Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
This commit is contained in:
commit
2a158c4795
16
.gitignore
vendored
16
.gitignore
vendored
@ -49,7 +49,7 @@ ipch/
|
||||
# Ignore compiled binaries
|
||||
*.o
|
||||
*.exe
|
||||
!tools/rrem.exe
|
||||
!tools/rREM/rrem.exe
|
||||
|
||||
# Ignore files build by xcode
|
||||
*.mode*v*
|
||||
@ -75,4 +75,16 @@ src/libraylib.bc
|
||||
!src/external/glfw3/lib/win32/glfw3.dll
|
||||
!src/external/openal_soft/lib/win32/OpenAL32.dll
|
||||
!src/external/OculusSDK/LibOVR/LibOVRRT32_1.dll
|
||||
!src/external/pthread/pthreadGC2.dll
|
||||
!src/external/pthread/lib/pthreadGC2.dll
|
||||
|
||||
# Visual Studio project
|
||||
project/vs2015/*.db
|
||||
project/vs2015/*.opendb
|
||||
!project/vs2015/raylib.sln
|
||||
!project/vs2015/raylib/*.vcxproj
|
||||
!project/vs2015/examples/*.vcxproj
|
||||
!project/vs2015/external/glfw3/lib/win32/glfw3.dll
|
||||
!project/vs2015/external/openal_soft/lib/win32/OpenAL32.dll
|
||||
!project/vs2015/external/openal_soft/lib/win64/OpenAL32.dll
|
||||
!project/vs2015/external/lua/lib/win32/lua53.dll
|
||||
|
||||
|
@ -249,6 +249,7 @@ contributing (in some way or another) to make raylib project better. Huge thanks
|
||||
- [Chris Hemingway](https://github.com/cHemingway) for improving raylib on OSX build system.
|
||||
- [Emanuele Petriglia](https://github.com/LelixSuper) for working on multiple GNU/Linux improvements and developing [TicTacToe](https://github.com/LelixSuper/TicTacToe) raylib game.
|
||||
- [Joshua Reisenauer](https://github.com/kd7tck) for adding audio modules support (XM, MOD) and reviewing audio system.
|
||||
- Marcelo Paez (paezao) for his help on OSX to solve High DPI display issue. Thanks Marcelo!
|
||||
|
||||
|
||||
[raysan5]: mailto:raysan5@gmail.com "Ramon Santamaria - Ray San"
|
||||
|
Before Width: | Height: | Size: 371 KiB After Width: | Height: | Size: 371 KiB |
BIN
docs/raylib_cheatsheet_v1.5.png
Normal file
BIN
docs/raylib_cheatsheet_v1.5.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 2.2 MiB |
@ -77,8 +77,27 @@ endif
|
||||
|
||||
#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
|
||||
|
||||
# define raylib release directory for compiled library
|
||||
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
ifeq ($(PLATFORM_OS),WINDOWS)
|
||||
RAYLIB_PATH = ../release/win32/mingw32
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
RAYLIB_PATH = ../release/linux
|
||||
endif
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
RAYLIB_PATH = ../release/osx
|
||||
endif
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_WEB)
|
||||
RAYLIB_PATH = ../release/html5
|
||||
endif
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
RAYLIB_PATH = ../release/rpi
|
||||
endif
|
||||
|
||||
# define any directories containing required header files
|
||||
INCLUDES = -I. -I../src -I../src/external
|
||||
INCLUDES = -I. -I../src -I../src/external -I$(RAYLIB_PATH)
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
|
||||
@ -97,7 +116,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
endif
|
||||
|
||||
# define library paths containing required libs
|
||||
LFLAGS = -L. -L../src
|
||||
LFLAGS = -L. -L../src -L$(RAYLIB_PATH)
|
||||
|
||||
ifeq ($(PLATFORM),PLATFORM_RPI)
|
||||
LFLAGS += -L/opt/vc/lib
|
||||
@ -120,7 +139,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -pthread -ldl
|
||||
LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
@ -210,6 +229,7 @@ EXAMPLES = \
|
||||
audio_sound_loading \
|
||||
audio_music_stream \
|
||||
audio_module_playing \
|
||||
audio_raw_stream \
|
||||
fix_dylib \
|
||||
|
||||
|
||||
@ -436,10 +456,14 @@ audio_sound_loading: audio_sound_loading.c
|
||||
audio_music_stream: audio_music_stream.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [audio] example - module playing (OGG)
|
||||
# compile [audio] example - module playing (XM)
|
||||
audio_module_playing: audio_module_playing.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# compile [audio] example - raw audio streaming
|
||||
audio_raw_stream: audio_raw_stream.c
|
||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
|
||||
|
||||
# fix dylib install path name for each executable (MAC)
|
||||
fix_dylib:
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
|
@ -57,9 +57,12 @@ int main()
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
PlayMusicStream(0, "resources/audio/2t2m_spa.xm"); // Play module stream
|
||||
Music xm = LoadMusicStream("resources/audio/mini1111.xm");
|
||||
|
||||
PlayMusicStream(xm);
|
||||
|
||||
float timePlayed = 0.0f;
|
||||
bool pause = false;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -69,7 +72,29 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
for (int i = MAX_CIRCLES - 1; i >= 0; i--)
|
||||
UpdateMusicStream(xm); // Update music buffer with new stream data
|
||||
|
||||
// Restart music playing (stop and play)
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
StopMusicStream(xm);
|
||||
PlayMusicStream(xm);
|
||||
}
|
||||
|
||||
// Pause/Resume music playing
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
pause = !pause;
|
||||
|
||||
if (pause) PauseMusicStream(xm);
|
||||
else ResumeMusicStream(xm);
|
||||
}
|
||||
|
||||
// Get timePlayed scaled to bar dimensions
|
||||
timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2;
|
||||
|
||||
// Color circles animation
|
||||
for (int i = MAX_CIRCLES - 1; (i >= 0) && !pause; i--)
|
||||
{
|
||||
circles[i].alpha += circles[i].speed;
|
||||
circles[i].radius += circles[i].speed*10.0f;
|
||||
@ -86,11 +111,6 @@ int main()
|
||||
circles[i].speed = (float)GetRandomValue(1, 100)/20000.0f;
|
||||
}
|
||||
}
|
||||
|
||||
// Get timePlayed scaled to bar dimensions
|
||||
timePlayed = (GetMusicTimePlayed(0)/GetMusicTimeLength(0)*(screenWidth - 40))*2;
|
||||
|
||||
UpdateMusicStream(0); // Update music buffer with new stream data
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -129,6 +149,8 @@ int main()
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
UnloadMusicStream(xm); // Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
122
examples/audio_module_playing.lua
Normal file
122
examples/audio_module_playing.lua
Normal file
@ -0,0 +1,122 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [audio] example - Module playing (streaming)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_CIRCLES = 64
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)")
|
||||
|
||||
InitAudioDevice() -- Initialize audio device
|
||||
|
||||
local colors = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
|
||||
YELLOW, GREEN, SKYBLUE, PURPLE, BEIGE }
|
||||
|
||||
-- Creates ome circles for visual effect
|
||||
local circles = {}
|
||||
|
||||
for i = MAX_CIRCLES, 1, -1 do
|
||||
circles[i] = {}
|
||||
circles[i].alpha = 0.0
|
||||
circles[i].radius = GetRandomValue(10, 40)
|
||||
circles[i].position = Vector2(0, 0)
|
||||
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
|
||||
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
|
||||
circles[i].speed = GetRandomValue(1, 100)/20000.0
|
||||
circles[i].color = colors[GetRandomValue(1, 14)]
|
||||
end
|
||||
|
||||
-- Load postprocessing bloom shader
|
||||
local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/bloom.fs")
|
||||
|
||||
-- Create a RenderTexture2D to be used for render to texture
|
||||
local target = LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
local xm = LoadMusicStream("resources/audio/mini1111.xm")
|
||||
|
||||
PlayMusicStream(xm)
|
||||
|
||||
local timePlayed = 0.0
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
for i = MAX_CIRCLES, 1, -1 do
|
||||
circles[i].alpha = circles[i].alpha + circles[i].speed
|
||||
circles[i].radius = circles[i].radius + circles[i].speed*10.0
|
||||
|
||||
if (circles[i].alpha > 1.0) then circles[i].speed = circles[i].speed*-1 end
