From 20d205cae5bf78d00fb03c266999c33488cbd2c8 Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 8 Apr 2017 23:31:58 +0200 Subject: Working on examples... --- examples/models/models_ray_picking.c | 19 +- examples/models/resources/model/lowpoly-tower.obj | 456 ---------------------- examples/models/resources/model/lowpoly-tower.png | Bin 24939 -> 0 bytes examples/models/resources/tower.obj | 456 ++++++++++++++++++++++ examples/models/resources/tower.png | Bin 0 -> 24939 bytes 5 files changed, 467 insertions(+), 464 deletions(-) delete mode 100644 examples/models/resources/model/lowpoly-tower.obj delete mode 100644 examples/models/resources/model/lowpoly-tower.png create mode 100644 examples/models/resources/tower.obj create mode 100644 examples/models/resources/tower.png (limited to 'examples/models') diff --git a/examples/models/models_ray_picking.c b/examples/models/models_ray_picking.c index 67b13155..55914fa2 100644 --- a/examples/models/models_ray_picking.c +++ b/examples/models/models_ray_picking.c @@ -11,7 +11,7 @@ ********************************************************************************************/ #include "raylib.h" -#include "../src/raymath.h" +#include "raymath.h" #include #include @@ -28,19 +28,19 @@ int main() // Define the camera to look into our 3d world Camera camera; - camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position + camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y Ray ray; // Picking line ray - Model tower = LoadModel("resources/model/lowpoly-tower.obj"); // Load OBJ model - Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png"); // Load model texture - tower.material.texDiffuse = texture; // Set model diffuse texture + Model tower = LoadModel("resources/tower.obj"); // Load OBJ model + Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture + tower.material.texDiffuse = texture; // Set model diffuse texture - Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position - BoundingBox towerBBox = CalculateBoundingBox( tower.mesh ); + Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position + BoundingBox towerBBox = CalculateBoundingBox(tower.mesh); bool hitMeshBBox = false; bool hitTriangle = false; @@ -187,7 +187,10 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - CloseWindow(); // Close window and OpenGL context + UnloadModel(tower); // Unload model + UnloadTexture(texture); // Unload texture + + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; diff --git a/examples/models/resources/model/lowpoly-tower.obj 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| 197 ---------------------- examples/others/particles_trail_blending.c | 135 --------------- examples/physac/physics_demo.c | 9 +- examples/physac/physics_friction.c | 10 +- examples/physac/physics_movement.c | 12 +- examples/physac/physics_restitution.c | 10 +- examples/physac/physics_shatter.c | 10 +- examples/text/resources/fonts/alagard.png | Bin 0 -> 4424 bytes examples/text/resources/fonts/alagard.rbmf | Bin 2159 -> 0 bytes examples/text/resources/fonts/alpha_beta.png | Bin 0 -> 2442 bytes examples/text/resources/fonts/alpha_beta.rbmf | Bin 2160 -> 0 bytes examples/text/resources/fonts/jupiter_crash.png | Bin 0 -> 3478 bytes examples/text/resources/fonts/jupiter_crash.rbmf | Bin 2160 -> 0 bytes examples/text/resources/fonts/mecha.png | Bin 0 -> 2399 bytes examples/text/resources/fonts/mecha.rbmf | Bin 2160 -> 0 bytes examples/text/resources/fonts/pixantiqua.fnt | 188 --------------------- examples/text/resources/fonts/pixantiqua.png | Bin 0 -> 3003 bytes examples/text/resources/fonts/pixantiqua.rbmf | Bin 2160 -> 0 bytes examples/text/resources/fonts/pixelplay.png | Bin 0 -> 2912 bytes examples/text/resources/fonts/pixelplay.rbmf | Bin 2160 -> 0 bytes examples/text/resources/fonts/romulus.png | Bin 0 -> 2932 bytes examples/text/resources/fonts/romulus.rbmf | Bin 2160 -> 0 bytes examples/text/resources/fonts/setback.png | Bin 0 -> 2539 bytes examples/text/resources/fonts/setback.rbmf | Bin 2160 -> 0 bytes examples/text/resources/pixantiqua.fnt | 188 +++++++++++++++++++++ examples/text/text_raylib_fonts.c | 103 +++++++++++ examples/text/text_raylib_fonts.png | Bin 0 -> 20204 bytes examples/text/text_rbmf_fonts.c | 96 ----------- examples/text/text_rbmf_fonts.png | Bin 19458 -> 0 bytes examples/textures/textures_particles_blending.c | 135 +++++++++++++++ examples/textures/textures_particles_blending.png | Bin 0 -> 421110 bytes 33 files changed, 656 insertions(+), 632 deletions(-) create mode 100644 examples/models/models_mesh_picking.c create mode 100644 examples/models/models_mesh_picking.png delete mode 100644 examples/models/models_ray_picking.c delete mode 100644 examples/others/particles_trail_blending.c create mode 100644 examples/text/resources/fonts/alagard.png delete mode 100644 examples/text/resources/fonts/alagard.rbmf create mode 100644 examples/text/resources/fonts/alpha_beta.png delete mode 100644 