diff options
| -rw-r--r-- | examples/Makefile | 10 | ||||
| -rw-r--r-- | examples/Makefile.Web | 1020 | ||||
| -rw-r--r-- | examples/core/core_quat_conversion.c | 53 | ||||
| -rw-r--r-- | examples/core/core_random_values.c | 6 | ||||
| -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.c | 4 | ||||
| -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) | bin | 194233 -> 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 Binary files differindex b977ada8..b977ada8 100644 --- a/examples/textures/textures_poly.png +++ b/examples/textures/textures_polygon.png |