|
||||
|
||||
if (circles[i].alpha <= 0.0) then
|
||||
circles[i].alpha = 0.0
|
||||
circles[i].radius = GetRandomValue(10, 40)
|
||||
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
|
||||
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
|
||||
circles[i].color = colors[GetRandomValue(1, 14)]
|
||||
circles[i].speed = GetRandomValue(1, 100)/20000.0
|
||||
end
|
||||
end
|
||||
|
||||
-- Get timePlayed scaled to bar dimensions
|
||||
timePlayed = (GetMusicTimePlayed(xm)/GetMusicTimeLength(xm)*(screenWidth - 40))*2
|
||||
|
||||
UpdateMusicStream(xm) -- Update music buffer with new stream data
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(BLACK)
|
||||
|
||||
BeginTextureMode(target) -- Enable drawing to texture
|
||||
|
||||
for i = MAX_CIRCLES, 1, -1 do
|
||||
DrawCircleV(circles[i].position, circles[i].radius, Fade(circles[i].color, circles[i].alpha))
|
||||
end
|
||||
|
||||
EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
BeginShaderMode(shader)
|
||||
|
||||
-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
|
||||
|
||||
EndShaderMode()
|
||||
|
||||
-- Draw time bar
|
||||
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
|
||||
DrawRectangle(20, screenHeight - 20 - 12, timePlayed//1, 12, MAROON)
|
||||
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadShader(shader) -- Unload shader
|
||||
UnloadRenderTexture(target) -- Unload render texture
|
||||
|
||||
UnloadMusicStream(xm) -- Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -24,11 +24,12 @@ int main()
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg"); // Play music stream
|
||||
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
|
||||
|
||||
PlayMusicStream(music);
|
||||
|
||||
int framesCounter = 0;
|
||||
float timePlayed = 0.0f;
|
||||
//float volume = 1.0;
|
||||
bool pause = false;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -38,32 +39,26 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
framesCounter++;
|
||||
UpdateMusicStream(music); // Update music buffer with new stream data
|
||||
|
||||
// Testing music fading from one file to another
|
||||
/*
|
||||
if (framesCounter > 600) // Wait for 10 seconds (600 frames)
|
||||
// Restart music playing (stop and play)
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
volume -= 0.01; // Decrement music volume level
|
||||
|
||||
// When music volume level equal or lower than 0,
|
||||
// restore volume level and init another music file
|
||||
if (volume <= 0)
|
||||
{
|
||||
volume = 1.0;
|
||||
framesCounter = 0;
|
||||
PlayMusicStream(1, "resources/audio/another_file.ogg");
|
||||
}
|
||||
|
||||
SetMusicVolume(volume);
|
||||
StopMusicStream(music);
|
||||
PlayMusicStream(music);
|
||||
}
|
||||
*/
|
||||
if (IsWindowMinimized()) PauseMusicStream(0);
|
||||
else ResumeMusicStream(0);
|
||||
|
||||
timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels
|
||||
// Pause/Resume music playing
|
||||
if (IsKeyPressed(KEY_P))
|
||||
{
|
||||
pause = !pause;
|
||||
|
||||
UpdateMusicStream(0); // Update music buffer with new stream data
|
||||
if (pause) PauseMusicStream(music);
|
||||
else ResumeMusicStream(music);
|
||||
}
|
||||
|
||||
// Get timePlayed scaled to bar dimensions (400 pixels)
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -72,10 +67,14 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY);
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
|
||||
|
||||
DrawRectangle(200, 250, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 250, (int)timePlayed, 12, MAROON);
|
||||
DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
|
||||
DrawRectangleLines(200, 200, 400, 12, GRAY);
|
||||
|
||||
DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
|
||||
DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -83,9 +82,11 @@ int main()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
UnloadMusicStream(music); // Unload music stream buffers from RAM
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
66
examples/audio_music_stream.lua
Normal file
66
examples/audio_music_stream.lua
Normal file
@ -0,0 +1,66 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [audio] example - Music playing (streaming)
|
||||
--
|
||||
-- NOTE: This example requires OpenAL Soft library installed
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)")
|
||||
|
||||
InitAudioDevice() -- Initialize audio device
|
||||
|
||||
local music = LoadMusicStream("resources/audio/guitar_noodling.ogg")
|
||||
|
||||
PlayMusicStream(music)
|
||||
|
||||
local framesCounter = 0
|
||||
local timePlayed = 0.0
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
framesCounter = framesCounter + 1
|
||||
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4 -- We scale by 4 to fit 400 pixels
|
||||
|
||||
UpdateMusicStream(music) -- Update music buffer with new stream data
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY)
|
||||
|
||||
DrawRectangle(200, 250, 400, 12, LIGHTGRAY)
|
||||
DrawRectangle(200, 250, timePlayed//1, 12, MAROON)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadMusicStream(music) -- Unload music stream buffers from RAM
|
||||
|
||||
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
111
examples/audio_raw_stream.c
Normal file
111
examples/audio_raw_stream.c
Normal file
@ -0,0 +1,111 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Raw audio streaming
|
||||
*
|
||||
* NOTE: This example requires OpenAL Soft library installed
|
||||
*
|
||||
* This example has been created using raylib 1.6 (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"
|
||||
|
||||
#include <stdlib.h> // Required for: malloc(), free()
|
||||
#include <math.h> // Required for: sinf()
|
||||
|
||||
#define MAX_SAMPLES 20000
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
// Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
|
||||
AudioStream stream = InitAudioStream(22050, 32, 1);
|
||||
|
||||
// Fill audio stream with some samples (sine wave)
|
||||
float *data = (float *)malloc(sizeof(float)*MAX_SAMPLES);
|
||||
|
||||
for (int i = 0; i < MAX_SAMPLES; i++)
|
||||
{
|
||||
data[i] = sinf(((2*PI*(float)i)/2)*DEG2RAD);
|
||||
}
|
||||
|
||||
// NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
|
||||
// for that reason, there is a clip everytime audio stream is looped
|
||||
|
||||
PlayAudioStream(stream);
|
||||
|
||||
int totalSamples = MAX_SAMPLES;
|
||||
int samplesLeft = totalSamples;
|
||||
|
||||
Vector2 position = { 0, 0 };
|
||||
|
||||
SetTargetFPS(30); // Set our game to run at 30 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Refill audio stream if required
|
||||
if (IsAudioBufferProcessed(stream))
|
||||
{
|
||||
int numSamples = 0;
|
||||
if (samplesLeft >= 4096) numSamples = 4096;
|
||||
else numSamples = samplesLeft;
|
||||
|
||||
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
|
||||
|
||||
samplesLeft -= numSamples;
|
||||
|
||||
// Reset samples feeding (loop audio)
|
||||
if (samplesLeft <= 0) samplesLeft = totalSamples;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
|
||||
|
||||
// NOTE: Draw a part of the sine wave (only screen width)
|
||||
for (int i = 0; i < GetScreenWidth(); i++)
|
||||
{
|
||||
position.x = i;
|
||||
position.y = 250 + 50*data[i];
|
||||
|
||||
DrawPixelV(position, RED);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
free(data); // Unload sine wave data
|
||||
|
||||
CloseAudioStream(stream); // Close raw audio stream and delete buffers from RAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
97
examples/audio_raw_stream.lua
Normal file
97
examples/audio_raw_stream.lua
Normal file
@ -0,0 +1,97 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [audio] example - Raw audio streaming
|
||||
--
|
||||
-- NOTE: This example requires OpenAL Soft library installed
