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-rw-r--r--examples/Makefile10
-rw-r--r--examples/Makefile.Web1020
-rw-r--r--examples/core/core_quat_conversion.c53
-rw-r--r--examples/core/core_random_values.c6
-rw-r--r--examples/core/core_smooth_pixelperfect.c (renamed from examples/core/core_2d_camera_smooth_pixelperfect.c)233
-rw-r--r--examples/core/core_split_screen.c4
-rw-r--r--examples/textures/textures_polygon.c (renamed from examples/textures/textures_poly.c)26
-rw-r--r--examples/textures/textures_polygon.png (renamed from examples/textures/textures_poly.png)bin194233 -> 194233 bytes
8 files changed, 1194 insertions, 158 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 9e40300b..c16dbed5 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -378,6 +378,7 @@ endif
# Define all 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 \
@@ -401,7 +402,9 @@ CORE = \
core/core_loading_thread \
core/core_quat_conversion \
core/core_window_flags \
- core/core_split_screen
+ core/core_split_screen \
+ core/core_smooth_pixelperfect \
+ core/core_custom_frame_control
SHAPES = \
shapes/shapes_basic_shapes \
@@ -440,7 +443,7 @@ TEXTURES = \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled \
- textures/textures_poly
+ textures/textures_polygon
TEXT = \
text/text_raylib_fonts \
@@ -465,6 +468,8 @@ MODELS = \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_loading \
+ models/models_loading_vox \
+ models/models_loading_gltf \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
@@ -481,6 +486,7 @@ SHADERS = \
shaders/shaders_raymarching \
shaders/shaders_texture_drawing \
shaders/shaders_texture_waves \
+ shaders/shaders_texture_outline \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
shaders/shaders_basic_lighting \
diff --git a/examples/Makefile.Web b/examples/Makefile.Web
new file mode 100644
index 00000000..afa08f50
--- /dev/null
+++ b/examples/Makefile.Web
@@ -0,0 +1,1020 @@
+#**************************************************************************************************
+#
+# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5
+#
+# Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
+#
+# This software is provided "as-is", without any express or implied warranty. In no event
+# will the authors be held liable for any damages arising from the use of this software.
+#
+# Permission is granted to anyone to use this software for any purpose, including commercial
+# applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+# 1. The origin of this software must not be misrepresented; you must not claim that you
+# wrote the original software. If you use this software in a product, an acknowledgment
+# in the product documentation would be appreciated but is not required.
+#
+# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+# as being the original software.
+#
+# 3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+.PHONY: all clean
+
+# Define required raylib variables
+PROJECT_NAME ?= raylib_examples
+RAYLIB_VERSION ?= 4.0.0
+RAYLIB_PATH ?= ..
+
+# Define default options
+
+# One of PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+PLATFORM ?= PLATFORM_DESKTOP
+
+# Locations of your newly installed library and associated headers. See ../src/Makefile
+# On Linux, if you have installed raylib but cannot compile the examples, check that
+# the *_INSTALL_PATH values here are the same as those in src/Makefile or point to known locations.
+# To enable system-wide compile-time and runtime linking to libraylib.so, run ../src/$ sudo make install RAYLIB_LIBTYPE_SHARED.
+# To enable compile-time linking to a special version of libraylib.so, change these variables here.
+# To enable runtime linking to a special version of libraylib.so, see EXAMPLE_RUNTIME_PATH below.
+# If there is a libraylib in both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH, at runtime,
+# the library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over the one at RAYLIB_INSTALL_PATH.
+# RAYLIB_INSTALL_PATH should be the desired full path to libraylib. No relative paths.
+DESTDIR ?= /usr/local
+RAYLIB_INSTALL_PATH ?= $(DESTDIR)/lib
+# RAYLIB_H_INSTALL_PATH locates the installed raylib header and associated source files.
+RAYLIB_H_INSTALL_PATH ?= $(DESTDIR)/include
+
+# Library type used for raylib: STATIC (.a) or SHARED (.so/.dll)
+RAYLIB_LIBTYPE ?= STATIC
+
+# Build mode for project: DEBUG or RELEASE
+BUILD_MODE ?= RELEASE
+
+# Use external GLFW library instead of rglfw module
+# TODO: Review usage on Linux. Target version of choice. Switch on -lglfw or -lglfw3
+USE_EXTERNAL_GLFW ?= FALSE
+
+# Use Wayland display server protocol on Linux desktop
+# by default it uses X11 windowing system
+USE_WAYLAND_DISPLAY ?= FALSE
+
+# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ # No uname.exe on MinGW!, but OS=Windows_NT on Windows!
+ # ifeq ($(UNAME),Msys) -> Windows
+ ifeq ($(OS),Windows_NT)
+ PLATFORM_OS=WINDOWS
+ else
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+ ifeq ($(UNAMEOS),FreeBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),OpenBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),NetBSD)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),DragonFly)
+ PLATFORM_OS=BSD
+ endif
+ ifeq ($(UNAMEOS),Darwin)
+ PLATFORM_OS=OSX
+ endif
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_DRM)
+ UNAMEOS=$(shell uname)
+ ifeq ($(UNAMEOS),Linux)
+ PLATFORM_OS=LINUX
+ endif
+endif
+
+# RAYLIB_PATH adjustment for different platforms.
+# If using GNU make, we can get the full path to the top of the tree. Windows? BSD?
+# Required for ldconfig or other tools that do not perform path expansion.
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ RAYLIB_PREFIX ?= ..
+ RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX))
+ endif
+endif
+# Default path for raylib on Raspberry Pi, if installed in different path, update it!
+# This is not currently used by src/Makefile. Not sure of its origin or usage. Refer to wiki.
+# TODO: update install: target in src/Makefile for RPI, consider relation to LINUX.