examples/text/resources/fonts/alpha_beta.rbmf create mode 100644 examples/text/resources/fonts/jupiter_crash.png delete mode 100644 examples/text/resources/fonts/jupiter_crash.rbmf create mode 100644 examples/text/resources/fonts/mecha.png delete mode 100644 examples/text/resources/fonts/mecha.rbmf delete mode 100644 examples/text/resources/fonts/pixantiqua.fnt create mode 100644 examples/text/resources/fonts/pixantiqua.png delete mode 100644 examples/text/resources/fonts/pixantiqua.rbmf create mode 100644 examples/text/resources/fonts/pixelplay.png delete mode 100644 examples/text/resources/fonts/pixelplay.rbmf create mode 100644 examples/text/resources/fonts/romulus.png delete mode 100644 examples/text/resources/fonts/romulus.rbmf create mode 100644 examples/text/resources/fonts/setback.png delete mode 100644 examples/text/resources/fonts/setback.rbmf create mode 100644 examples/text/resources/pixantiqua.fnt create mode 100644 examples/text/text_raylib_fonts.c create mode 100644 examples/text/text_raylib_fonts.png delete mode 100644 examples/text/text_rbmf_fonts.c delete mode 100644 examples/text/text_rbmf_fonts.png create mode 100644 examples/textures/textures_particles_blending.c create mode 100644 examples/textures/textures_particles_blending.png (limited to 'examples/models') diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c new file mode 100644 index 00000000..0b5247ec --- /dev/null +++ b/examples/models/models_mesh_picking.c @@ -0,0 +1,195 @@ +/******************************************************************************************* +* +* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh +* +* This example has been created using raylib 1.7 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* Example contributed by Joel Davis (@joeld42) +* +********************************************************************************************/ + +#include "raylib.h" +#include "raymath.h" + +#define FLT_MAX 3.40282347E+38F // Maximum value of a float, defined in + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking"); + + // Define the camera to look into our 3d world + Camera camera; + camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + + Ray ray; // Picking ray + + Model tower = LoadModel("resources/tower.obj"); // Load OBJ model + Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture + tower.material.texDiffuse = texture; // Set model diffuse texture + + Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position + BoundingBox towerBBox = CalculateBoundingBox(tower.mesh); + bool hitMeshBBox = false; + bool hitTriangle = false; + + // Test triangle + Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; + Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; + Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; + + Vector3 bary = { 0.0f, 0.0f, 0.0f }; + + SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update camera + + // Display information about closest hit + RayHitInfo nearestHit; + char *hitObjectName = "None"; + nearestHit.distance = FLT_MAX; + nearestHit.hit = false; + Color cursorColor = WHITE; + + // Get ray and test against ground, triangle, and mesh + ray = GetMouseRay(GetMousePosition(), camera); + + // Check ray collision aginst ground plane + RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); + + if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) + { + nearestHit = groundHitInfo; + cursorColor = GREEN; + hitObjectName = "Ground"; + } + + // Check ray collision against test triangle + RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); + + if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) + { + nearestHit = triHitInfo; + cursorColor = PURPLE; + hitObjectName = "Triangle"; + + bary = VectorBarycenter(nearestHit.hitPosition, ta, tb, tc); + hitTriangle = true; + } + else hitTriangle = false; + + RayHitInfo meshHitInfo; + + // Check ray collision against bounding box first, before trying the full ray-mesh test + if (CheckCollisionRayBox(ray, towerBBox)) + { + hitMeshBBox = true; + + // Check ray collision against mesh + meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh); + + if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) + { + nearestHit = meshHitInfo; + cursorColor = ORANGE; + hitObjectName = "Mesh"; + } + + } hitMeshBBox = false; + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + // Draw the tower + DrawModel(tower, towerPos, 1.0, WHITE); + + // Draw the test triangle + DrawLine3D(ta, tb, PURPLE); + DrawLine3D(tb, tc, PURPLE); + DrawLine3D(tc, ta, PURPLE); + + // Draw the mesh bbox if we hit it + if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME); + + // If we hit something, draw the cursor at the hit point + if (nearestHit.hit) + { + DrawCube(nearestHit.hitPosition, 0.3, 0.3, 0.3, cursorColor); + DrawCubeWires(nearestHit.hitPosition, 0.3, 0.3, 0.3, RED); + + Vector3 