/models_basic_voxel.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 341 KiB |
|
|
@ -17,7 +17,7 @@ out vec4 finalColor;
|
|||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
// NOTE: The texel is actually the a GRAYSCALE index color
|
||||
// NOTE: The texel is actually the GRAYSCALE index color
|
||||
vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
|
||||
|
||||
// Convert the (normalized) texel color RED component (GB would work, too)
|
||||
|
|
|
|||
117
examples/shaders/shaders_ascii_rendering.c
Normal file
117
examples/shaders/shaders_ascii_rendering.c
Normal file
|
|
@ -0,0 +1,117 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - ascii rendering
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.6
|
||||
*
|
||||
* Example contributed by Maicon Santana (@maiconpintoabreu) 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) 2025-2025 Maicon Santana (@maiconpintoabreu)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.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 - ascii rendering");
|
||||
|
||||
// Texture to test static drawing
|
||||
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
|
||||
// Texture to test moving drawing
|
||||
Texture2D raysan = LoadTexture("resources/raysan.png");
|
||||
|
||||
// Load shader to be used on postprocessing
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION));
|
||||
|
||||
// These locations are used to send data to the GPU
|
||||
int resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
|
||||
|
||||
// Set the character size for the ASCII effect
|
||||
float fontSize = 4.0f;
|
||||
|
||||
// Send the updated values to the shader
|
||||
float resolution[2] = { (float)screenWidth, (float)screenHeight };
|
||||
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
|
||||
|
||||
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
|
||||
float circleSpeed = 1.0f;
|
||||
|
||||
// RenderTexture to apply the postprocessing later
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
circlePos.x += circleSpeed;
|
||||
|
||||
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw our scene to a render texture first
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(WHITE);
|
||||
|
||||
DrawTexture(fudesumi, 500, -30, WHITE);
|
||||
DrawTextureV(raysan, circlePos, WHITE);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
// Draw the render texture containing scene
|
||||
// The shader will process every pixel on the screen
|
||||
DrawTextureRec(target.texture,
|
||||
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
|
||||
(Vector2){ 0, 0 }, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, 40, BLACK);
|
||||
DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(fudesumi); // Unload texture
|
||||
UnloadTexture(raysan); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/shaders/shaders_ascii_rendering.png
Normal file
BIN
examples/shaders/shaders_ascii_rendering.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 44 KiB |
Loading…
Reference in a new issue