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ RAYLIB_PATH ?= /home/pi/raylib
+endif
+ifeq ($(PLATFORM),PLATFORM_DRM)
+ RAYLIB_PATH ?= /home/pi/raylib
+endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Emscripten required variables
+ EMSDK_PATH ?= C:/emsdk
+ EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten
+ CLANG_PATH = $(EMSDK_PATH)/upstream/bin
+ PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit
+ NODE_PATH = $(EMSDK_PATH)/node/14.15.5_64bit/bin
+ export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH);C:\raylib\MinGW\bin:$$(PATH)
+endif
+
+# Define raylib release directory for compiled library.
+# RAYLIB_RELEASE_PATH points to provided binaries or your freshly built version
+RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src
+
+# EXAMPLE_RUNTIME_PATH embeds a custom runtime location of libraylib.so or other desired libraries
+# into each example binary compiled with RAYLIB_LIBTYPE=SHARED. It defaults to RAYLIB_RELEASE_PATH
+# so that these examples link at runtime with your version of libraylib.so in ../release/libs/linux
+# without formal installation from ../src/Makefile. It aids portability and is useful if you have
+# multiple versions of raylib, have raylib installed to a non-standard location, or want to
+# bundle libraylib.so with your game. Change it to your liking.
+# NOTE: If, at runtime, there is a libraylib.so at both EXAMPLE_RUNTIME_PATH and RAYLIB_INSTALL_PATH,
+# The library at EXAMPLE_RUNTIME_PATH, if present, will take precedence over RAYLIB_INSTALL_PATH,
+# Implemented for LINUX below with CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+# To see the result, run readelf -d core/core_basic_window; looking at the RPATH or RUNPATH attribute.
+# To see which libraries a built example is linking to, ldd core/core_basic_window;
+# Look for libraylib.so.1 => $(RAYLIB_INSTALL_PATH)/libraylib.so.1 or similar listing.
+EXAMPLE_RUNTIME_PATH ?= $(RAYLIB_RELEASE_PATH)
+
+# Define default C compiler: gcc
+# NOTE: define g++ compiler if using C++
+CC = gcc
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),OSX)
+ # OSX default compiler
+ CC = clang
+ endif
+ ifeq ($(PLATFORM_OS),BSD)
+ # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler
+ CC = clang
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ ifeq ($(USE_RPI_CROSS_COMPILER),TRUE)
+ # Define RPI cross-compiler
+ #CC = armv6j-hardfloat-linux-gnueabi-gcc
+ CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # HTML5 emscripten compiler
+ # WARNING: To compile to HTML5, code must be redesigned
+ # to use emscripten.h and emscripten_set_main_loop()
+ CC = emcc
+endif
+
+# Define default make program
+MAKE = make
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ MAKE = mingw32-make
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_ANDROID)
+ MAKE = mingw32-make
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ MAKE = mingw32-make
+endif
+
+# Define compiler flags:
+# -O1 defines optimization level
+# -g include debug information on compilation
+# -s strip unnecessary data from build
+# -Wall turns on most, but not all, compiler warnings
+# -std=c99 defines C language mode (standard C from 1999 revision)
+# -std=gnu99 defines C language mode (GNU C from 1999 revision)
+# -Wno-missing-braces ignore invalid warning (GCC bug 53119)
+# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec
+CFLAGS += -Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result
+
+ifeq ($(BUILD_MODE),DEBUG)
+ CFLAGS += -g
+ ifeq ($(PLATFORM),PLATFORM_WEB)
+ CFLAGS += -s ASSERTIONS=1 --profiling
+ endif
+else
+ ifeq ($(PLATFORM),PLATFORM_WEB)
+ CFLAGS += -Os
+ else
+ CFLAGS += -s -O1
+ endif
+endif
+
+# Additional flags for compiler (if desired)
+#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),LINUX)
+ ifeq ($(RAYLIB_LIBTYPE),STATIC)
+ CFLAGS += -D_DEFAULT_SOURCE
+ endif
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ # Explicitly enable runtime link to libraylib.so
+ CFLAGS += -Wl,-rpath,$(EXAMPLE_RUNTIME_PATH)
+ endif
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ CFLAGS += -std=gnu99
+endif
+ifeq ($(PLATFORM),PLATFORM_DRM)
+ CFLAGS += -std=gnu99 -DEGL_NO_X11
+endif
+
+# Define include paths for required headers
+# NOTE: Some external/extras libraries could be required (stb, physac, easings...)
+INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras
+
+# Define additional directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # RPI required libraries
+ INCLUDE_PATHS += -I/opt/vc/include
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vmcs_host/linux
+ INCLUDE_PATHS += -I/opt/vc/include/interface/vcos/pthreads
+endif
+ifeq ($(PLATFORM),PLATFORM_DRM)
+ # DRM required libraries
+ INCLUDE_PATHS += -I/usr/include/libdrm
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),BSD)
+ # Consider -L$(RAYLIB_H_INSTALL_PATH)
+ INCLUDE_PATHS += -I/usr/local/include
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ INCLUDE_PATHS += -I$(RAYLIB_H_INSTALL_PATH)
+ endif
+endif
+
+# Define library paths containing required libs.
+LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
+
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # resource file contains windows executable icon and properties
+ LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data
+ # -Wl,--subsystem,windows hides the console window
+ ifeq ($(BUILD_MODE), RELEASE)
+ LDFLAGS += -Wl,--subsystem,windows
+ endif
+ endif
+ ifeq ($(PLATFORM_OS),BSD)
+ # Consider -L$(RAYLIB_INSTALL_PATH)
+ LDFLAGS += -L. -Lsrc -L/usr/local/lib
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Reset everything.