normalEnd; + normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; + normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; + normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; + + DrawLine3D(nearestHit.hitPosition, normalEnd, RED); + } + + DrawRay(ray, MAROON); + + DrawGrid(100, 1.0f); + + End3dMode(); + + // Draw some debug GUI text + DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); + + if (nearestHit.hit) + { + int ypos = 70; + + DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); + + DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", + nearestHit.hitPosition.x, + nearestHit.hitPosition.y, + nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK); + + DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", + nearestHit.hitNormal.x, + nearestHit.hitNormal.y, + nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK); + + if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); + } + + DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); + + DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(tower); // Unload model + UnloadTexture(texture); // Unload texture + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/models/models_mesh_picking.png b/examples/models/models_mesh_picking.png new file mode 100644 index 00000000..045db585 Binary files /dev/null and b/examples/models/models_mesh_picking.png differ diff --git a/examples/models/models_ray_picking.c b/examples/models/models_ray_picking.c deleted file mode 100644 index 55914fa2..00000000 --- a/examples/models/models_ray_picking.c +++ /dev/null @@ -1,197 +0,0 @@ -/******************************************************************************************* -* -* raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh -* -* This example has been created using raylib 1.7 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2015 Ramon Santamaria (@raysan5) -* Example contributed by Joel Davis (@joeld42) -* -********************************************************************************************/ - -#include "raylib.h" -#include "raymath.h" - -#include -#include - - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking"); - - // Define the camera to look into our 3d world - Camera camera; - camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position - camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point - camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) - camera.fovy = 45.0f; // Camera field-of-view Y - - Ray ray; // Picking line ray - - Model tower = LoadModel("resources/tower.obj"); // Load OBJ model - Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture - tower.material.texDiffuse = texture; // Set model diffuse texture - - Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position - BoundingBox towerBBox = CalculateBoundingBox(tower.mesh); - bool hitMeshBBox = false; - bool hitTriangle = false; - - // Test triangle - Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; - Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; - Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; - - Vector3 bary = { 0.0f, 0.0f, 0.0f }; - - SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode - - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //-------------------------------------------------------------------------------------- - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update camera - - // Display information about closest hit - RayHitInfo nearestHit; - char *hitObjectName = "None"; - nearestHit.distance = FLT_MAX; - nearestHit.hit = false; - Color cursorColor = WHITE; - - // Get ray and test against ground, triangle, and mesh - ray = GetMouseRay(GetMousePosition(), camera); - - // Check ray collision aginst ground plane - RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); - - if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) - { - nearestHit = groundHitInfo; - cursorColor = GREEN; - hitObjectName = "Ground"; - } - - // Check ray collision against test triangle - RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); - - if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) - { - nearestHit = triHitInfo; - cursorColor = PURPLE; - hitObjectName = "Triangle"; - - bary = Barycenter(nearestHit.hitPosition, ta, tb, tc); - hitTriangle = true; - } - else hitTriangle = false; - - RayHitInfo meshHitInfo; - - // Check ray collision against bounding box first, before trying the full ray-mesh test - if (CheckCollisionRayBox(ray, towerBBox)) - { - hitMeshBBox = true; - - // Check ray collision against mesh - meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh); - - if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) - { - nearestHit = meshHitInfo; - cursorColor = ORANGE; - hitObjectName = "Mesh"; - } - - } hitMeshBBox = false; - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - Begin3dMode(camera); - - // Draw the tower - DrawModel(tower, towerPos, 1.0, WHITE); - - // Draw the test triangle - DrawLine3D(ta, tb, PURPLE); - DrawLine3D(tb, tc, PURPLE); - DrawLine3D(tc, ta, PURPLE); - - // Draw