Merge branch 'master' into add_ascii_effect_example

This commit is contained in:
maiconpintoabreu 2025-09-30 08:36:14 +01:00
commit e411e19763
31 changed files with 7613 additions and 1332 deletions

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@ -8,7 +8,7 @@ if(EMSCRIPTEN)
endif() endif()
enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM;SDL" "Platform to build for.") enum_option(PLATFORM "Desktop;Web;Android;Raspberry Pi;DRM;SDL" "Platform to build for.")
enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0" "Force a specific OpenGL Version?") enum_option(OPENGL_VERSION "OFF;4.3;3.3;2.1;1.1;ES 2.0;ES 3.0;Software" "Force a specific OpenGL Version?")
# Configuration options # Configuration options
option(BUILD_EXAMPLES "Build the examples." ${PROJECT_IS_TOP_LEVEL}) option(BUILD_EXAMPLES "Build the examples." ${PROJECT_IS_TOP_LEVEL})

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@ -158,6 +158,8 @@ if (NOT ${OPENGL_VERSION} MATCHES "OFF")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES2") set(GRAPHICS "GRAPHICS_API_OPENGL_ES2")
elseif (${OPENGL_VERSION} MATCHES "ES 3.0") elseif (${OPENGL_VERSION} MATCHES "ES 3.0")
set(GRAPHICS "GRAPHICS_API_OPENGL_ES3") set(GRAPHICS "GRAPHICS_API_OPENGL_ES3")
elseif (${OPENGL_VERSION} MATCHES "Software")
set(GRAPHICS "GRAPHICS_API_OPENGL_11_SOFTWARE")
endif () endif ()
if (NOT "${SUGGESTED_GRAPHICS}" STREQUAL "" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}") if (NOT "${SUGGESTED_GRAPHICS}" STREQUAL "" AND NOT "${SUGGESTED_GRAPHICS}" STREQUAL "${GRAPHICS}")
message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail.") message(WARNING "You are overriding the suggested GRAPHICS=${SUGGESTED_GRAPHICS} with ${GRAPHICS}! This may fail.")

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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/rlgl_standalone.c)
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/others/raylib_opengl_interop.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) elseif (NOT SUPPORT_GESTURES_SYSTEM)
# Items requiring gestures system # Items requiring gestures system
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/textures/textures_mouse_painting.c) 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_custom_logging \
core/core_drop_files \ core/core_drop_files \
core/core_high_dpi \ core/core_high_dpi \
core/core_input_actions \
core/core_input_gamepad \ core/core_input_gamepad \
core/core_input_gestures \ core/core_input_gestures \
core/core_input_gestures_testbed \ core/core_input_gestures_testbed \
@ -606,6 +607,7 @@ TEXT = \
MODELS = \ MODELS = \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_animation_playing \ models/models_animation_playing \
models/models_basic_voxel \
models/models_billboard_rendering \ models/models_billboard_rendering \
models/models_bone_socket \ models/models_bone_socket \
models/models_box_collisions \ models/models_box_collisions \

View file

@ -516,6 +516,7 @@ CORE = \
core/core_custom_logging \ core/core_custom_logging \
core/core_drop_files \ core/core_drop_files \
core/core_high_dpi \ core/core_high_dpi \
core/core_input_actions \
core/core_input_gamepad \ core/core_input_gamepad \
core/core_input_gestures \ core/core_input_gestures \
core/core_input_gestures_testbed \ core/core_input_gestures_testbed \
@ -606,6 +607,7 @@ TEXT = \
MODELS = \ MODELS = \
models/models_animation_gpu_skinning \ models/models_animation_gpu_skinning \
models/models_animation_playing \ models/models_animation_playing \
models/models_basic_voxel \
models/models_billboard_rendering \ models/models_billboard_rendering \
models/models_bone_socket \ models/models_bone_socket \
models/models_box_collisions \ models/models_box_collisions \
@ -732,6 +734,9 @@ core/core_drop_files: core/core_drop_files.c
core/core_high_dpi: core/core_high_dpi.c core/core_high_dpi: core/core_high_dpi.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) $(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 core/core_input_gamepad: core/core_input_gamepad.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file core/resources/ps3.png@resources/ps3.png \ --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/guytex.png@resources/models/iqm/guytex.png \
--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm --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 models/models_billboard_rendering: models/models_billboard_rendering.c
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
--preload-file models/resources/billboard.png@resources/billboard.png --preload-file models/resources/billboard.png@resources/billboard.png

View file

@ -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 [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`) - `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. Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
@ -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_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_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_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] ### 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_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) | | [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. Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
@ -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_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_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_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] ### category: shaders [29]

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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;
}

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@ -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_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_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_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_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_bouncing_ball;★☆☆☆;2.5;2.5;2013;2025;"Ramon Santamaria";@raysan5
shapes;shapes_colors_palette;★★☆☆;1.0;2.5;2014;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_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_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_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_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_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5 shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5

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@ -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;
}

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@ -17,7 +17,7 @@ out vec4 finalColor;
void main() void main()
{ {
// Texel color fetching from texture sampler // 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; vec4 texelColor = texture(texture0, fragTexCoord)*fragColor;
// Convert the (normalized) texel color RED component (GB would work, too) // Convert the (normalized) texel color RED component (GB would work, too)