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_SAMPLES = 20000
|
||||
DEG2RAD = math.pi/180.0
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming")
|
||||
|
||||
InitAudioDevice() -- Initialize audio device
|
||||
|
||||
-- Init raw audio stream (sample rate: 22050, sample size: 32bit-float, channels: 1-mono)
|
||||
local stream = InitAudioStream(22050, 32, 1)
|
||||
|
||||
-- Fill audio stream with some samples (sine wave)
|
||||
local data = {}
|
||||
|
||||
for i = 1, MAX_SAMPLES do
|
||||
data[i] = math.sin(((2*math.pi*i)/2)*DEG2RAD)
|
||||
end
|
||||
|
||||
-- NOTE: The generated MAX_SAMPLES do not fit to close a perfect loop
|
||||
-- for that reason, there is a clip everytime audio stream is looped
|
||||
|
||||
PlayAudioStream(stream)
|
||||
|
||||
local totalSamples = MAX_SAMPLES
|
||||
local samplesLeft = totalSamples
|
||||
|
||||
local position = Vector2(0, 0)
|
||||
|
||||
SetTargetFPS(30) -- Set our game to run at 30 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Refill audio stream if required
|
||||
if (IsAudioBufferProcessed(stream)) then
|
||||
local numSamples = 0
|
||||
|
||||
if (samplesLeft >= 4096) then numSamples = 4096
|
||||
else numSamples = samplesLeft end
|
||||
|
||||
UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples)
|
||||
|
||||
samplesLeft = samplesLeft - numSamples
|
||||
|
||||
-- Reset samples feeding (loop audio)
|
||||
if (samplesLeft <= 0) then samplesLeft = totalSamples end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY)
|
||||
|
||||
-- NOTE: Draw a part of the sine wave (only screen width)
|
||||
for i = 1, GetScreenWidth() do
|
||||
position.x = (i - 1)
|
||||
position.y = 250 + 50*data[i]
|
||||
|
||||
DrawPixelV(position, RED)
|
||||
end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseAudioStream(stream) -- Close raw audio stream and delete buffers from RAM
|
||||
|
||||
CloseAudioDevice() -- Close audio device (music streaming is automatically stopped)
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -36,7 +36,6 @@ int main()
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) PlaySound(fxWav); // Play WAV sound
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) PlaySound(fxOgg); // Play OGG sound
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
59
examples/audio_sound_loading.lua
Normal file
59
examples/audio_sound_loading.lua
Normal file
@ -0,0 +1,59 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [audio] example - Sound loading and playing
|
||||
--
|
||||
-- NOTE: This example requires OpenAL Soft library installed
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing")
|
||||
|
||||
InitAudioDevice() -- Initialize audio device
|
||||
|
||||
local fxWav = LoadSound("resources/audio/weird.wav") -- Load WAV audio file
|
||||
local fxOgg = LoadSound("resources/audio/tanatana.ogg") -- Load OGG audio file
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY.SPACE)) then PlaySound(fxWav) end -- Play WAV sound
|
||||
if (IsKeyPressed(KEY.ENTER)) then PlaySound(fxOgg) end -- Play OGG sound
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("Press SPACE to PLAY the WAV sound!", 200, 180, 20, LIGHTGRAY)
|
||||
|
||||
DrawText("Press ENTER to PLAY the OGG sound!", 200, 220, 20, LIGHTGRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadSound(fxWav) -- Unload sound data
|
||||
UnloadSound(fxOgg) -- Unload sound data
|
||||
|
||||
CloseAudioDevice() -- Close audio device
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -39,7 +39,8 @@ int main()
|
||||
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
|
||||
|
||||
PlayMusicStream(0, "resources/audio/guitar_noodling.ogg");
|
||||
Music music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
|
||||
PlayMusicStream(music);
|
||||
|
||||
printf("\nPress s or d to play sounds...\n");
|
||||
|
||||
@ -59,11 +60,13 @@ int main()
|
||||
key = 0;
|
||||
}
|
||||
|
||||
UpdateMusicStream(0);
|
||||
UpdateMusicStream(music);
|
||||
}
|
||||
|
||||
UnloadSound(fxWav); // Unload sound data
|
||||
UnloadSound(fxOgg); // Unload sound data
|
||||
UnloadSound(fxWav); // Unload sound data
|
||||
UnloadSound(fxOgg); // Unload sound data
|
||||
|
||||
UnloadMusicStream(music); // Unload music stream data
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
|
130
examples/core_2d_camera.lua
Normal file
130
examples/core_2d_camera.lua
Normal file
@ -0,0 +1,130 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - 2d camera
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_BUILDINGS = 100
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera")
|
||||
|
||||
local player = Rectangle(400, 280, 40, 40)
|
||||
local buildings = {}
|
||||
local buildColors = {}
|
||||
|
||||
local spacing = 0;
|
||||
|
||||
for i = 1, MAX_BUILDINGS do
|
||||
buildings[i] = Rectangle(0, 0, 0, 0)
|
||||
buildings[i].width = GetRandomValue(50, 200)
|
||||
buildings[i].height = GetRandomValue(100, 800)
|
||||
buildings[i].y = screenHeight - 130 - buildings[i].height
|
||||
buildings[i].x = -6000 + spacing
|
||||
|
||||
spacing = spacing + buildings[i].width
|
||||
|
||||
buildColors[i] = Color(GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255)
|
||||
end
|
||||
|
||||
local camera = Camera2D(Vector2(0, 0), Vector2(0, 0), 0.0, 1.0)
|
||||
|
||||
camera.target = Vector2(player.x + 20, player.y + 20)
|
||||
camera.offset = Vector2(0, 0)
|
||||
camera.rotation = 0.0
|
||||
camera.zoom = 1.0
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY.RIGHT)) then
|
||||
player.x = player.x + 2 -- Player movement
|
||||
camera.offset.x = camera.offset.x - 2 -- Camera displacement with player movement
|
||||
elseif (IsKeyDown(KEY.LEFT)) then
|
||||
player.x = player.x - 2 -- Player movement
|
||||
camera.offset.x = camera.offset.x + 2 -- Camera displacement with player movement
|
||||
end
|
||||
|
||||
-- Camera target follows player
|
||||
camera.target = Vector2(player.x + 20, player.y + 20)
|
||||
|
||||
-- Camera rotation controls
|
||||
if (IsKeyDown(KEY.A)) then camera.rotation = camera.rotation - 1
|
||||
elseif (IsKeyDown(KEY.S)) then camera.rotation = camera.rotation + 1
|
||||
end
|
||||
|
||||
-- Limit camera rotation to 80 degrees (-40 to 40)
|
||||
if (camera.rotation > 40) then camera.rotation = 40
|
||||
elseif (camera.rotation < -40) then camera.rotation = -40
|
||||
end
|
||||
|
||||
-- Camera zoom controls
|
||||
camera.zoom = camera.zoom + (GetMouseWheelMove()*0.05)
|
||||
|
||||
if (camera.zoom > 3.0) then camera.zoom = 3.0
|
||||
elseif (camera.zoom < 0.1) then camera.zoom = 0.1
|
||||
end
|
||||
|
||||
-- Camera reset (zoom and rotation)
|
||||
if (IsKeyPressed(KEY.R)) then
|
||||
camera.zoom = 1.0
|
||||
camera.rotation = 0.0
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin2dMode(camera)
|
||||
|
||||
DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY)
|
||||
|
||||
for i = 1, MAX_BUILDINGS, 1 do DrawRectangleRec(buildings[i], buildColors[i]) end
|
||||
|
||||
DrawRectangleRec(player, RED)
|
||||
|
||||
DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN)
|
||||
DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN)
|
||||
|
||||
End2dMode()
|
||||
|
||||
DrawText("SCREEN AREA", 640, 10, 20, RED)
|
||||
|
||||
DrawRectangle(0, 0, screenWidth, 5, RED)
|
||||
DrawRectangle(0, 5, 5, screenHeight - 10, RED)
|
||||
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED)
|
||||
DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED)
|
||||
|
||||
DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5))
|
||||
DrawRectangleLines( 10, 10, 250, 113, BLUE)
|
||||
|
||||
DrawText("Free 2d camera controls:", 20, 20, 10, BLACK)
|
||||
DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY)
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY)
|
||||
DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY)
|
||||
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY)
