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authorRay <[email protected]>2023-11-08 17:41:08 +0100
committerRay <[email protected]>2023-11-08 17:41:08 +0100
commitbbf0c3a46d27b723e73483bdd787c7713b31fe1a (patch)
treed0cb4223f357366f8eeb0171337f20f913100fd4 /examples
parentfe757b626703f91d59e04599ee033e993e00232b (diff)
downloadraylib-bbf0c3a46d27b723e73483bdd787c7713b31fe1a.tar.gz
raylib-bbf0c3a46d27b723e73483bdd787c7713b31fe1a.zip
REVIEWED: Added new examples to VS2022 solution
Diffstat (limited to 'examples')
-rw-r--r--examples/Makefile141
-rw-r--r--examples/Makefile.Web141
-rw-r--r--examples/core/core_3d_camera_free.c2
-rw-r--r--examples/core/core_automation_events.pngbin0 -> 17155 bytes
-rw-r--r--examples/core/core_input_gamepad_info.c45
-rw-r--r--examples/shaders/shader_texture_tiling.c94
-rw-r--r--examples/shaders/shaders_custom_uniform.c2
-rw-r--r--examples/shaders/shaders_deferred_render.pngbin90692 -> 81327 bytes
-rw-r--r--examples/shaders/shaders_texture_tiling.c105
-rw-r--r--examples/shaders/shaders_texture_tiling.pngbin0 -> 139191 bytes
-rw-r--r--examples/shapes/shapes_lines_bezier.c6
-rw-r--r--examples/shapes/shapes_splines_drawing.c2
-rw-r--r--examples/shapes/shapes_top_down_lights.c1
13 files changed, 283 insertions, 256 deletions
diff --git a/examples/Makefile b/examples/Makefile
index e126ab60..5cd8e6bb 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -428,97 +428,99 @@ endif
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
- core/core_basic_window \
- core/core_basic_screen_manager \
- core/core_input_keys \
- core/core_input_mouse \
- core/core_input_mouse_wheel \
- core/core_input_gamepad \
- core/core_input_gamepad_info \
- core/core_input_multitouch \
- core/core_input_gestures \
- core/core_input_gestures_web \
core/core_2d_camera \
- core/core_2d_camera_platformer \
core/core_2d_camera_mouse_zoom \
+ core/core_2d_camera_platformer \
core/core_2d_camera_split_screen \
- core/core_3d_camera_mode \
- core/core_3d_camera_free \
core/core_3d_camera_first_person \
+ core/core_3d_camera_free \
+ core/core_3d_camera_mode \
core/core_3d_camera_split_screen \
core/core_3d_picking \
- core/core_world_screen \
+ core/core_automation_events \
+ core/core_basic_screen_manager \
+ core/core_basic_window \
+ core/core_custom_frame_control \
core/core_custom_logging \
core/core_drop_files \
+ core/core_input_gamepad \
+ core/core_input_gamepad_info \
+ core/core_input_gestures \
+ core/core_input_gestures_web \
+ core/core_input_keys \
+ core/core_input_mouse \
+ core/core_input_mouse_wheel \
+ core/core_input_multitouch \
+ core/core_loading_thread \
core/core_random_values \
core/core_scissor_test \
+ core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_vr_simulator \
- core/core_loading_thread \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
- core/core_smooth_pixelperfect \
- core/core_custom_frame_control
+ core/core_world_screen
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
- shapes/shapes_colors_palette \
- shapes/shapes_logo_raylib \
- shapes/shapes_logo_raylib_anim \
- shapes/shapes_rectangle_scaling \
- shapes/shapes_lines_bezier \
shapes/shapes_collision_area \
- shapes/shapes_following_eyes \
+ shapes/shapes_colors_palette \
+ shapes/shapes_draw_circle_sector \
+ shapes/shapes_draw_rectangle_rounded \
+ shapes/shapes_draw_ring \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
- shapes/shapes_draw_ring \
- shapes/shapes_draw_circle_sector \
- shapes/shapes_draw_rectangle_rounded \
+ shapes/shapes_following_eyes \
+ shapes/shapes_lines_bezier \
+ shapes/shapes_logo_raylib \
+ shapes/shapes_logo_raylib_anim \
+ shapes/shapes_rectangle_scaling \
+ shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
TEXTURES = \
- textures/textures_logo_raylib \
- textures/textures_mouse_painting \