+ # Precedence: immediately local, installed version, raysan5 provided libs
+ LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # -Os # size optimization
+ # -O2 # optimization level 2, if used, also set --memory-init-file 0
+ # -s USE_GLFW=3 # Use glfw3 library (context/input management)
+ # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL!
+ # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB)
+ # -s USE_PTHREADS=1 # multithreading support
+ # -s WASM=0 # disable Web Assembly, emitted by default
+ # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS
+ # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data
+ # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off)
+ # --profiling # include information for code profiling
+ # --memory-init-file 0 # to avoid an external memory initialization code file (.mem)
+ # --preload-file resources # specify a resources folder for data compilation
+ # --source-map-base # allow debugging in browser with source map
+ LDFLAGS += -s USE_GLFW=3 -s ASYNCIFY
+
+ # NOTE: Simple raylib examples are compiled to be interpreter with asyncify, that way,
+ # we can compile same code for ALL platforms with no change required, but, working on bigger
+ # projects, code needs to be refactored to avoid a blocking while() loop, moving Update and Draw
+ # logic to a self contained function: UpdateDrawFrame(), check core_basic_window_web.c for reference.
+
+ # NOTE: Additional compilate flags for TOTAL_MEMORY, FORCE_FILESYSTEM and resources loading
+ # are specified per-example for optimization
+
+ # Define a custom shell .html and output extension
+ LDFLAGS += --shell-file $(RAYLIB_PATH)/src/shell.html
+ EXT = .html
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ LDFLAGS += -L/opt/vc/lib
+endif
+
+# Define any libraries required on linking
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ # Libraries for Windows desktop compilation
+ # NOTE: WinMM library required to set high-res timer resolution
+ LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm
+ # Required for physac examples
+ LDLIBS += -static -lpthread
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ # Libraries for Debian GNU/Linux desktop compiling
+ # NOTE: Required packages: libegl1-mesa-dev
+ LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt
+
+ # On X11 requires also below libraries
+ LDLIBS += -lX11
+ # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them
+ #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+
+ # On Wayland windowing system, additional libraries requires
+ ifeq ($(USE_WAYLAND_DISPLAY),TRUE)
+ LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon
+ endif
+ # Explicit link to libc
+ ifeq ($(RAYLIB_LIBTYPE),SHARED)
+ LDLIBS += -lc
+ endif
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ # Libraries for OSX 10.9 desktop compiling
+ # NOTE: Required packages: libopenal-dev libegl1-mesa-dev
+ LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo
+ endif
+ ifeq ($(PLATFORM_OS),BSD)
+ # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling
+ # NOTE: Required packages: mesa-libs
+ LDLIBS = -lraylib -lGL -lpthread -lm
+
+ # On XWindow requires also below libraries
+ LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+ endif
+ ifeq ($(USE_EXTERNAL_GLFW),TRUE)
+ # NOTE: It could require additional packages installed: libglfw3-dev
+ LDLIBS += -lglfw
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ # Libraries for Raspberry Pi compiling
+ # NOTE: Required packages: libasound2-dev (ALSA)
+ LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl
+endif
+ifeq ($(PLATFORM),PLATFORM_DRM)
+ # Libraries for DRM compiling
+ # NOTE: Required packages: libasound2-dev (ALSA)
+ LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ # Libraries for web (HTML5) compiling
+ LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a
+endif
+
+# Define all 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_multitouch \
+ core/core_input_gestures \
+ core/core_2d_camera \
+ core/core_2d_camera_platformer \
+ core/core_3d_camera_mode \
+ core/core_3d_camera_free \
+ core/core_3d_camera_first_person \
+ core/core_3d_picking \
+ core/core_world_screen \
+ core/core_custom_logging \
+ core/core_window_letterbox \
+ core/core_drop_files \
+ core/core_random_values \
+ core/core_scissor_test \
+ core/core_storage_values \
+ core/core_vr_simulator \
+ core/core_loading_thread \
+ core/core_quat_conversion \
+ core/core_window_flags \
+ core/core_split_screen \
+ core/core_smooth_pixelperfect \
+ core/core_custom_frame_control
+
+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_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
+
+TEXTURES = \
+ textures/textures_logo_raylib \
+ textures/textures_mouse_painting \
+ textures/textures_rectangle \
+ textures/textures_srcrec_dstrec \
+ textures/textures_image_drawing \
+ textures/textures_image_generation \
+ textures/textures_image_loading \
+ textures/textures_image_processing \
+ textures/textures_image_text \
+ textures/textures_to_image \
+ textures/textures_raw_data \
+ textures/textures_particles_blending \
+ textures/textures_npatch_drawing \
+ textures/textures_background_scrolling \
+ textures/textures_sprite_button \
+ textures/textures_sprite_explosion \
+ textures/textures_bunnymark \
+ textures/textures_blend_modes \
+ textures/textures_draw_tiled \
+ textures/textures_polygon
+
+TEXT = \
+ text/text_raylib_fonts \
+ text/text_font_spritefont \
+ text/text_font_loading \
+ text/text_font_filters \
+ text/text_font_sdf \
+ text/text_format_text \
+ text/text_input_box \
+ text/text_writing_anim \
+ text/text_rectangle_bounds \
+ text/text_unicode \
+ text/text_draw_3d
+
+MODELS = \
+ models/models_animation \
+ models/models_billboard \
+ models/models_box_collisions \
+ models/models_cubicmap \
+ models/models_first_person_maze \
+ models/models_geometric_shapes \
+ models/models_mesh_generation \
+ models/models_mesh_picking \
+ models/models_loading \
+ models/models_loading_vox \
+ models/models_loading_gltf \
+ models/models_orthographic_projection \
+ models/models_rlgl_solar_system \
+ models/models_skybox \
+ models/models_yaw_pitch_roll \
+ models/models_heightmap \
+ models/models_waving_cubes
+
+SHADERS = \
+ shaders/shaders_model_shader \
+ shaders/shaders_shapes_textures \
+ 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_eratosthenes \
+ shaders/shaders_basic_lighting \
+ shaders/shaders_fog \
+ shaders/shaders_simple_mask \
+ shaders/shaders_spotlight \
+ shaders/shaders_hot_reloading \
+ shaders/shaders_mesh_instancing \
+ shaders/shaders_multi_sample2d
+
+AUDIO = \
+ audio/audio_module_playing \
+ audio/audio_music_stream \
+ audio/audio_raw_stream \
+ audio/audio_sound_loading \
+ audio/audio_multichannel_sound
+
+PHYSICS = \