the mesh bbox if we hit it - if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME); - - // If we hit something, draw the cursor at the hit point - if (nearestHit.hit) - { - DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor); - DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW); - - Vector3 normalEnd; - normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x; - normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y; - normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z; - - DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW); - } - - DrawRay(ray, MAROON); - - DrawGrid(100, 1.0f); - - End3dMode(); - - // Draw some debug GUI text - DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); - - if (nearestHit.hit) - { - int ypos = 70; - - DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); - - DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", - nearestHit.hitPosition.x, - nearestHit.hitPosition.y, - nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK); - - DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", - nearestHit.hitNormal.x, - nearestHit.hitNormal.y, - nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK); - - if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); - } - - DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); - - DrawFPS(10, 10); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadModel(tower); // Unload model - UnloadTexture(texture); // Unload texture - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} \ No newline at end of file diff --git a/examples/others/particles_trail_blending.c b/examples/others/particles_trail_blending.c deleted file mode 100644 index 0b47c790..00000000 --- a/examples/others/particles_trail_blending.c +++ /dev/null @@ -1,135 +0,0 @@ -/******************************************************************************************* -* -* raylib example - particles trail blending -* -* This example has been created using raylib 1.3 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2015 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define MAX_PARTICLES 200 - -// Particle structure with basic data -typedef struct { - Vector2 position; - Color color; - float alpha; - float size; - float rotation; - bool active; // NOTE: Use it to activate/deactive particle -} Particle; - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending"); - - // Particles pool, reuse them! - Particle mouseTail[MAX_PARTICLES]; - - // Initialize particles - for (int i = 0; i < MAX_PARTICLES; i++) - { - mouseTail[i].position = (Vector2){ 0, 0 }; - mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }; - mouseTail[i].alpha = 1.0f; - mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f; - mouseTail[i].rotation = GetRandomValue(0, 360); - mouseTail[i].active = false; - } - - float gravity = 3.0f; - - Texture2D smoke = LoadTexture("resources/smoke.png"); - - int blending = BLEND_ALPHA; - - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - - // Activate one particle every frame and Update active particles - // NOTE: Particles initial position should be mouse position when activated - // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0) - // NOTE: When a particle disappears, active = false and it can be reused. - for (int i = 0; i < MAX_PARTICLES; i++) - { - if (!mouseTail[i].active) - { - mouseTail[i].active = true; - mouseTail[i].alpha = 1.0f; - mouseTail[i].position = GetMousePosition(); - i = MAX_PARTICLES; - } - } - - for (int i = 0; i < MAX_PARTICLES; i++) - { - if (mouseTail[i].active) - { - mouseTail[i].position.y += gravity; - mouseTail[i].alpha -= 0.01f; - - if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false; - - mouseTail[i].rotation += 5.0f; - } - } - - if (IsKeyPressed(KEY_SPACE)) - { - if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE; - else blending = BLEND_ALPHA; - } - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(DARKGRAY); - - BeginBlendMode(blending); - - // Draw active particles - for (int i = 0; i < MAX_PARTICLES; i++) - { - if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height }, - (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size }, - (Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation, - Fade(mouseTail[i].color, mouseTail[i].alpha)); - } - - EndBlendMode(); - - DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK); - - if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK); - else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadTexture(smoke); - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} \ No newline at end of file diff --git a/examples/physac/physics_demo.c b/examples/physac/physics_demo.c index b12ac708..9bf04d50 100644 --- a/examples/physac/physics_demo.c +++ b/examples/physac/physics_demo.c @@ -2,9 +2,11 @@ * * Physac - Physics demo * -* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) +* +* Use the following line to compile: * -* Use the