- textures/textures_srcrec_dstrec \
+ textures/textures_background_scrolling \
+ textures/textures_blend_modes \
+ textures/textures_bunnymark \
+ textures/textures_draw_tiled \
+ textures/textures_fog_of_war \
+ textures/textures_gif_player \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_rotate \
textures/textures_image_text \
- textures/textures_to_image \
- textures/textures_raw_data \
- textures/textures_particles_blending \
+ textures/textures_logo_raylib \
+ textures/textures_mouse_painting \
textures/textures_npatch_drawing \
- textures/textures_background_scrolling \
+ textures/textures_particles_blending \
+ textures/textures_polygon \
+ textures/textures_raw_data \
textures/textures_sprite_anim \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
+ textures/textures_srcrec_dstrec \
+ textures/textures_svg_loading \
textures/textures_textured_curve \
- textures/textures_bunnymark \
- textures/textures_blend_modes \
- textures/textures_draw_tiled \
- textures/textures_polygon \
- textures/textures_gif_player \
- textures/textures_fog_of_war \
- textures/textures_svg_loading
+ textures/textures_to_image
TEXT = \
- text/text_raylib_fonts \
- text/text_font_spritefont \
- text/text_font_loading \
+ text/text_codepoints_loading \
+ text/text_draw_3d \
text/text_font_filters \
+ text/text_font_loading \
text/text_font_sdf \
+ text/text_font_spritefont \
text/text_format_text \
text/text_input_box \
- text/text_writing_anim \
+ text/text_raylib_fonts \
text/text_rectangle_bounds \
text/text_unicode \
- text/text_draw_3d \
- text/text_codepoints_loading
+ text/text_writing_anim
MODELS = \
models/models_animation \
@@ -528,51 +530,52 @@ MODELS = \
models/models_draw_cube_texture \
models/models_first_person_maze \
models/models_geometric_shapes \
- models/models_mesh_generation \
- models/models_mesh_picking \
+ models/models_heightmap \
models/models_loading \
- models/models_loading_vox \
models/models_loading_gltf \
models/models_loading_m3d \
+ models/models_loading_vox \
+ models/models_mesh_generation \
+ models/models_mesh_picking \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
- models/models_yaw_pitch_roll \
- models/models_heightmap \
- models/models_waving_cubes
+ models/models_waving_cubes \
+ models/models_yaw_pitch_roll
SHADERS = \
- shaders/shaders_model_shader \
- shaders/shaders_shapes_textures \
+ shaders/shaders_basic_lighting \
shaders/shaders_custom_uniform \
- shaders/shaders_postprocessing \
- shaders/shaders_palette_switch \
- shaders/shaders_raymarching \
- shaders/shaders_texture_drawing \
- shaders/shaders_texture_waves \
- shaders/shaders_texture_outline \
- shaders/shaders_julia_set \
+ shaders/shaders_deferred_render \
shaders/shaders_eratosthenes \
- shaders/shaders_basic_lighting \
shaders/shaders_fog \
- shaders/shaders_simple_mask \
- shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
+ shaders/shaders_hybrid_render \
+ shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_mesh_instancing \
+ shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
- shaders/shaders_write_depth \
- shaders/shaders_hybrid_render \
- shaders/shaders_deferred_render
+ shaders/shaders_palette_switch \
+ shaders/shaders_postprocessing \
+ shaders/shaders_raymarching \
+ shaders/shaders_shapes_textures \
+ shaders/shaders_simple_mask \
+ shaders/shaders_spotlight \
+ shaders/shaders_texture_drawing \
+ shaders/shaders_texture_outline \
+ shaders/shaders_texture_tiling \
+ shaders/shaders_texture_waves \
+ shaders/shaders_write_depth
AUDIO = \
+ audio/audio_mixed_processor \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_sound_multi \
- audio/audio_stream_effects \
- audio/audio_mixed_processor
+ audio/audio_stream_effects
OTHERS = \
others/easings_testbed \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