+ physics/physics_demo \
+ physics/physics_friction \
+ physics/physics_movement \
+ physics/physics_restitution \
+ physics/physics_shatter
+
+
+CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
+
+# Default target entry
+all: $(CORE) $(SHAPES) $(TEXT) $(TEXTURES) $(MODELS) $(SHADERS) $(AUDIO) $(PHYSICS)
+
+core: $(CORE)
+shapes: $(SHAPES)
+textures: $(TEXTURES)
+text: $(TEXT)
+models: $(MODELS)
+shaders: $(SHADERS)
+audio: $(AUDIO)
+physics: $(PHYSICS)
+
+# Compile CORE examples
+core/core_basic_window: core/core_basic_window.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_input_keys: core/core_input_keys.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_input_mouse: core/core_input_mouse.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_input_mouse_wheel: core/core_input_mouse_wheel.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 \
+ --preload-file core/resources/xbox.png@resources/xbox.png
+
+core/core_input_multitouch: core/core_input_multitouch.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_input_gestures: core/core_input_gestures.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_2d_camera: core/core_2d_camera.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_2d_camera_platformer: core/core_2d_camera_platformer.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_3d_camera_mode: core/core_3d_camera_mode.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_3d_camera_free: core/core_3d_camera_free.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_3d_camera_first_person: core/core_3d_camera_first_person.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_3d_picking: core/core_3d_picking.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_world_screen: core/core_world_screen.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_custom_logging: core/core_custom_logging.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_window_letterbox: core/core_window_letterbox.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_drop_files: core/core_drop_files.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1
+
+core/core_random_values: core/core_random_values.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_scissor_test: core/core_scissor_test.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_storage_values: core/core_storage_values.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s FORCE_FILESYSTEM=1
+
+core/core_vr_simulator: core/core_vr_simulator.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file core/resources/distortion100.fs@resources/distortion100.fs
+
+core/core_loading_thread: core/core_loading_thread.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s USE_PTHREADS=1
+
+core/core_quat_conversion: core/core_quat_conversion.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+core/core_window_flags: core/core_window_flags.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+# Compile SHAPES examples
+shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_bouncing_ball: shapes/shapes_bouncing_ball.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_colors_palette: shapes/shapes_colors_palette.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_logo_raylib: shapes/shapes_logo_raylib.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_logo_raylib_anim: shapes/shapes_logo_raylib_anim.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_rectangle_scaling: shapes/shapes_rectangle_scaling.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_lines_bezier: shapes/shapes_lines_bezier.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_collision_area: shapes/shapes_collision_area.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_following_eyes: shapes/shapes_following_eyes.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_easings_ball_anim: shapes/shapes_easings_ball_anim.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_easings_box_anim: shapes/shapes_easings_box_anim.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_easings_rectangle_array: shapes/shapes_easings_rectangle_array.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_draw_ring: shapes/shapes_draw_ring.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_draw_circle_sector: shapes/shapes_draw_circle_sector.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+shapes/shapes_draw_rectangle_rounded: shapes/shapes_draw_rectangle_rounded.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+# Compile TEXTURES examples
+textures/textures_logo_raylib: textures/textures_logo_raylib.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
+
+textures/textures_mouse_painting: textures/textures_mouse_painting.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+textures/textures_rectangle: textures/textures_rectangle.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/scarfy.png@resources/scarfy.png
+
+textures/textures_srcrec_dstrec: textures/textures_srcrec_dstrec.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/scarfy.png@resources/scarfy.png
+
+textures/textures_image_loading: textures/textures_image_loading.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
+
+textures/textures_image_drawing: textures/textures_image_drawing.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/custom_jupiter_crash.png@resources/custom_jupiter_crash.png \
+ --preload-file textures/resources/parrots.png@resources/parrots.png \
+ --preload-file textures/resources/cat.png@resources/cat.png
+
+textures/textures_image_generation: textures/textures_image_generation.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864
+
+textures/textures_image_processing: textures/textures_image_processing.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/parrots.png@resources/parrots.png
+
+textures/textures_image_text: textures/textures_image_text.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file textures/resources/parrots.png@resources/parrots.png \
+ --preload-file textures/resources/KAISG.ttf@resources/KAISG.ttf
+
+textures/textures_to_image: textures/textures_to_image.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
+
+textures/textures_raw_data: textures/textures_raw_data.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/fudesumi.raw@resources/fudesumi.raw
+
+textures/textures_particles_blending: textures/textures_particles_blending.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/spark_flame.png@resources/spark_flame.png
+
+textures/textures_npatch_drawing: textures/textures_npatch_drawing.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/ninepatch_button.png@resources/ninepatch_button.png
+
+textures/textures_background_scrolling: textures/textures_background_scrolling.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/cyberpunk_street_background.png@resources/cyberpunk_street_background.png \