|
||||
|
||||
EndDrawing();
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -23,7 +23,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||
|
||||
// Define the camera to look into our 3d world (position, target, up vector)
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
|
||||
Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
|
||||
|
||||
// Generates some random columns
|
||||
float heights[MAX_COLUMNS];
|
||||
@ -37,10 +37,7 @@ int main()
|
||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||
}
|
||||
|
||||
Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
|
||||
|
||||
SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -50,7 +47,7 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position
|
||||
UpdateCamera(&camera); // Update camera and player position
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
85
examples/core_3d_camera_first_person.lua
Normal file
85
examples/core_3d_camera_first_person.lua
Normal file
@ -0,0 +1,85 @@
|
||||
--------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - 3d camera first person
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
--------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_COLUMNS = 20
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person")
|
||||
|
||||
-- Define the camera to look into our 3d world (position, target, up vector)
|
||||
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 60.0)
|
||||
|
||||
-- Generates some random columns
|
||||
local heights = {}
|
||||
local positions = {}
|
||||
local colors = {}
|
||||
|
||||
for i = 1, MAX_COLUMNS do
|
||||
heights[i] = GetRandomValue(1, 12)
|
||||
positions[i] = Vector3(GetRandomValue(-15, 15), heights[i]/2, GetRandomValue(-15, 15))
|
||||
colors[i] = Color(GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255)
|
||||
end
|
||||
|
||||
local playerPosition = Vector3(4.0, 2.0, 4.0) -- Define player position
|
||||
|
||||
SetCameraMode(CameraMode.FIRST_PERSON) -- Set a first person camera mode
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera, playerPosition = UpdateCameraPlayer(camera, playerPosition) -- Update camera and player position
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawPlane(Vector3(0.0, 0.0, 0.0), Vector2(32.0, 32.0), LIGHTGRAY) -- Draw ground
|
||||
DrawCube(Vector3(-16.0, 2.5, 0.0), 1.0, 5.0, 32.0, BLUE) -- Draw a blue wall
|
||||
DrawCube(Vector3(16.0, 2.5, 0.0), 1.0, 5.0, 32.0, LIME) -- Draw a green wall
|
||||
DrawCube(Vector3(0.0, 2.5, 16.0), 32.0, 5.0, 1.0, GOLD) -- Draw a yellow wall
|
||||
|
||||
-- Draw some cubes around
|
||||
for i = 1, MAX_COLUMNS do
|
||||
DrawCube(positions[i], 2.0, heights[i], 2.0, colors[i])
|
||||
DrawCubeWires(positions[i], 2.0, heights[i], 2.0, MAROON)
|
||||
end
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5))
|
||||
DrawRectangleLines( 10, 10, 220, 70, BLUE)
|
||||
|
||||
DrawText("First person camera default controls:", 20, 20, 10, BLACK)
|
||||
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY)
|
||||
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -22,17 +22,14 @@ int main()
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera;
|
||||
camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
|
||||
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
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
SetCameraMode(CAMERA_FREE); // Set a free camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -43,6 +40,8 @@ int main()
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
|
||||
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
75
examples/core_3d_camera_free.lua
Normal file
75
examples/core_3d_camera_free.lua
Normal file
@ -0,0 +1,75 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Initialize 3d camera free
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
--------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
----------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = {}
|
||||
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
|
||||
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
|
||||
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0 -- Camera field-of-view Y
|
||||
|
||||
local cubePosition = Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
|
||||
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
|
||||
|
||||
DrawGrid(10, 1.0)
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5))
|
||||
DrawRectangleLines( 10, 10, 320, 133, BLUE)
|
||||
|
||||
DrawText("Free camera default controls:", 20, 20, 10, BLACK)
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY)
|
||||
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY)
|
||||
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY)
|
||||
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY)
|
||||
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
64
examples/core_3d_mode.lua
Normal file
64
examples/core_3d_mode.lua
Normal file
@ -0,0 +1,64 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Initialize 3d mode
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d mode")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = {}
|
||||
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
|
||||
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
|
||||
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0 -- Camera field-of-view Y
|
||||
|
||||
local cubePosition = Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera) -- ERROR: Lua Error: attempt to index a number value (?)
|
||||
|
||||
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
|
||||
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
|
||||
|
||||
DrawGrid(10, 1.0)
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
98
examples/core_3d_picking.lua
Normal file
98
examples/core_3d_picking.lua
Normal file
@ -0,0 +1,98 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Picking in 3d mode
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = {}
|
||||
camera.position = Vector3(0.0, 10.0, 10.0) -- Camera position
|
||||
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
|
||||
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0 -- Camera field-of-view Y
|
||||
|
||||
local cubePosition = Vector3(0.0, 1.0, 0.0)
|
||||
local cubeSize = Vector3(2.0, 2.0, 2.0)
|
||||
|
||||
local ray = Ray(Vector3(0, 0, 0), Vector3(0, 0, 0)) -- Picking line ray
|
||||
|
||||
local collision = false
|
||||
|
||||
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then
|
||||
-- NOTE: This function is NOT WORKING properly!
|
||||
ray = GetMouseRay(GetMousePosition(), camera)
|
||||
|
||||
-- Check collision between ray and box
|
||||
collision = CheckCollisionRayBox(ray,
|
||||
BoundingBox(Vector3(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
|
||||
Vector3(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
|
||||
|
||||
--print("collision check:", collision)
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
if (collision) then
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, RED)
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, MAROON)
|
||||
|
||||
DrawCubeWires(cubePosition, cubeSize.x + 0.2, cubeSize.y + 0.2, cubeSize.z + 0.2, GREEN)
|
||||
else
|
||||
DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY)
|
||||
DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY)
|
||||
end
|
||||
|
||||
DrawRay(ray, MAROON)
|
||||
|
||||
DrawGrid(10, 1.0)
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY)
|
||||
|
||||
if (collision) then
|
||||
DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30))/2, screenHeight*0.1, 30, GREEN)
|
||||
end
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
62
examples/core_basic_window.cpp
Normal file
62
examples/core_basic_window.cpp
Normal file
@ -0,0 +1,62 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic window
|
||||
*
|
||||
* Welcome to raylib!