index c57453ab..3e71206e 100644
--- a/examples/Makefile.Web
+++ b/examples/Makefile.Web
@@ -334,97 +334,99 @@ endif
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
- core/core_basic_window \
- core/core_basic_screen_manager \
- core/core_input_keys \
- core/core_input_mouse \
- core/core_input_mouse_wheel \
- core/core_input_gamepad \
- core/core_input_gamepad_info \
- core/core_input_multitouch \
- core/core_input_gestures \
- core/core_input_gestures_web \
core/core_2d_camera \
- core/core_2d_camera_platformer \
core/core_2d_camera_mouse_zoom \
+ core/core_2d_camera_platformer \
core/core_2d_camera_split_screen \
- core/core_3d_camera_mode \
- core/core_3d_camera_free \
core/core_3d_camera_first_person \
+ core/core_3d_camera_free \
+ core/core_3d_camera_mode \
core/core_3d_camera_split_screen \
core/core_3d_picking \
- core/core_world_screen \
+ core/core_automation_events \
+ core/core_basic_screen_manager \
+ core/core_basic_window \
+ core/core_custom_frame_control \
core/core_custom_logging \
core/core_drop_files \
+ core/core_input_gamepad \
+ core/core_input_gamepad_info \
+ core/core_input_gestures \
+ core/core_input_gestures_web \
+ core/core_input_keys \
+ core/core_input_mouse \
+ core/core_input_mouse_wheel \
+ core/core_input_multitouch \
+ core/core_loading_thread \
core/core_random_values \
core/core_scissor_test \
+ core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_vr_simulator \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
- core/core_smooth_pixelperfect \
- core/core_custom_frame_control \
- core/core_loading_thread
+ core/core_world_screen
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
- shapes/shapes_colors_palette \
- shapes/shapes_logo_raylib \
- shapes/shapes_logo_raylib_anim \
- shapes/shapes_rectangle_scaling \
- shapes/shapes_lines_bezier \
shapes/shapes_collision_area \
- shapes/shapes_following_eyes \
+ shapes/shapes_colors_palette \
+ shapes/shapes_draw_circle_sector \
+ shapes/shapes_draw_rectangle_rounded \
+ shapes/shapes_draw_ring \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
- shapes/shapes_draw_ring \
- shapes/shapes_draw_circle_sector \
- shapes/shapes_draw_rectangle_rounded \
+ shapes/shapes_following_eyes \
+ shapes/shapes_lines_bezier \
+ shapes/shapes_logo_raylib \
+ shapes/shapes_logo_raylib_anim \
+ shapes/shapes_rectangle_scaling \
+ shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
TEXTURES = \
- textures/textures_logo_raylib \
- textures/textures_mouse_painting \
- textures/textures_srcrec_dstrec \
+ textures/textures_background_scrolling \
+ textures/textures_blend_modes \
+ textures/textures_bunnymark \
+ textures/textures_draw_tiled \
+ textures/textures_fog_of_war \
+ textures/textures_gif_player \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_rotate \
textures/textures_image_text \
- textures/textures_to_image \
- textures/textures_raw_data \
- textures/textures_particles_blending \
+ textures/textures_logo_raylib \
+ textures/textures_mouse_painting \
textures/textures_npatch_drawing \
- textures/textures_background_scrolling \
+ textures/textures_particles_blending \
+ textures/textures_polygon \
+ textures/textures_raw_data \
textures/textures_sprite_anim \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
+ textures/textures_srcrec_dstrec \
+ textures/textures_svg_loading \
textures/textures_textured_curve \
- textures/textures_bunnymark \
- textures/textures_blend_modes \
- textures/textures_draw_tiled \
- textures/textures_polygon \
- textures/textures_gif_player \
- textures/textures_fog_of_war \
- textures/textures_svg_loading
+ textures/textures_to_image
TEXT = \
- text/text_raylib_fonts \
- text/text_font_spritefont \
- text/text_font_loading \
+ text/text_codepoints_loading \
+ text/text_draw_3d \
text/text_font_filters \