following code to compile (-static -lpthread): * gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread * -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * @@ -15,7 +17,7 @@ #include "raylib.h" #define PHYSAC_IMPLEMENTATION -#include "../src/physac.h" +#include "physac.h" int main() { @@ -123,3 +125,4 @@ int main() return 0; } + diff --git a/examples/physac/physics_friction.c b/examples/physac/physics_friction.c index db1b5f4c..25f31d3f 100644 --- a/examples/physac/physics_friction.c +++ b/examples/physac/physics_friction.c @@ -2,9 +2,11 @@ * * Physac - Physics friction * -* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) +* +* Use the following line to compile: * -* Use the following code to compile (-static -lpthread): * gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread * -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * @@ -15,7 +17,7 @@ #include "raylib.h" #define PHYSAC_IMPLEMENTATION -#include "../src/physac.h" +#include "physac.h" int main() { @@ -132,8 +134,10 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } + diff --git a/examples/physac/physics_movement.c b/examples/physac/physics_movement.c index 3345404d..f81316ed 100644 --- a/examples/physac/physics_movement.c +++ b/examples/physac/physics_movement.c @@ -2,9 +2,11 @@ * * Physac - Physics movement * -* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) +* +* Use the following line to compile: * -* Use the following code to compile (-static -lpthread): * gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread * -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * @@ -15,9 +17,9 @@ #include "raylib.h" #define PHYSAC_IMPLEMENTATION -#include "../src/physac.h" +#include "physac.h" -#define VELOCITY 0.5f +#define VELOCITY 0.5f int main() { @@ -118,8 +120,10 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } + diff --git a/examples/physac/physics_restitution.c b/examples/physac/physics_restitution.c index 534d125e..d58ec6e3 100644 --- a/examples/physac/physics_restitution.c +++ b/examples/physac/physics_restitution.c @@ -2,9 +2,11 @@ * * Physac - Physics restitution * -* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) +* +* Use the following line to compile: * -* Use the following code to compile (-static -lpthread): * gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread * -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * @@ -15,7 +17,7 @@ #include "raylib.h" #define PHYSAC_IMPLEMENTATION -#include "../src/physac.h" +#include "physac.h" int main() { @@ -111,8 +113,10 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } + diff --git a/examples/physac/physics_shatter.c b/examples/physac/physics_shatter.c index fac90714..4e3b0cb6 100644 --- a/examples/physac/physics_shatter.c +++ b/examples/physac/physics_shatter.c @@ -2,9 +2,11 @@ * * Physac - Body shatter * -* NOTE: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 1: Physac requires multi-threading, when InitPhysics() a second thread is created to manage physics calculations. +* NOTE 2: Physac requires static C library linkage to avoid dependency on MinGW DLL (-static -lpthread) +* +* Use the following line to compile: * -* Use the following code to compile (-static -lpthread): * gcc -o $(NAME_PART).exe $(FILE_NAME) -s $(RAYLIB_DIR)\raylib\raylib_icon -static -lraylib -lpthread * -lglfw3 -lopengl32 -lgdi32 -lopenal32 -lwinmm -std=c99 -Wl,--subsystem,windows -Wl,-allow-multiple-definition * @@ -15,7 +17,7 @@ #include "raylib.h" #define PHYSAC_IMPLEMENTATION -#include "../src/physac.h" +#include "physac.h" int main() { @@ -103,8 +105,10 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- ClosePhysics(); // Unitialize physics + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } + diff --git a/examples/text/resources/fonts/alagard.png b/examples/text/resources/fonts/alagard.png new file mode 100644 index 00000000..3ac4bf1c Binary files /dev/null and b/examples/text/resources/fonts/alagard.png differ diff --git a/examples/text/resources/fonts/alagard.rbmf b/examples/text/resources/fonts/alagard.rbmf deleted file mode 100644 index 8c9b68d3..00000000 Binary files a/examples/text/resources/fonts/alagard.rbmf and /dev/null differ diff --git a/examples/text/resources/fonts/alpha_beta.png b/examples/text/resources/fonts/alpha_beta.png new file mode 100644 index 00000000..c362bfb1 Binary files /dev/null and b/examples/text/resources/fonts/alpha_beta.png differ diff --git a/examples/text/resources/fonts/alpha_beta.rbmf b/examples/text/resources/fonts/alpha_beta.rbmf deleted file mode 100644 index bdb2e752..00000000 Binary files a/examples/text/resources/fonts/alpha_beta.rbmf and /dev/null differ diff --git a/examples/text/resources/fonts/jupiter_crash.png b/examples/text/resources/fonts/jupiter_crash.png new file mode 100644 index 00000000..1f5172fb Binary files /dev/null and b/examples/text/resources/fonts/jupiter_crash.png differ diff --git a/examples/text/resources/fonts/jupiter_crash.rbmf