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
44
examples/core_basic_window.lua
Normal file
44
examples/core_basic_window.lua
Normal file
@ -0,0 +1,44 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Basic window
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, LIGHTGRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
82
examples/core_color_select.lua
Normal file
82
examples/core_color_select.lua
Normal file
@ -0,0 +1,82 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Color selection by mouse (collision detection)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
NUM_RECTANGLES = 21
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - color selection (collision detection)")
|
||||
|
||||
local colors = { DARKGRAY, MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, DARKBROWN,
|
||||
GRAY, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK, YELLOW,
|
||||
GREEN, SKYBLUE, PURPLE, BEIGE }
|
||||
|
||||
local colorsRecs = {} -- Rectangles array
|
||||
local selected = {}
|
||||
|
||||
-- Fills colorsRecs data (for every rectangle)
|
||||
for i = 1, NUM_RECTANGLES do
|
||||
colorsRecs[i] = Rectangle(0, 0, 0, 0)
|
||||
colorsRecs[i].x = 20 + 100*((i-1)%7) + 10*((i-1)%7)
|
||||
colorsRecs[i].y = 60 + 100*((i-1)//7) + 10*((i-1)//7) -- Using floor division: //
|
||||
colorsRecs[i].width = 100
|
||||
colorsRecs[i].height = 100
|
||||
selected[i] = false
|
||||
end
|
||||
|
||||
local mousePoint = Vector2(0, 0)
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
mousePoint = GetMousePosition()
|
||||
|
||||
for i = 1, NUM_RECTANGLES do -- Iterate along all the rectangles
|
||||
if (CheckCollisionPointRec(mousePoint, colorsRecs[i])) then
|
||||
colors[i].a = 120
|
||||
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then selected[i] = not selected[i] end
|
||||
else colors[i].a = 255 end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
for i = 1, NUM_RECTANGLES do -- Draw all rectangles
|
||||
DrawRectangleRec(colorsRecs[i], colors[i])
|
||||
|
||||
-- Draw four rectangles around selected rectangle
|
||||
if (selected[i]) then
|
||||
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 100, 10, RAYWHITE) -- Square top rectangle
|
||||
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y, 10, 100, RAYWHITE) -- Square left rectangle
|
||||
DrawRectangle(colorsRecs[i].x + 90, colorsRecs[i].y, 10, 100, RAYWHITE) -- Square right rectangle
|
||||
DrawRectangle(colorsRecs[i].x, colorsRecs[i].y + 90, 100, 10, RAYWHITE) -- Square bottom rectangle
|
||||
end
|
||||
end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
66
examples/core_drop_files.lua
Normal file
66
examples/core_drop_files.lua
Normal file
@ -0,0 +1,66 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Windows drop files
|
||||
--
|
||||
-- This example only works on platforms that support drag & drop (Windows, Linux, OSX)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files")
|
||||
|
||||
local count = 0
|
||||
local droppedFiles = {}
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsFileDropped()) then
|
||||
droppedFiles = GetDroppedFiles()
|
||||
count = #droppedFiles
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
if (count == 0) then DrawText("Drop your files to this window!", 100, 40, 20, DARKGRAY)
|
||||
else
|
||||
DrawText("Dropped files:", 100, 40, 20, DARKGRAY)
|
||||
|
||||
for i = 0, count-1 do
|
||||
if (i%2 == 0) then DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.5))
|
||||
else DrawRectangle(0, 85 + 40*i, screenWidth, 40, Fade(LIGHTGRAY, 0.3)) end
|
||||
|
||||
DrawText(droppedFiles[i+1], 120, 100 + 40*i, 10, GRAY)
|
||||
end
|
||||
|
||||
DrawText("Drop new files...", 100, 110 + 40*count, 20, DARKGRAY)
|
||||
end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
ClearDroppedFiles() -- Clear internal buffers
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
102
examples/core_gestures_detection.lua
Normal file
102
examples/core_gestures_detection.lua
Normal file
@ -0,0 +1,102 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Gestures Detection
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_GESTURE_STRINGS = 20
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gestures detection")
|
||||
|
||||
local touchPosition = Vector2(0, 0)
|
||||
local touchArea = Rectangle(220, 10, screenWidth - 230, screenHeight - 20)
|
||||
|
||||
local gesturesCount = 0
|
||||
local gestureStrings = {}
|
||||
|
||||
for i = 1, MAX_GESTURE_STRINGS do gestureStrings[i] = "" end
|
||||
|
||||
local currentGesture = Gestures.NONE
|
||||
local lastGesture = Gestures.NONE
|
||||
|
||||
--SetGesturesEnabled(0b0000000000001001) -- Enable only some gestures to be detected
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
lastGesture = currentGesture
|
||||
currentGesture = GetGestureDetected()
|
||||
touchPosition = GetTouchPosition(0)
|
||||
|
||||
if (CheckCollisionPointRec(touchPosition, touchArea) and (currentGesture ~= Gestures.NONE)) then
|
||||
if (currentGesture ~= lastGesture) then
|
||||
-- Store gesture string
|
||||
if (currentGesture == Gestures.TAP) then gestureStrings[gesturesCount] = "GESTURE TAP"
|
||||
elseif (currentGesture == Gestures.DOUBLETAP) then gestureStrings[gesturesCount] = "GESTURE DOUBLETAP"
|
||||
elseif (currentGesture == Gestures.HOLD) then gestureStrings[gesturesCount] = "GESTURE HOLD"
|
||||
elseif (currentGesture == Gestures.DRAG) then gestureStrings[gesturesCount] = "GESTURE DRAG"
|
||||
elseif (currentGesture == Gestures.SWIPE_RIGHT) then gestureStrings[gesturesCount] = "GESTURE SWIPE RIGHT"
|
||||
elseif (currentGesture == Gestures.SWIPE_LEFT) then gestureStrings[gesturesCount] = "GESTURE SWIPE LEFT"
|
||||
elseif (currentGesture == Gestures.SWIPE_UP) then gestureStrings[gesturesCount] = "GESTURE SWIPE UP"
|
||||
elseif (currentGesture == Gestures.SWIPE_DOWN) then gestureStrings[gesturesCount] = "GESTURE SWIPE DOWN"
|
||||
elseif (currentGesture == Gestures.PINCH_IN) then gestureStrings[gesturesCount] = "GESTURE PINCH IN"
|
||||
elseif (currentGesture == Gestures.PINCH_OUT) then gestureStrings[gesturesCount] = "GESTURE PINCH OUT"
|
||||
end
|
||||
|
||||
gesturesCount = gesturesCount + 1
|
||||
|
||||
-- Reset gestures strings
|
||||
if (gesturesCount >= MAX_GESTURE_STRINGS) then
|
||||
for i = 1, MAX_GESTURE_STRINGS do gestureStrings[i] = "\0" end
|
||||
gesturesCount = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawRectangleRec(touchArea, GRAY)
|
||||
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, RAYWHITE)
|
||||
|
||||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(GRAY, 0.5))
|
||||
|
||||
for i = 1, gesturesCount do
|
||||
if ((i - 1)%2 == 0) then DrawRectangle(10, 30 + 20*(i - 1), 200, 20, Fade(LIGHTGRAY, 0.5))
|
||||
else DrawRectangle(10, 30 + 20*(i - 1), 200, 20, Fade(LIGHTGRAY, 0.3)) end
|
||||
|
||||
if (i < gesturesCount) then DrawText(gestureStrings[i], 35, 36 + 20*(i - 1), 10, DARKGRAY)
|
||||
else DrawText(gestureStrings[i], 35, 36 + 20*(i - 1), 10, MAROON) end
|
||||
end
|
||||
|
||||
DrawRectangleLines(10, 29, 200, screenHeight - 50, GRAY)
|
||||
DrawText("DETECTED GESTURES", 50, 15, 10, GRAY)
|
||||
|
||||
if (currentGesture ~= GESTURE_NONE) then DrawCircleV(touchPosition, 30, MAROON) end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
63
examples/core_input_gamepad.lua
Normal file
63
examples/core_input_gamepad.lua
Normal file
@ -0,0 +1,63 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Gamepad input
|
||||
--
|
||||
-- NOTE: This example requires a Gamepad connected to the system
|
||||
-- raylib is configured to work with Xbox 360 gamepad, check raylib.h for buttons configuration
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input")
|
||||
|
||||
local ballPosition = Vector2(screenWidth/2, screenHeight/2)
|
||||
local gamepadMovement = Vector2(0, 0)
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsGamepadAvailable(GAMEPAD.PLAYER1)) then
|
||||
gamepadMovement.x = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_X)
|
||||
gamepadMovement.y = GetGamepadAxisMovement(GAMEPAD.PLAYER1, GAMEPAD.XBOX_AXIS_LEFT_Y)
|
||||
|
||||
ballPosition.x = ballPosition.x + gamepadMovement.x
|
||||
ballPosition.y = ballPosition.y - gamepadMovement.y
|
||||
|
||||
if (IsGamepadButtonPressed(GAMEPAD.PLAYER1, GAMEPAD.BUTTON_A)) then
|
||||
ballPosition.x = screenWidth/2
|
||||
ballPosition.y = screenHeight/2
|
||||
end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("move the ball with gamepad", 10, 10, 20, DARKGRAY)
|
||||
|
||||
DrawCircleV(ballPosition, 50, MAROON)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
51
examples/core_input_keys.lua
Normal file
51
examples/core_input_keys.lua
Normal file
@ -0,0 +1,51 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Keyboard input
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
|
||||
|
||||
local ballPosition = Vector2(screenWidth/2, screenHeight/2)