+ --preload-file textures/resources/cyberpunk_street_midground.png@resources/cyberpunk_street_midground.png \
+ --preload-file textures/resources/cyberpunk_street_foreground.png@resources/cyberpunk_street_foreground.png
+
+textures/textures_sprite_button: textures/textures_sprite_button.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/button.png@resources/button.png \
+ --preload-file textures/resources/buttonfx.wav@resources/buttonfx.wav
+
+textures/textures_sprite_explosion: textures/textures_sprite_explosion.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/explosion.png@resources/explosion.png \
+ --preload-file textures/resources/boom.wav@resources/boom.wav
+
+textures/textures_bunnymark: textures/textures_bunnymark.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file textures/resources/wabbit_alpha.png@resources/wabbit_alpha.png
+
+textures/textures_blend_modes: textures/textures_blend_modes.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s ASYNCIFY \
+ --preload-file textures/resources/cyberpunk_street_background.png@resources/cyberpunk_street_background.png \
+ --preload-file textures/resources/cyberpunk_street_foreground.png@resources/cyberpunk_street_foreground.png
+
+textures/textures_draw_tiled: textures/textures_draw_tiled.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s ASYNCIFY \
+ --preload-file textures/resources/patterns.png@resources/patterns.png
+
+# Compile TEXT examples
+text/text_raylib_fonts: text/text_raylib_fonts.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file text/resources/fonts/alagard.png@resources/fonts/alagard.png \
+ --preload-file text/resources/fonts/pixelplay.png@resources/fonts/pixelplay.png \
+ --preload-file text/resources/fonts/mecha.png@resources/fonts/mecha.png \
+ --preload-file text/resources/fonts/setback.png@resources/fonts/setback.png \
+ --preload-file text/resources/fonts/romulus.png@resources/fonts/romulus.png \
+ --preload-file text/resources/fonts/pixantiqua.png@resources/fonts/pixantiqua.png \
+ --preload-file text/resources/fonts/alpha_beta.png@resources/fonts/alpha_beta.png \
+ --preload-file text/resources/fonts/jupiter_crash.png@resources/fonts/jupiter_crash.png
+
+text/text_font_spritefont: text/text_font_spritefont.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file text/resources/custom_mecha.png@resources/custom_mecha.png \
+ --preload-file text/resources/custom_alagard.png@resources/custom_alagard.png \
+ --preload-file text/resources/custom_jupiter_crash.png@resources/custom_jupiter_crash.png
+
+text/text_font_loading: text/text_font_loading.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file text/resources/pixantiqua.fnt@resources/pixantiqua.fnt \
+ --preload-file text/resources/pixantiqua.png@resources/pixantiqua.png \
+ --preload-file text/resources/pixantiqua.ttf@resources/pixantiqua.ttf
+
+text/text_font_filters: text/text_font_filters.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file text/resources/KAISG.ttf@resources/KAISG.ttf
+
+text/text_font_sdf: text/text_font_sdf.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file text/resources/anonymous_pro_bold.ttf@resources/anonymous_pro_bold.ttf \
+ --preload-file text/resources/shaders/glsl100/sdf.fs@resources/shaders/glsl100/sdf.fs
+
+text/text_format_text: text/text_format_text.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+text/text_input_box: text/text_input_box.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+text/text_writing_anim: text/text_writing_anim.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+text/text_rectangle_bounds: text/text_rectangle_bounds.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+text/text_unicode: text/text_unicode.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file text/resources/dejavu.fnt@resources/dejavu.fnt \
+ --preload-file text/resources/dejavu.png@resources/dejavu.png \
+ --preload-file text/resources/noto_cjk.fnt@resources/noto_cjk.fnt \
+ --preload-file text/resources/noto_cjk.png@resources/noto_cjk.png \
+ --preload-file text/resources/symbola.fnt@resources/symbola.fnt \
+ --preload-file text/resources/symbola.png@resources/symbola.png
+
+# Compile MODELS examples
+models/models_animation: models/models_animation.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file models/resources/iqm/guy/guy.iqm@resources/iqm/guy/guy.iqm \
+ --preload-file models/resources/iqm/guy/guytex.png@resources/iqm/guy/guytex.png \
+ --preload-file models/resources/iqm/guy/guyanim.iqm@resources/iqm/guy/guyanim.iqm
+
+models/models_billboard: models/models_billboard.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file models/resources/billboard.png@resources/billboard.png
+
+models/models_box_collisions: models/models_box_collisions.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+models/models_cubicmap: models/models_cubicmap.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file models/resources/cubicmap.png@resources/cubicmap.png \
+ --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
+
+models/models_first_person_maze: models/models_first_person_maze.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file models/resources/cubicmap.png@resources/cubicmap.png \
+ --preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
+
+models/models_geometric_shapes: models/models_geometric_shapes.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+models/models_mesh_generation: models/models_mesh_generation.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+models/models_mesh_picking: models/models_mesh_picking.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file models/resources/models/obj/turret.obj@resources/models/obj/turret.obj \
+ --preload-file models/resources/models/obj/turret_diffuse.png@resources/models/obj/turret_diffuse.png
+
+models/models_loading: models/models_loading.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file models/resources/models/obj/castle.obj@resources/models/obj/castle.obj \
+ --preload-file models/resources/models/obj/castle_diffuse.png@resources/models/obj/castle_diffuse.png
+
+models/models_loading_vox: models/models_loading_vox.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file models/resources/models/vox/chr_knight.vox@resources/models/vox/chr_knight.vox \
+ --preload-file models/resources/models/vox/chr_sword.vox@resources/models/vox/chr_sword.vox \
+ --preload-file models/resources/models/vox/monu9.vox@resources/models/vox/monu9.vox
+
+models/models_loading_gltf: models/models_loading_gltf.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file models/resources/models/gltf/raylib_32x32.glb@resources/models/gltf/raylib_32x32.glb \
+ --preload-file models/resources/models/gltf/girl.glb@resources/models/gltf/girl.glb
+