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@ -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;
}

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<ResourceCompile Include="..\..\..\examples\examples.rc" />
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<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
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<ImportGroup Label="ExtensionTargets">
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View file

@ -345,6 +345,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "text_inline_styling", "exam
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_undo_redo", "examples\core_undo_redo.vcxproj", "{3B27F358-2679-4F38-B297-17B536F580BB}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_undo_redo", "examples\core_undo_redo.vcxproj", "{3B27F358-2679-4F38-B297-17B536F580BB}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_input_actions", "examples\core_input_actions.vcxproj", "{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}"
EndProject
Global Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|ARM64 = Debug.DLL|ARM64 Debug.DLL|ARM64 = Debug.DLL|ARM64
@ -4247,6 +4249,30 @@ Global
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.Build.0 = Release|x64 {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x64.Build.0 = Release|x64
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.ActiveCfg = Release|Win32 {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.ActiveCfg = Release|Win32
{3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.Build.0 = Release|Win32 {3B27F358-2679-4F38-B297-17B536F580BB}.Release|x86.Build.0 = Release|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|ARM64.ActiveCfg = Debug|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|ARM64.Build.0 = Debug|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x64.ActiveCfg = Debug|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x64.Build.0 = Debug|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x86.ActiveCfg = Debug|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Debug|x86.Build.0 = Debug|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x64.Build.0 = Release.DLL|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|ARM64.ActiveCfg = Release|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|ARM64.Build.0 = Release|ARM64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x64.ActiveCfg = Release|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x64.Build.0 = Release|x64
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x86.ActiveCfg = Release|Win32
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B}.Release|x86.Build.0 = Release|Win32
EndGlobalSection EndGlobalSection
GlobalSection(SolutionProperties) = preSolution GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE HideSolutionNode = FALSE
@ -4421,6 +4447,7 @@ Global
{49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {49C67F03-1A56-4F96-B278-39B66EC93678} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A} {D496308F-3C3C-40B3-A3ED-EA327D244B3E} = {8D3C83B7-F1E0-4C2E-9E34-EE5F6AB2502A}
{3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035} {3B27F358-2679-4F38-B297-17B536F580BB} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{718FCBD0-591D-448C-B7D5-9F1CA8544E7B} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
EndGlobalSection EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29} SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

View file

@ -504,6 +504,20 @@
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'">true</ExcludedFromBuild>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\..\src\platforms\rcore_desktop_win32.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|ARM64'">true</ExcludedFromBuild>
</ClCompile>
<ClCompile Include="..\..\..\src\platforms\rcore_drm.c"> <ClCompile Include="..\..\..\src\platforms\rcore_drm.c">
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</ExcludedFromBuild>
<ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">true</ExcludedFromBuild> <ExcludedFromBuild Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">true</ExcludedFromBuild>

View file

@ -46,6 +46,9 @@
<ClCompile Include="..\..\..\src\platforms\rcore_web.c"> <ClCompile Include="..\..\..\src\platforms\rcore_web.c">
<Filter>Source Files\Platform Files</Filter> <Filter>Source Files\Platform Files</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\..\..\src\platforms\rcore_desktop_win32.c">
<Filter>Source Files\Platform Files</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\..\src\external\cgltf.h"> <ClInclude Include="..\..\..\src\external\cgltf.h">

View file

@ -235,20 +235,22 @@ endif
# NOTE: By default use OpenGL 3.3 on desktop platforms # NOTE: By default use OpenGL 3.3 on desktop platforms
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW) ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_GLFW)
GRAPHICS ?= GRAPHICS_API_OPENGL_33 GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1 #GRAPHICS = GRAPHICS_API_OPENGL_11_SOFTWARE # Uncomment to use software rendering
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1 #GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3 #GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE) #GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL) ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_SDL)
GRAPHICS ?= GRAPHICS_API_OPENGL_33 GRAPHICS ?= GRAPHICS_API_OPENGL_33
endif endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW) ifeq ($(TARGET_PLATFORM),PLATFORM_DESKTOP_RGFW)
GRAPHICS ?= GRAPHICS_API_OPENGL_33 GRAPHICS ?= GRAPHICS_API_OPENGL_33
#GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1 #GRAPHICS = GRAPHICS_API_OPENGL_11_SOFTWARE # Uncomment to use software rendering
#GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1 #GRAPHICS = GRAPHICS_API_OPENGL_11 # Uncomment to use OpenGL 1.1
#GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3 #GRAPHICS = GRAPHICS_API_OPENGL_21 # Uncomment to use OpenGL 2.1
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE) #GRAPHICS = GRAPHICS_API_OPENGL_43 # Uncomment to use OpenGL 4.3
#GRAPHICS = GRAPHICS_API_OPENGL_ES2 # Uncomment to use OpenGL ES 2.0 (ANGLE)
endif endif
ifeq ($(TARGET_PLATFORM),PLATFORM_DRM) ifeq ($(TARGET_PLATFORM),PLATFORM_DRM)
# On DRM OpenGL ES 2.0 must be used # On DRM OpenGL ES 2.0 must be used

4938
src/external/rlsw.h vendored Normal file

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