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KEY.RIGHT)) then ballPosition.x = ballPosition.x + 0.8 end
|
||||
if (IsKeyDown(KEY.LEFT)) then ballPosition.x = ballPosition.x - 0.8 end
|
||||
if (IsKeyDown(KEY.UP)) then ballPosition.y = ballPosition.y - 0.8 end
|
||||
if (IsKeyDown(KEY.DOWN)) then ballPosition.y = ballPosition.y + 0.8 end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY)
|
||||
|
||||
DrawCircleV(ballPosition, 50, MAROON)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
54
examples/core_input_mouse.lua
Normal file
54
examples/core_input_mouse.lua
Normal file
@ -0,0 +1,54 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Mouse input
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input")
|
||||
|
||||
local ballPosition = Vector2(-100.0, -100.0)
|
||||
local ballColor = DARKBLUE
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
------------------------------------------------------------------------------------
|
||||
ballPosition = GetMousePosition()
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE.LEFT_BUTTON)) then ballColor = MAROON
|
||||
elseif (IsMouseButtonPressed(MOUSE.MIDDLE_BUTTON)) then ballColor = LIME
|
||||
elseif (IsMouseButtonPressed(MOUSE.RIGHT_BUTTON)) then ballColor = DARKBLUE
|
||||
end
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawCircleV(ballPosition, 40, ballColor)
|
||||
|
||||
DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY)
|
||||
|
||||
EndDrawing()
|
||||
------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
----------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
----------------------------------------------------------------------------------------
|
50
examples/core_mouse_wheel.lua
Normal file
50
examples/core_mouse_wheel.lua
Normal file
@ -0,0 +1,50 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] examples - Mouse wheel
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse wheel")
|
||||
|
||||
local boxPositionY = screenHeight/2 - 40
|
||||
local scrollSpeed = 4 -- Scrolling speed in pixels
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
------------------------------------------------------------------------------------
|
||||
boxPositionY = boxPositionY - (GetMouseWheelMove()*scrollSpeed)
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawRectangle(screenWidth/2 - 40, boxPositionY, 80, 80, MAROON)
|
||||
|
||||
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY)
|
||||
DrawText(string.format("Box position Y: %03i", boxPositionY), 10, 40, 20, LIGHTGRAY)
|
||||
|
||||
EndDrawing()
|
||||
------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
----------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
----------------------------------------------------------------------------------------
|
73
examples/core_oculus_rift.lua
Normal file
73
examples/core_oculus_rift.lua
Normal file
@ -0,0 +1,73 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Oculus Rift CV1
|
||||
--
|
||||
-- NOTE: Example requires linkage with LibOVR
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 1080
|
||||
local screenHeight = 600
|
||||
|
||||
-- NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift")
|
||||
|
||||
-- NOTE: If device is not available, it fallbacks to default device (simulator)
|
||||
InitVrDevice(VrDevice.OCULUS_RIFT_CV1) -- Init VR device (Oculus Rift CV1)
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = {}
|
||||
camera.position = Vector3(5.0, 5.0, 5.0) -- Camera position
|
||||
camera.target = Vector3(0.0, 0.0, 0.0) -- Camera looking at point
|
||||
camera.up = Vector3(0.0, 1.0, 0.0) -- Camera up vector (rotation towards target)
|
||||
camera.fovy = 60.0 -- Camera field-of-view Y
|
||||
|
||||
local cubePosition = Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
SetTargetFPS(90) -- Set our game to run at 90 frames-per-second
|
||||
----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
------------------------------------------------------------------------------------
|
||||
UpdateVrTracking()
|
||||
|
||||
if (IsKeyPressed(KEY.SPACE)) then ToggleVrMode() end
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
|
||||
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
|
||||
|
||||
DrawGrid(10, 1.0)
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
----------------------------------------------------------------------------------------
|
||||
CloseVrDevice() -- Close VR device
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
----------------------------------------------------------------------------------------
|
56
examples/core_random_values.lua
Normal file
56
examples/core_random_values.lua
Normal file
@ -0,0 +1,56 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Generate random values
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values")
|
||||
|
||||
local framesCounter = 0 -- Variable used to count frames
|
||||
|
||||
local randValue = GetRandomValue(-8, 5) -- Get a random integer number between -8 and 5 (both included)
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
------------------------------------------------------------------------------------
|
||||
framesCounter = framesCounter + 1
|
||||
|
||||
-- Every two seconds (120 frames) a new random value is generated
|
||||
if (((framesCounter/120)%2) == 1) then
|
||||
randValue = GetRandomValue(-8, 5)
|
||||
framesCounter = 0
|
||||
end
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("Every 2 seconds a new random value is generated:", 130, 100, 20, MAROON)
|
||||
|
||||
DrawText(string.format("%i", randValue), 360, 180, 80, LIGHTGRAY)
|
||||
|
||||
EndDrawing()
|
||||
------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
----------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
----------------------------------------------------------------------------------------
|
74
examples/core_storage_values.lua
Normal file
74
examples/core_storage_values.lua
Normal file
@ -0,0 +1,74 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - Storage save/load values
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- NOTE: Storage positions must start with 0, directly related to file memory layout
|
||||
STORAGE_SCORE = 0
|
||||
STORAGE_HISCORE = 1
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values")
|
||||
|
||||
local score = 0
|
||||
local hiscore = 0
|
||||
|
||||
local framesCounter = 0
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY.R)) then
|
||||
score = GetRandomValue(1000, 2000)
|
||||
hiscore = GetRandomValue(2000, 4000)
|
||||
end
|
||||
|
||||
if (IsKeyPressed(KEY.ENTER)) then
|
||||
StorageSaveValue(STORAGE_SCORE, score)
|
||||
StorageSaveValue(STORAGE_HISCORE, hiscore)
|
||||
elseif (IsKeyPressed(KEY.SPACE)) then
|
||||
-- NOTE: If requested position could not be found, value 0 is returned
|
||||
score = StorageLoadValue(STORAGE_SCORE)
|
||||
hiscore = StorageLoadValue(STORAGE_HISCORE)
|
||||
end
|
||||
|
||||
framesCounter = framesCounter + 1
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText(string.format("SCORE: %i", score), 280, 130, 40, MAROON)
|
||||
DrawText(string.format("HI-SCORE: %i", hiscore), 210, 200, 50, BLACK)
|
||||
|
||||
DrawText(string.format("frames: %i", framesCounter), 10, 10, 20, LIME)
|
||||
|
||||
DrawText("Press R to generate random numbers", 220, 40, 20, LIGHTGRAY)
|
||||
DrawText("Press ENTER to SAVE values", 250, 310, 20, LIGHTGRAY)
|
||||
DrawText("Press SPACE to LOAD values", 252, 350, 20, LIGHTGRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
69
examples/core_world_screen.lua
Normal file
69
examples/core_world_screen.lua
Normal file
@ -0,0 +1,69 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [core] example - World to screen
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local cubePosition = Vector3(0.0, 0.0, 0.0)
|
||||
|
||||
local cubeScreenPosition = Vector2(0, 0)
|
||||
|
||||
SetCameraMode(CameraMode.FREE) -- Set a free camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
|
||||
-- Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = GetWorldToScreen(Vector3(cubePosition.x, cubePosition.y + 2.5, cubePosition.z), camera)
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawCube(cubePosition, 2.0, 2.0, 2.0, RED)
|
||||
DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON)
|
||||
|
||||
DrawGrid(10, 1.0)
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("Enemy: 100 / 100", cubeScreenPosition.x//1 - MeasureText("Enemy: 100 / 100", 20)//2, cubeScreenPosition.y//1, 20, BLACK)
|
||||
DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20))//2, 25, 20, GRAY)
|
||||
|
||||
EndDrawing()
|
||||
------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
----------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
----------------------------------------------------------------------------------------
|
65
examples/models_billboard.lua
Normal file
65
examples/models_billboard.lua
Normal file
@ -0,0 +1,65 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [models] example - Drawing billboards