+models/models_orthographic_projection: models/models_orthographic_projection.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+models/models_rlgl_solar_system: models/models_rlgl_solar_system.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+models/models_skybox: models/models_skybox.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 -s FORCE_FILESYSTEM=1 \
+ --preload-file models/resources/dresden_square_2k.hdr@resources/dresden_square_2k.hdr \
+ --preload-file models/resources/shaders/glsl100/skybox.vs@resources/shaders/glsl100/skybox.vs \
+ --preload-file models/resources/shaders/glsl100/skybox.fs@resources/shaders/glsl100/skybox.fs \
+ --preload-file models/resources/shaders/glsl100/cubemap.vs@resources/shaders/glsl100/cubemap.vs \
+ --preload-file models/resources/shaders/glsl100/cubemap.fs@resources/shaders/glsl100/cubemap.fs
+
+models/models_yaw_pitch_roll: models/models_yaw_pitch_roll.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file models/resources/models/gltf/plane/plane.gltf@resources/models/gltf/plane/plane.gltf \
+ --preload-file models/resources/models/gltf/plane/plane_diffuse.png@resources/models/gltf/plane/plane_diffuse.png
+
+models/models_heightmap: models/models_heightmap.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file models/resources/heightmap.png@resources/heightmap.png
+
+models/models_waving_cubes: models/models_waving_cubes.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
+
+# Compile SHADER examples
+shaders/shaders_model_shader: shaders/shaders_model_shader.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file shaders/resources/models/obj/watermill.obj@resources/models/obj/watermill.obj \
+ --preload-file shaders/resources/models/obj/watermill_diffuse.png@resources/models/obj/watermill_diffuse.png \
+ --preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
+
+shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/fudesumi.png@resources/fudesumi.png \
+ --preload-file shaders/resources/shaders/glsl100/base.vs@resources/shaders/glsl100/base.vs \
+ --preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
+
+shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file shaders/resources/models/obj/barracks.obj@resources/models/obj/barracks.obj \
+ --preload-file shaders/resources/models/obj/barracks_diffuse.png@resources/models/obj/barracks_diffuse.png \
+ --preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs
+
+shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file shaders/resources/models/obj/church.obj@resources/models/obj/church.obj \
+ --preload-file shaders/resources/models/obj/church_diffuse.png@resources/models/obj/church_diffuse.png \
+ --preload-file shaders/resources/shaders/glsl100@resources/shaders/glsl100
+
+shaders/shaders_palette_switch: shaders/shaders_palette_switch.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/shaders/glsl100/palette_switch.fs@resources/shaders/glsl100/palette_switch.fs
+
+shaders/shaders_raymarching: shaders/shaders_raymarching.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/shaders/glsl100/raymarching.fs@resources/shaders/glsl100/raymarching.fs
+
+shaders/shaders_texture_drawing: shaders/shaders_texture_drawing.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/shaders/glsl100/cubes_panning.fs@resources/shaders/glsl100/cubes_panning.fs
+
+shaders/shaders_texture_waves: shaders/shaders_texture_waves.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/space.png@resources/space.png \
+ --preload-file shaders/resources/shaders/glsl100/wave.fs@resources/shaders/glsl100/wave.fs
+
+shaders/shaders_julia_set: shaders/shaders_julia_set.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/shaders/glsl100/julia_set.fs@resources/shaders/glsl100/julia_set.fs
+
+shaders/shaders_eratosthenes: shaders/shaders_eratosthenes.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/shaders/glsl100/eratosthenes.fs@resources/shaders/glsl100/eratosthenes.fs
+
+shaders/shaders_basic_lighting: shaders/shaders_basic_lighting.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
+ --preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \
+ --preload-file shaders/resources/shaders/glsl100/base_lighting.vs@resources/shaders/glsl100/base_lighting.vs
+
+shaders/shaders_fog: shaders/shaders_fog.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/texel_checker.png@resources/texel_checker.png \
+ --preload-file shaders/resources/shaders/glsl100/fog.fs@resources/shaders/glsl100/fog.fs \
+ --preload-file shaders/resources/shaders/glsl100/base_lighting.vs@resources/shaders/glsl100/base_lighting.vs
+
+shaders/shaders_simple_mask: shaders/shaders_simple_mask.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/plasma.png@resources/plasma.png \
+ --preload-file shaders/resources/mask.png@resources/mask.png \
+ --preload-file shaders/resources/shaders/glsl100/mask.fs@resources/shaders/glsl100/mask.fs
+
+shaders/shaders_spotlight: shaders/shaders_spotlight.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/raysan.png@resources/raysan.png \
+ --preload-file shaders/resources/shaders/glsl100/spotlight.fs@resources/shaders/glsl100/spotlight.fs
+
+shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s FORCE_FILESYSTEM=1 \
+ --preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs
+
+shaders/shaders_rlgl_mesh_instanced: shaders/shaders_rlgl_mesh_instanced.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \
+ --preload-file shaders/resources/shaders/glsl100/base_lighting_instanced.vs@resources/shaders/glsl100/base_lighting_instanced.vs
+
+shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs
+
+# Compile AUDIO examples
+audio/audio_module_playing: audio/audio_module_playing.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file audio/resources/mini1111.xm@resources/mini1111.xm
+
+audio/audio_music_stream: audio/audio_music_stream.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
+ --preload-file audio/resources/country.mp3@resources/country.mp3
+
+audio/audio_raw_stream: audio/audio_raw_stream.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864
+
+audio/audio_sound_loading: audio/audio_sound_loading.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file audio/resources/sound.wav@resources/sound.wav \
+ --preload-file audio/resources/target.ogg@resources/target.ogg
+
+audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
+ --preload-file audio/resources/sound.wav@resources/sound.wav \
+ --preload-file audio/resources/target.ogg@resources/target.ogg
+
+# Compile PHYSICS examples
+physics/physics_demo: physics/physics_demo.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -static -lpthread -D$(PLATFORM) -s USE_PTHREADS=1
+
+physics/physics_friction: physics/physics_friction.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -static -lpthread -D$(PLATFORM) -s USE_PTHREADS=1