b/examples/text/resources/fonts/jupiter_crash.rbmf deleted file mode 100644 index d797e0d6..00000000 Binary files a/examples/text/resources/fonts/jupiter_crash.rbmf and /dev/null differ diff --git a/examples/text/resources/fonts/mecha.png b/examples/text/resources/fonts/mecha.png new file mode 100644 index 00000000..8022d18c Binary files /dev/null and b/examples/text/resources/fonts/mecha.png differ diff --git a/examples/text/resources/fonts/mecha.rbmf b/examples/text/resources/fonts/mecha.rbmf deleted file mode 100644 index 0266a065..00000000 Binary files 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00000000..6d8ef2b6 --- /dev/null +++ b/examples/text/text_raylib_fonts.c @@ -0,0 +1,103 @@ +/******************************************************************************************* +* +* raylib [text] example - raylib font loading and usage +* +* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!) +* To view details and credits for those fonts, check raylib license file +* +* This example has been created using raylib 1.7 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2017 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_FONTS 8 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [text] example - raylib fonts"); + + // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) + SpriteFont fonts[MAX_FONTS]; + + fonts[0] = LoadSpriteFont("resources/fonts/alagard.png"); + fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.png"); + fonts[2] = LoadSpriteFont("resources/fonts/mecha.png"); + fonts[3] = LoadSpriteFont("resources/fonts/setback.png"); + fonts[4] = LoadSpriteFont("resources/fonts/romulus.png"); + fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.png"); + fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.png"); + fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.png"); + + const char *messages[MAX_FONTS] = { "ALAGARD FONT designed by Hewett Tsoi", + "PIXELPLAY FONT designed by Aleksander Shevchuk", + "MECHA FONT designed by Captain Falcon", + "SETBACK FONT designed by Brian Kent (AEnigma)", + "ROMULUS FONT designed by Hewett Tsoi", + "PIXANTIQUA FONT designed by Gerhard Grossmann", + "ALPHA_BETA FONT designed by Brian Kent (AEnigma)", + "JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" }; + + const int spacings[MAX_FONTS] = { 2, 4, 8, 4, 3, 4, 4, 1 }; + + Vector2 positions[MAX_FONTS]; + + for (int i = 0; i < MAX_FONTS; i++) + { + positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2; + positions[i].y = 60 + fonts[i].baseSize + 45*i; + } + + // Small Y position corrections + positions[3].y += 8; + positions[4].y += 2; + positions[7].y -= 8; + + Color colors[MAX_FONTS] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED }; + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + // TODO: Update your variables here + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY); + DrawLine(220, 50, 590, 50, DARKGRAY); + + for (int i = 0; i < MAX_FONTS; i++) + { + DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]); + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + // SpriteFonts unloading + for (int i = 0; i < MAX_FONTS; i++) UnloadSpriteFont(fonts[i]); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/text/text_raylib_fonts.png b/examples/text/text_raylib_fonts.png new file mode 100644 index 00000000..8f428a67 Binary files /dev/null and b/examples/text/text_raylib_fonts.png differ diff --git a/examples/text/text_rbmf_fonts.c b/examples/text/text_rbmf_fonts.c deleted file mode 100644 index f4778b45..00000000 --- a/examples/text/text_rbmf_fonts.c +++ /dev/null @@ -1,96 +0,0 @@ -/******************************************************************************************* -* -* raylib [text] example - raylib bitmap font (rbmf) loading and usage -* -* NOTE: raylib is distributed with some free to use fonts (even for commercial pourposes!) -* To view details and credits for those fonts, check raylib license file -* -* This example has been created using raylib 1.3 (www.raylib.com) -* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) -* -* Copyright (c) 2015 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts"); - - // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) - SpriteFont fonts[8]; - - fonts[0] = LoadSpriteFont("resources/fonts/alagard.rbmf"); // rBMF font loading - fonts[1] = LoadSpriteFont("resources/fonts/pixelplay.rbmf"); // rBMF font loading - fonts[2] = LoadSpriteFont("resources/fonts/mecha.rbmf"); // rBMF font loading - fonts[3] = LoadSpriteFont("resources/fonts/setback.rbmf"); // rBMF font loading - fonts[4] = LoadSpriteFont("resources/fonts/romulus.rbmf"); // rBMF font loading - fonts[5] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf"); // rBMF font loading - fonts[6] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf"); // rBMF font loading - fonts[7] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf"); // rBMF font loading - - const char *messages[8] = { "ALAGARD FONT designed by Hewett Tsoi", - "PIXELPLAY FONT designed by Aleksander Shevchuk", - "MECHA FONT designed by Captain Falcon", - "SETBACK FONT designed by Brian Kent (AEnigma)", - "ROMULUS FONT designed by Hewett Tsoi", - "PIXANTIQUA FONT designed by Gerhard Grossmann", - "ALPHA_BETA FONT designed by Brian Kent (AEnigma)", - "JUPITER_CRASH FONT designed by Brian Kent (AEnigma)" }; - - const int spacings[8] = { 2, 4, 8, 4, 3, 4, 4, 1 }; - - Vector2 positions[8]; - - for (int i = 0; i < 8; i++) - { - positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2; - positions[i].y = 60 + fonts[i].baseSize + 50*i; - } - - Color colors[8] = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD }; - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - // TODO: Update your variables here - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - DrawText("free fonts included with raylib", 250, 20, 20, DARKGRAY); - DrawLine(220, 50, 590, 50, DARKGRAY); - - for (int i = 0; i < 8; i++) - { - DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]); - } - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - - // SpriteFonts unloading - for (int i = 0; i < 8; i++) UnloadSpriteFont(fonts[i]); - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} \ No newline at end of file diff --git a/examples/text/text_rbmf_fonts.png b/examples/text/text_rbmf_fonts.png deleted file mode 100644 index c047c503..00000000 Binary files a/examples/text/text_rbmf_fonts.png and /dev/null differ diff --git a/examples/textures/textures_particles_blending.c b/examples/textures/textures_particles_blending.c new file mode 100644 index 00000000..842ac77d --- /dev/null +++ b/examples/textures/textures_particles_blending.c @@ -0,0 +1,135 @@ +/******************************************************************************************* +* +* raylib example - particles blending +* +* This example has been created using raylib 1.7 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2017 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define MAX_PARTICLES 200 + +// Particle structure with basic data +typedef struct { + Vector2 position; + Color color; + float alpha; + float size; + float rotation; + bool active; // NOTE: Use it to activate/deactive particle +} Particle; + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles blending"); + + // Particles pool, reuse them! + Particle mouseTail[MAX_PARTICLES]; + + // Initialize particles + for (int i = 0; i < MAX_PARTICLES; i++) + { + mouseTail[i].position = (Vector2){ 0, 0 }; + mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 }; + mouseTail[i].alpha = 1.0f; + mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f; + mouseTail[i].rotation = GetRandomValue(0, 360); + mouseTail[i].active = false; + } + + float gravity = 3.0f; + + Texture2D smoke = LoadTexture("resources/smoke.png"); + + int blending = BLEND_ALPHA; + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // Activate one particle every frame and Update active particles + // NOTE: Particles initial position should be mouse position when activated + // NOTE: Particles fall down with gravity and rotation... and disappear after 2 seconds (alpha = 0) + // NOTE: When a particle disappears, active = false and it can be reused. + for (int i = 0; i < MAX_PARTICLES; i++) + { + if (!mouseTail[i].active) + { + mouseTail[i].active = true; + mouseTail[i].alpha = 1.0f; + mouseTail[i].position = GetMousePosition(); + i = MAX_PARTICLES; + } + } + + for (int i = 0; i < MAX_PARTICLES; i++) + { + if (mouseTail[i].active) + { + mouseTail[i].position.y += gravity; + mouseTail[i].alpha -= 0.01f; + + if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false; + + mouseTail[i].rotation += 5.0f; + } + } + + if (IsKeyPressed(KEY_SPACE)) + { + if (blending == BLEND_ALPHA) blending = BLEND_ADDITIVE; + else blending = BLEND_ALPHA; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(DARKGRAY); + + BeginBlendMode(blending); + + // Draw active particles + for (int i = 0; i < MAX_PARTICLES; i++) + { + if (mouseTail[i].active) DrawTexturePro(smoke, (Rectangle){ 0, 0, smoke.width, smoke.height }, + (Rectangle){ mouseTail[i].position.x, mouseTail[i].position.y, smoke.width*mouseTail[i].size, smoke.height*mouseTail[i].size }, + (Vector2){ smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2 }, mouseTail[i].rotation, + Fade(mouseTail[i].color, mouseTail[i].alpha)); + } + + EndBlendMode(); + + DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK); + + if (blending == BLEND_ALPHA) DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK); + else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(smoke); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/textures/textures_particles_blending.png b/examples/textures/textures_particles_blending.png new file mode 100644 index 00000000..f90a87fd Binary files /dev/null and b/examples/textures/textures_particles_blending.png differ -- cgit v1.2.3