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(5.0, 4.0, 5.0), Vector3(0.0, 2.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local bill = LoadTexture("resources/billboard.png") -- Our texture billboard
|
||||
local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard
|
||||
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawBillboard(camera, bill, billPosition, 2.0, WHITE)
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(bill) -- Unload texture
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
115
examples/models_box_collisions.lua
Normal file
115
examples/models_box_collisions.lua
Normal file
@ -0,0 +1,115 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local playerPosition = Vector3(0.0, 1.0, 2.0)
|
||||
local playerSize = Vector3(1.0, 2.0, 1.0)
|
||||
local playerColor = GREEN
|
||||
|
||||
local enemyBoxPos = Vector3(-4.0, 1.0, 0.0)
|
||||
local enemyBoxSize = Vector3(2.0, 2.0, 2.0)
|
||||
|
||||
local enemySpherePos = Vector3(4.0, 0.0, 0.0)
|
||||
local enemySphereSize = 1.5
|
||||
|
||||
local collision = false
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Move player
|
||||
if (IsKeyDown(KEY.RIGHT)) then playerPosition.x = playerPosition.x + 0.2
|
||||
elseif (IsKeyDown(KEY.LEFT)) then playerPosition.x = playerPosition.x - 0.2
|
||||
elseif (IsKeyDown(KEY.DOWN)) then playerPosition.z = playerPosition.z + 0.2
|
||||
elseif (IsKeyDown(KEY.UP)) then playerPosition.z = playerPosition.z - 0.2 end
|
||||
|
||||
collision = false
|
||||
|
||||
-- Check collisions player vs enemy-box
|
||||
if (CheckCollisionBoxes(
|
||||
BoundingBox(Vector3(playerPosition.x - playerSize.x/2,
|
||||
playerPosition.y - playerSize.y/2,
|
||||
playerPosition.z - playerSize.z/2),
|
||||
Vector3(playerPosition.x + playerSize.x/2,
|
||||
playerPosition.y + playerSize.y/2,
|
||||
playerPosition.z + playerSize.z/2)),
|
||||
BoundingBox(Vector3(enemyBoxPos.x - enemyBoxSize.x/2,
|
||||
enemyBoxPos.y - enemyBoxSize.y/2,
|
||||
enemyBoxPos.z - enemyBoxSize.z/2),
|
||||
Vector3(enemyBoxPos.x + enemyBoxSize.x/2,
|
||||
enemyBoxPos.y + enemyBoxSize.y/2,
|
||||
enemyBoxPos.z + enemyBoxSize.z/2)))) then collision = true
|
||||
end
|
||||
|
||||
-- Check collisions player vs enemy-sphere
|
||||
if (CheckCollisionBoxSphere(
|
||||
BoundingBox(Vector3(playerPosition.x - playerSize.x/2,
|
||||
playerPosition.y - playerSize.y/2,
|
||||
playerPosition.z - playerSize.z/2),
|
||||
Vector3(playerPosition.x + playerSize.x/2,
|
||||
playerPosition.y + playerSize.y/2,
|
||||
playerPosition.z + playerSize.z/2)),
|
||||
enemySpherePos, enemySphereSize)) then collision = true
|
||||
end
|
||||
|
||||
if (collision) then playerColor = RED
|
||||
else playerColor = GREEN end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
-- Draw enemy-box
|
||||
DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY)
|
||||
DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY)
|
||||
|
||||
-- Draw enemy-sphere
|
||||
DrawSphere(enemySpherePos, enemySphereSize, GRAY)
|
||||
DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY)
|
||||
|
||||
-- Draw player
|
||||
DrawCubeV(playerPosition, playerSize, playerColor)
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("Move player with cursors to collide", 220, 40, 20, GRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -35,19 +35,17 @@ int main()
|
||||
|
||||
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
|
||||
SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
79
examples/models_cubicmap.lua
Normal file
79
examples/models_cubicmap.lua
Normal file
@ -0,0 +1,79 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [models] example - Cubicmap loading and drawing
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(16.0, 14.0, 16.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local image = LoadImage("resources/cubicmap.png") -- Load cubicmap image (RAM)
|
||||
local cubicmap = LoadTextureFromImage(image) -- Convert image to texture to display (VRAM)
|
||||
local map = LoadCubicmap(image) -- Load cubicmap model (generate model from image)
|
||||
|
||||
-- NOTE: By default each cube is mapped to one part of texture atlas
|
||||
local texture = LoadTexture("resources/cubicmap_atlas.png") -- Load map texture
|
||||
map.material.texDiffuse = texture -- Set map diffuse texture
|
||||
|
||||
local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
|
||||
|
||||
UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
|
||||
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawModel(map, mapPosition, 1.0, WHITE)
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawTextureEx(cubicmap, (Vector2)(screenWidth - cubicmap.width*4 - 20, 20), 0.0, 4.0, WHITE)
|
||||
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN)
|
||||
|
||||
DrawText("cubicmap image used to", 658, 90, 10, GRAY)
|
||||
DrawText("generate map 3d model", 658, 104, 10, GRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(cubicmap) -- Unload cubicmap texture
|
||||
UnloadTexture(texture) -- Unload map texture
|
||||
UnloadModel(map) -- Unload map model
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
67
examples/models_geometric_shapes.lua
Normal file
67
examples/models_geometric_shapes.lua
Normal file
@ -0,0 +1,67 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(0.0, 10.0, 10.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera) -- ERROR: Lua Error: attempt to index a number value
|
||||
|
||||
DrawCube(Vector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, RED)
|
||||
DrawCubeWires(Vector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, GOLD)
|
||||
DrawCubeWires(Vector3(-4.0, 0.0, -2.0), 3.0, 6.0, 2.0, MAROON)
|
||||
|
||||
DrawSphere(Vector3(-1.0, 0.0, -2.0), 1.0, GREEN)
|
||||
DrawSphereWires(Vector3(1.0, 0.0, 2.0), 2.0, 16, 16, LIME)
|
||||
|
||||
DrawCylinder(Vector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, SKYBLUE)
|
||||
DrawCylinderWires(Vector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, DARKBLUE)
|
||||
DrawCylinderWires(Vector3(4.5, -1.0, 2.0), 1.0, 1.0, 2.0, 6, BROWN)
|
||||
|
||||
DrawCylinder(Vector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, GOLD)
|
||||
DrawCylinderWires(Vector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, PINK)
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
73
examples/models_heightmap.lua
Normal file
73
examples/models_heightmap.lua
Normal file
@ -0,0 +1,73 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [models] example - Heightmap loading and drawing
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing")
|
||||
|
||||
-- Define our custom camera to look into our 3d world
|
||||
local camera = Camera(Vector3(18.0, 16.0, 18.0), Vector3(0.0, 0.0, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local image = LoadImage("resources/heightmap.png") -- Load heightmap image (RAM)
|
||||
local texture = LoadTextureFromImage(image) -- Convert image to texture (VRAM)
|
||||
local map = LoadHeightmap(image, Vector3(16, 8, 16)) -- Load heightmap model with defined size
|
||||
map.material.texDiffuse = texture -- Set map diffuse texture
|
||||
local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (depends on model scaling!)
|
||||
|
||||
UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM
|
||||
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
-- NOTE: Model is scaled to 1/4 of its original size (128x128 units)
|
||||
DrawModel(map, mapPosition, 1.0, RED)
|
||||
|
||||
DrawGrid(20, 1.0)
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE)
|
||||
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture) -- Unload texture
|
||||
UnloadModel(map) -- Unload model
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
67
examples/models_obj_loading.lua
Normal file
67
examples/models_obj_loading.lua
Normal file
@ -0,0 +1,67 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [models] example - Load and draw a 3d model (OBJ)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture
|
||||
dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- ...
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
DrawGizmo(position) -- Draw gizmo
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture) -- Unload texture
|
||||
UnloadModel(dwarf) -- Unload model
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -5,9 +5,16 @@
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* NOTE:
|
||||
* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
|
||||
* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
||||
* found inside raylib/src/external/pthread directory.
|
||||
*
|
||||
* Compile example using:
|
||||
* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
|
||||
* Add pthread library when compiling physac example:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
|
||||
* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
|
||||
*
|
||||
* Note that pthreadGC2.dll must be also copied to project directory!