+ text/text_font_loading \
text/text_font_sdf \
+ text/text_font_spritefont \
text/text_format_text \
text/text_input_box \
- text/text_writing_anim \
+ text/text_raylib_fonts \
text/text_rectangle_bounds \
text/text_unicode \
- text/text_draw_3d \
- text/text_codepoints_loading
+ text/text_writing_anim
MODELS = \
models/models_animation \
@@ -434,51 +436,52 @@ MODELS = \
models/models_draw_cube_texture \
models/models_first_person_maze \
models/models_geometric_shapes \
- models/models_mesh_generation \
- models/models_mesh_picking \
+ models/models_heightmap \
models/models_loading \
- models/models_loading_vox \
models/models_loading_gltf \
models/models_loading_m3d \
+ models/models_loading_vox \
+ models/models_mesh_generation \
+ models/models_mesh_picking \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
- models/models_yaw_pitch_roll \
- models/models_heightmap \
- models/models_waving_cubes
+ models/models_waving_cubes \
+ models/models_yaw_pitch_roll
SHADERS = \
- shaders/shaders_model_shader \
- shaders/shaders_shapes_textures \
+ shaders/shaders_basic_lighting \
shaders/shaders_custom_uniform \
- shaders/shaders_postprocessing \
- shaders/shaders_palette_switch \
- shaders/shaders_raymarching \
- shaders/shaders_texture_drawing \
- shaders/shaders_texture_waves \
- shaders/shaders_texture_outline \
- shaders/shaders_julia_set \
+ shaders/shaders_deferred_render \
shaders/shaders_eratosthenes \
- shaders/shaders_basic_lighting \
shaders/shaders_fog \
- shaders/shaders_simple_mask \
- shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
+ shaders/shaders_hybrid_render \
+ shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_mesh_instancing \
+ shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
- shaders/shaders_write_depth \
- shaders/shaders_hybrid_render \
- shaders/shaders_deferred_render
+ shaders/shaders_palette_switch \
+ shaders/shaders_postprocessing \
+ shaders/shaders_raymarching \
+ shaders/shaders_shapes_textures \
+ shaders/shaders_simple_mask \
+ shaders/shaders_spotlight \
+ shaders/shaders_texture_drawing \
+ shaders/shaders_texture_outline \
+ shaders/shaders_texture_tiling \
+ shaders/shaders_texture_waves \
+ shaders/shaders_write_depth
AUDIO = \
+ audio/audio_mixed_processor \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_sound_multi \
- audio/audio_stream_effects \
- audio/audio_mixed_processor
+ audio/audio_stream_effects
OTHERS = \
others/easings_testbed \
diff --git a/examples/core/core_3d_camera_free.c b/examples/core/core_3d_camera_free.c
index ec849758..3c30a426 100644
--- a/examples/core/core_3d_camera_free.c
+++ b/examples/core/core_3d_camera_free.c
@@ -47,7 +47,7 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
- if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
diff --git a/examples/core/core_automation_events.png b/examples/core/core_automation_events.png
new file mode 100644
index 00000000..49cf3282
--- /dev/null
+++ b/examples/core/core_automation_events.png
Binary files differ
diff --git a/examples/core/core_input_gamepad_info.c b/examples/core/core_input_gamepad_info.c
index 55f0354b..9aebb815 100644
--- a/examples/core/core_input_gamepad_info.c
+++ b/examples/core/core_input_gamepad_info.c
@@ -31,40 +31,49 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
- int y = 10;
+ // Update
+ //----------------------------------------------------------------------------------
+ // TODO: Update your variables here
+ //----------------------------------------------------------------------------------
+ // Draw
+ //----------------------------------------------------------------------------------
BeginDrawing();
- ClearBackground(RAYWHITE);
+ ClearBackground(RAYWHITE);
- for (int i = 0; i < 4; i++) // by default rcore.h has a MAX_GAMEPADS of 4 so mimmic that here.