+
+physics/physics_movement: physics/physics_movement.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -static -lpthread -D$(PLATFORM) -s USE_PTHREADS=1
+
+physics/physics_restitution: physics/physics_restitution.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -static -lpthread -D$(PLATFORM) -s USE_PTHREADS=1
+
+physics/physics_shatter: physics/physics_shatter.c
+ $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -static -lpthread -D$(PLATFORM) -s USE_PTHREADS=1
+
+
+# Clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ ifeq ($(PLATFORM_OS),WINDOWS)
+ del *.o *.exe /s
+ endif
+ ifeq ($(PLATFORM_OS),LINUX)
+ find . -type f -executable -delete
+ rm -fv *.o
+ endif
+ ifeq ($(PLATFORM_OS),OSX)
+ find . -type f -perm +ugo+x -delete
+ rm -f *.o
+ endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+ find . -type f -executable -delete
+ rm -fv *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_DRM)
+ find . -type f -executable -delete
+ rm -fv *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+ del *.o *.html *.js
+endif
+ @echo Cleaning done
+
diff --git a/examples/core/core_quat_conversion.c b/examples/core/core_quat_conversion.c
index f3c9b757..3fc98b3d 100644
--- a/examples/core/core_quat_conversion.c
+++ b/examples/core/core_quat_conversion.c
@@ -10,7 +10,7 @@
*
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
*
-* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
+* Copyright (c) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -32,15 +32,23 @@ int main(void)
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 (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
+ camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
- Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
- Model model = LoadModelFromMesh(mesh);
+ // Load a cylinder model for testing
+ Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
- // Some required variables
+ // Generic quaternion for operations
Quaternion q1 = { 0 };
- Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
- Vector3 v1 = { 0 }, v2 = { 0 };
+
+ // Transform matrices required to draw 4 cylinders
+ Matrix m1 = { 0 };
+ Matrix m2 = { 0 };
+ Matrix m3 = { 0 };
+ Matrix m4 = { 0 };
+
+ // Generic vectors for rotations
+ Vector3 v1 = { 0 };
+ Vector3 v2 = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -50,6 +58,10 @@ int main(void)
{
// Update
//--------------------------------------------------------------------------------------
+ if (v2.x < 0) v2.x += PI*2;
+ if (v2.y < 0) v2.y += PI*2;
+ if (v2.z < 0) v2.z += PI*2;
+
if (!IsKeyDown(KEY_SPACE))
{
v1.x += 0.01f;
@@ -68,7 +80,7 @@ int main(void)
q1 = QuaternionFromMatrix(m1);
m3 = QuaternionToMatrix(q1);
- v2 = QuaternionToEuler(q1);
+ v2 = QuaternionToEuler(q1); // Angles returned in radians
m4 = MatrixRotateZYX(v2);
//--------------------------------------------------------------------------------------
@@ -83,10 +95,13 @@ int main(void)
model.transform = m1;
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
+
model.transform = m2;
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
+
model.transform = m3;
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
+
model.transform = m4;
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
@@ -94,23 +109,13 @@ int main(void)
EndMode3D();
- if (v2.x < 0) v2.x += PI*2;
- if (v2.y < 0) v2.y += PI*2;
- if (v2.z < 0) v2.z += PI*2;
-
- Color cx,cy,cz;
- cx = cy = cz = BLACK;
- if (v1.x == v2.x) cx = GREEN;
- if (v1.y == v2.y) cy = GREEN;
- if (v1.z == v2.z) cz = GREEN;
-
- DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
- DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
- DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
+ DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
+ DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
+ DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
- DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
- DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
- DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
+ DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
+ DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
+ DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
diff --git a/examples/core/core_random_values.c b/examples/core/core_random_values.c
index 260e708c..b44b5faf 100644
--- a/examples/core/core_random_values.c
+++ b/examples/core/core_random_values.c
@@ -20,10 +20,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
- int framesCounter = 0; // Variable used to count frames
+ // SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
-
+
+ int framesCounter = 0; // Variable used to count frames
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
diff --git a/examples/core/core_2d_camera_smooth_pixelperfect.c b/examples/core/core_smooth_pixelperfect.c
index 75ffe262..86a64701 100644
--- a/examples/core/core_2d_camera_smooth_pixelperfect.c
+++ b/examples/core/core_smooth_pixelperfect.c
@@ -1,118 +1,117 @@
-/*******************************************************************************************
-*
-* raylib [core] example - smooth pixel-perfect camera
-*
-* This example has been created using raylib 3.7 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
-* reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include <math.h> // Required for: sinf(), cosf()
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- const int virtualScreenWidth = 160;
- const int virtualScreenHeight = 90;
-
- const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
-
- InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
-
- Camera2D worldSpaceCamera = { 0 }; // Game world camera
- worldSpaceCamera.zoom = 1.0f;
-
- Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
- screenSpaceCamera.zoom = 1.0f;
-
- RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
-
- Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
- Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
- Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
-
- // The target's height is flipped (in the source Rectangle), due to OpenGL reasons
- Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
- Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
-
- Vector2 origin = { 0.0f, 0.0f };
-
- float rotation = 0.0f;
-
- float cameraX = 0.0f;
- float cameraY = 0.0f;
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
-
- // Make the camera move to demonstrate the effect
- cameraX = (sinf(GetTime())*50.0f) - 10.0f;
- cameraY = cosf(GetTime())*30.0f;
-
- // Set the camera's target to the values computed above
- screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
-
- // Round worldSpace coordinates, keep decimals into screenSpace coordinates
- worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
- screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
- screenSpaceCamera.target.x *= virtualRatio;
-
- worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
- screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
- screenSpaceCamera.target.y *= virtualRatio;
-
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginTextureMode(target);
- ClearBackground(RAYWHITE);
-
- BeginMode2D(worldSpaceCamera);
- DrawRectanglePro(rec01, origin, rotation, BLACK);
- DrawRectanglePro(rec02, origin, -rotation, RED);
- DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
- EndMode2D();
- EndTextureMode();
-
- BeginDrawing();
- ClearBackground(RED);
-
- BeginMode2D(screenSpaceCamera);
- DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
- EndMode2D();
-
- DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
- DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
- DrawFPS(GetScreenWidth() - 95, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadRenderTexture(target); // Unload render texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
+/*******************************************************************************************
+*
+* raylib [core] example - smooth pixel-perfect camera
+*
+* This example has been created using raylib 3.7 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
+* reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <math.h> // Required for: sinf(), cosf()
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ const int virtualScreenWidth = 160;
+ const int virtualScreenHeight = 90;
+
+ const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
+
+ InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
+
+ Camera2D worldSpaceCamera = { 0 }; // Game world camera
+ worldSpaceCamera.zoom = 1.0f;
+
+ Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
+ screenSpaceCamera.zoom = 1.0f;
+
+ RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
+
+ Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
+ Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
+ Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
+
+ // The target's height is flipped (in the source Rectangle), due to OpenGL reasons
+ Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
+ Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
+
+ Vector2 origin = { 0.0f, 0.0f };
+
+ float rotation = 0.0f;
+
+ float cameraX = 0.0f;
+ float cameraY = 0.0f;
+
+ SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
+
+ // Make the camera move to demonstrate the effect
+ cameraX = (sinf(GetTime())*50.0f) - 10.0f;
+ cameraY = cosf(GetTime())*30.0f;
+
+ // Set the camera's target to the values computed above
+ screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
+
+ // Round worldSpace coordinates, keep decimals into screenSpace coordinates
+ worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
+ screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
+ screenSpaceCamera.target.x *= virtualRatio;
+
+ worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
+ screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
+ screenSpaceCamera.target.y *= virtualRatio;
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginTextureMode(target);
+ ClearBackground(RAYWHITE);
+
+ BeginMode2D(worldSpaceCamera);
+ DrawRectanglePro(rec01, origin, rotation, BLACK);
+ DrawRectanglePro(rec02, origin, -rotation, RED);
+ DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
+ EndMode2D();
+ EndTextureMode();
+
+ BeginDrawing();
+ ClearBackground(RED);
+
+ BeginMode2D(screenSpaceCamera);
+ DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
+ EndMode2D();
+
+ DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
+ DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
+ DrawFPS(GetScreenWidth() - 95, 10);
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadRenderTexture(target); // Unload render texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
} \ No newline at end of file
diff --git a/examples/core/core_split_screen.c b/examples/core/core_split_screen.c
index 31c3fb4b..1f4242e7 100644
--- a/examples/core/core_split_screen.c
+++ b/examples/core/core_split_screen.c
@@ -122,7 +122,7 @@ int main(void)
BeginMode3D(cameraPlayer1);
DrawScene();
EndMode3D();
- DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
+ DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
EndTextureMode();
// Draw Player2 view to the render texture
@@ -131,7 +131,7 @@ int main(void)
BeginMode3D(cameraPlayer2);
DrawScene();
EndMode3D();
- DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
+ DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
EndTextureMode();
// Draw both views render textures to the screen side by side
diff --git a/examples/textures/textures_poly.c b/examples/textures/textures_polygon.c
index a2423a4b..9d26505e 100644
--- a/examples/textures/textures_poly.c
+++ b/examples/textures/textures_polygon.c
@@ -15,7 +15,7 @@
#include "raylib.h"
#include "raymath.h"
-#define MAX_POINTS 11 // 10 points and back to the start
+#define MAX_POINTS 11 // 10 points and back to the start
int main(void)
{
@@ -23,7 +23,10 @@ int main(void)
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
+ // Define texture coordinates to map our texture to poly
Vector2 texcoords[MAX_POINTS] = {
(Vector2){ 0.75f, 0.0f },
(Vector2){ 0.25f, 0.0f },
@@ -38,22 +41,24 @@ int main(void)
(Vector2){ 0.75f, 0.0f} // Close the poly
};
+ // Define the base poly vertices from the UV's
+ // NOTE: They can be specified in any other way
Vector2 points[MAX_POINTS] = { 0 };
-
- // Create the poly coords from the UV's
- // you don't have to do this you can specify
- // them however you want
for (int i = 0; i < MAX_POINTS; i++)
{
points[i].x = (texcoords[i].x - 0.5f)*256.0f;
points[i].y = (texcoords[i].y - 0.5f)*256.0f;
}
+
+ // Define the vertices drawing position
+ // NOTE: Initially same as points but updated every frame
+ Vector2 positions[MAX_POINTS] = { 0 };
+ for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
-
+ // Load texture to be mapped to poly
Texture texture = LoadTexture("resources/cat.png");
- float angle = 0.0f;
+ float angle = 0.0f; // Rotation angle (in degrees)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -63,10 +68,9 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
+ // Update points rotation with an angle transform
+ // NOTE: Base points position are not modified
angle++;
-
- Vector2 positions[MAX_POINTS] = { 0 };
-
for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
//----------------------------------------------------------------------------------
diff --git a/examples/textures/textures_poly.png b/examples/textures/textures_polygon.png
index b977ada8..b977ada8 100644
--- a/examples/textures/textures_poly.png
+++ b/examples/textures/textures_polygon.png
Binary files differ