- {
- if (IsGamepadAvailable(i))
+ for (int i = 0, y = 10; i < 4; i++) // MAX_GAMEPADS = 4
{
- DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
- y += 30;
- DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
- y += 30;
- for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
+ if (IsGamepadAvailable(i))
{
- DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
+ DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
y += 30;
- }
- for (int button = 0; button < 32; button++)
- {
- DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
+ DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
y += 30;
+
+ for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
+ {
+ DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
+ y += 30;
+ }
+
+ for (int button = 0; button < 32; button++)
+ {
+ DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
+ y += 30;
+ }
}
}
- }
- DrawFPS(GetScreenWidth() - 100, 100);
+ DrawFPS(GetScreenWidth() - 100, 100);
EndDrawing();
+ //----------------------------------------------------------------------------------
}
// De-Initialization
diff --git a/examples/shaders/shader_texture_tiling.c b/examples/shaders/shader_texture_tiling.c
deleted file mode 100644
index 868d6b8f..00000000
--- a/examples/shaders/shader_texture_tiling.c
+++ /dev/null
@@ -1,94 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [textures] example - Texture Tiling
-*
-* Example demonstrates how to tile a texture on a 3D model using raylib.
-*
-* Example contributed by Luís Almeida (https://github.com/luis605)
-*
-* 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 Luís Almeida (https://github.com/luis605)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-//------------------------------------------------------------------------------------
-// Program main entry point
-//------------------------------------------------------------------------------------
-
-int main(void)
-{
- const int screenWidth = 800;
- const int screenHeight = 600;
-
- // Initialization
- //--------------------------------------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "Raylib Texture Tiling");
-
- SetTargetFPS(60);
-
- // Load a texture
- Texture2D texture = LoadTexture("resources/raylib_logo.png");
-
- // Create a cube mesh
- Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
-
- // Load the texture onto the GPU
- Model model = LoadModelFromMesh(cube);
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
-
- // Set the tiling of the texture
- float tiling[2] = {3.0f, 3.0f};
- Shader shader = LoadShader(0, "resources/shaders/glsl330/tiling.fs"); // Create a custom shader in a .glsl file
- SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
- model.materials[0].shader = shader;
-
- // Camera setup
- Camera camera = { 0 };
- camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.projection = CAMERA_PERSPECTIVE;
-
- // Main game loop
- while (!WindowShouldClose())
- {
- // Update
- //----------------------------------------------------------------------------------
-
- BeginDrawing();
- ClearBackground(RAYWHITE);
- UpdateCamera(&camera, CAMERA_FREE);
-
- // Draw the model
- {
- BeginMode3D(camera);
- BeginShaderMode(shader);
-
- DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE);
-
- EndShaderMode();
- EndMode3D();
- }
-
- DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
-
- EndDrawing();
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // Unload model
- UnloadShader(shader); // Unload shader
-
-
- CloseWindow(); // Close window and OpenGL context
-
- return 0;
-}
diff --git a/examples/shaders/shaders_custom_uniform.c b/examples/shaders/shaders_custom_uniform.c
index 0a1a7642..b3b80400 100644
--- a/examples/shaders/shaders_custom_uniform.c
+++ b/examples/shaders/shaders_custom_uniform.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
+* raylib [shaders] example - Postprocessing with custom uniform variable
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
diff --git a/examples/shaders/shaders_deferred_render.png b/examples/shaders/shaders_deferred_render.png
index 44129f0f..90fa0129 100644
--- a/examples/shaders/shaders_deferred_render.png
+++ b/examples/shaders/shaders_deferred_render.png
Binary files differ
diff --git a/examples/shaders/shaders_texture_tiling.c b/examples/shaders/shaders_texture_tiling.c
new file mode 100644
index 00000000..0d07bdff
--- /dev/null
+++ b/examples/shaders/shaders_texture_tiling.c
@@ -0,0 +1,105 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - texture tiling
+*
+* Example demonstrates how to tile a texture on a 3D model using raylib.
+*
+* Example contributed by Luis Almeida (@luis605) 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 Luis Almeida (@luis605)
+*
+********************************************************************************************/
+
+#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 - texture tiling");
+
+ // Define the camera to look into our 3d world
+ Camera3D camera = { 0 };
+ camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // Load a cube model
+ Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+ Model model = LoadModelFromMesh(cube);
+
+ // Load a texture and assign to cube model
+ Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
+
+ // Set the texture tiling using a shader
+ float tiling[2] = { 3.0f, 3.0f };
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION));
+ SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
+ model.materials[0].shader = shader;
+
+ DisableCursor(); // Limit cursor to relative movement inside the window
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_FREE);
+
+ if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ BeginShaderMode(shader);
+ DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
+ EndShaderMode();
+
+ DrawGrid(10, 1.0f);
+
+ EndMode3D();
+
+ DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadModel(model); // Unload model
+ UnloadShader(shader); // Unload shader
+ UnloadTexture(texture); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
diff --git a/examples/shaders/shaders_texture_tiling.png b/examples/shaders/shaders_texture_tiling.png
new file mode 100644
index 00000000..5dfe76ef
--- /dev/null
+++ b/examples/shaders/shaders_texture_tiling.png
Binary files differ
diff --git a/examples/shapes/shapes_lines_bezier.c b/examples/shapes/shapes_lines_bezier.c
index 5bd916ee..785d73a6 100644
--- a/examples/shapes/shapes_lines_bezier.c
+++ b/examples/shapes/shapes_lines_bezier.c
@@ -60,11 +60,11 @@ int main(void)
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
- // Draw line cubic-bezier, in-out interpolation (easing), no control points
+ // Draw line Cubic Bezier, in-out interpolation (easing), no control points
DrawLineBezier(start, end, 3.0f, BLUE);
- // Draw spline cubic-bezier with control points
- DrawSplineBezierCubic(start, startControl, endControl, end, 2.0f, RED);
+ // Draw spline Cubic Bezier with control points
+ DrawSplineSegmentBezierCubic(start, startControl, endControl, end, 2.0f, RED);
DrawLineEx(start, startControl, 1.0, LIGHTGRAY);
DrawLineEx(end, endControl, 1.0, LIGHTGRAY);
diff --git a/examples/shapes/shapes_splines_drawing.c b/examples/shapes/shapes_splines_drawing.c
index 58fcaf69..cfac931b 100644
--- a/examples/shapes/shapes_splines_drawing.c
+++ b/examples/shapes/shapes_splines_drawing.c
@@ -167,7 +167,7 @@ int main(void)
// Draw spline: cubic-bezier (with control points)
for (int i = 0; i < pointCount - 1; i++)
{
- DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
+ DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 10.0f, RED);
// Every cubic bezier point should have two control points
DrawCircleV(control[i].start, 4, GOLD);
diff --git a/examples/shapes/shapes_top_down_lights.c b/examples/shapes/shapes_top_down_lights.c
index b09137cb..f22cf3c1 100644
--- a/examples/shapes/shapes_top_down_lights.c
+++ b/examples/shapes/shapes_top_down_lights.c
@@ -335,6 +335,7 @@ int main(void)
DrawFPS(screenWidth - 80, 10);
DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
+
EndDrawing();
//----------------------------------------------------------------------------------
}