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
|
@ -5,10 +5,16 @@
|
||||
* This example has been created using raylib 1.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* NOTE: This example requires raylib module [rlgl]
|
||||
* NOTE:
|
||||
* Physac requires multi-threading, when InitPhysics() a second thread is created to manage
|
||||
* physics calculations. To accomplish that, physac uses pthread Win32 library that can be
|
||||
* found inside raylib/src/external/pthread directory.
|
||||
*
|
||||
* Compile example using:
|
||||
* cmd /c IF NOT EXIST pthreadGC2.dll copy C:\raylib\raylib\src\external\pthread\pthreadGC2.dll $(CURRENT_DIRECTORY) /Y
|
||||
* Add pthread library when compiling physac example:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon -L../src/external/pthread/lib \
|
||||
* -I../src -I../src/external/pthread/include -lraylib -lglfw3 -lopengl32 -lgdi32 -lpthreadGC2 -std=c99 -Wall
|
||||
*
|
||||
* Note that pthreadGC2.dll must be also copied to project directory!
|
||||
*
|
||||
* Copyright (c) 2016 Victor Fisac and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
|
Binary file not shown.
BIN
examples/resources/audio/chiptun1.mod
Normal file
BIN
examples/resources/audio/chiptun1.mod
Normal file
Binary file not shown.
BIN
examples/resources/audio/mini1111.xm
Normal file
BIN
examples/resources/audio/mini1111.xm
Normal file
Binary file not shown.
@ -8,30 +8,32 @@ varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec4 tc = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture2D(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(j, i)*0.004) * 0.25;
|
||||
sum += texture2D(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
// Calculate final fragment color
|
||||
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
|
||||
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
|
||||
else tc = sum*sum*0.0075 + texelColor;
|
||||
|
||||
gl_FragColor = tc;
|
||||
gl_FragColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
161
examples/resources/shaders/glsl100/standard.fs
Normal file
161
examples/resources/shaders/glsl100/standard.fs
Normal file
@ -0,0 +1,161 @@
|
||||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
uniform vec4 colAmbient;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 colSpecular;
|
||||
uniform float glossiness;
|
||||
|
||||
uniform int useNormal;
|
||||
uniform int useSpecular;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform vec3 viewDir;
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
vec4 diffuse;
|
||||
float intensity;
|
||||
float radius;
|
||||
float coneAngle;
|
||||
};
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform Light lights[maxLights];
|
||||
|
||||
vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
/*
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
|
||||
vec3 surfaceToLight = l.position - surfacePos;
|
||||
|
||||
// Diffuse shading
|
||||
float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
|
||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(-l.direction + v);
|
||||
spec = pow(dot(n, h), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
*/
|
||||
return vec3(0.5);
|
||||
}
|
||||
|
||||
vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
/*
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(dot(n, h), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
// Combine results
|
||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
*/
|
||||
return vec3(0.5);
|
||||
}
|
||||
|
||||
vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
/*
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 lightToSurface = normalize(surfacePos - l.position);
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Spot attenuation
|
||||
float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
|
||||
attenuation = dot(lightToSurface, -lightDir);
|
||||
|
||||
float lightToSurfaceAngle = degrees(acos(attenuation));
|
||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
|
||||
|
||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
|
||||
|
||||
// Combine diffuse and attenuation
|
||||
float diffAttenuation = diff*attenuation;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diffAttenuation > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(dot(n, h), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
|
||||
*/
|
||||
return vec3(0.5);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment normal in screen space
|
||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
|
||||
mat3 normalMatrix = mat3(modelMatrix);
|
||||
vec3 normal = normalize(normalMatrix*fragNormal);
|
||||
|
||||
// Normalize normal and view direction vectors
|
||||
vec3 n = normalize(normal);
|
||||
vec3 v = normalize(viewDir);
|
||||
|
||||
// Calculate diffuse texture color fetching
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
vec3 lighting = colAmbient.rgb;
|
||||
|
||||
// Calculate normal texture color fetching or set to maximum normal value by default
|
||||
if (useNormal == 1)
|
||||
{
|
||||
n *= texture2D(texture1, fragTexCoord).rgb;
|
||||
n = normalize(n);
|
||||
}
|
||||
|
||||
// Calculate specular texture color fetching or set to maximum specular value by default
|
||||
float spec = 1.0;
|
||||
if (useSpecular == 1) spec *= normalize(texture2D(texture2, fragTexCoord).r);
|
||||
|
||||
for (int i = 0; i < maxLights; i++)
|
||||
{
|
||||
// Check if light is enabled
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
// Calculate lighting based on light type
|
||||
if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
|
||||
else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
|
||||
else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
|
||||
|
||||
// NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
|
||||
}
|
23
examples/resources/shaders/glsl100/standard.vs
Normal file
23
examples/resources/shaders/glsl100/standard.vs
Normal file
@ -0,0 +1,23 @@
|
||||
#version 100
|
||||
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vertexPosition;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = vertexNormal;
|
||||
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
@ -6,33 +6,35 @@ in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec4 tc = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
for (int i = -4; i < 4; i++)
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int j = -3; j < 3; j++)
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(j, i)*0.004)*0.25;
|
||||
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
|
||||
// Calculate final fragment color
|
||||
if (texelColor.r < 0.3) tc = sum*sum*0.012 + texelColor;
|
||||
else if (texelColor.r < 0.5) tc = sum*sum*0.009 + texelColor;
|
||||
else tc = sum*sum*0.0075 + texelColor;
|
||||
|
||||
finalColor = tc;
|
||||
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
150
examples/resources/shaders/glsl330/standard.fs
Normal file
150
examples/resources/shaders/glsl330/standard.fs
Normal file
@ -0,0 +1,150 @@
|
||||
#version 330
|
||||
|
||||
in vec3 fragPosition;
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
in vec3 fragNormal;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
uniform vec4 colAmbient;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 colSpecular;
|
||||
uniform float glossiness;
|
||||
|
||||
uniform int useNormal;
|
||||
uniform int useSpecular;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform vec3 viewDir;
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
vec4 diffuse;
|
||||
float intensity;
|
||||
float radius;
|
||||
float coneAngle;
|
||||
};
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform Light lights[maxLights];
|
||||
|
||||
vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 surfaceToLight = l.position - surfacePos;
|
||||
|
||||
// Diffuse shading
|
||||
float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
|
||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(-l.direction + v);
|
||||
spec = pow(dot(n, h), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(dot(n, h), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
// Combine results
|
||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 lightToSurface = normalize(surfacePos - l.position);
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Spot attenuation
|
||||
float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
|
||||
attenuation = dot(lightToSurface, -lightDir);
|
||||
|
||||
float lightToSurfaceAngle = degrees(acos(attenuation));
|
||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
|
||||
|
||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
|
||||
|
||||
// Combine diffuse and attenuation
|
||||
float diffAttenuation = diff*attenuation;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diffAttenuation > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(dot(n, h), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment normal in screen space
|
||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
|
||||
mat3 normalMatrix = mat3(modelMatrix);
|
||||
vec3 normal = normalize(normalMatrix*fragNormal);
|
||||
|
||||
// Normalize normal and view direction vectors
|
||||
vec3 n = normalize(normal);
|
||||
vec3 v = normalize(viewDir);
|
||||
|
||||
// Calculate diffuse texture color fetching
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
vec3 lighting = colAmbient.rgb;
|
||||
|
||||
// Calculate normal texture color fetching or set to maximum normal value by default
|
||||
if (useNormal == 1)
|
||||
{
|
||||
n *= texture(texture1, fragTexCoord).rgb;
|
||||
n = normalize(n);
|
||||
}
|
||||
|
||||
// Calculate specular texture color fetching or set to maximum specular value by default
|
||||
float spec = 1.0;
|
||||
if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
|
||||
|
||||
for (int i = 0; i < maxLights; i++)
|
||||
{
|
||||
// Check if light is enabled
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
// Calculate lighting based on light type
|
||||
if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
|
||||
else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
|
||||
else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
|
||||
}
|
23
examples/resources/shaders/glsl330/standard.vs
Normal file
23
examples/resources/shaders/glsl330/standard.vs
Normal file
@ -0,0 +1,23 @@
|
||||
#version 330
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec3 vertexNormal;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec4 vertexColor;
|
||||
|
||||
out vec3 fragPosition;
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vertexPosition;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = vertexNormal;
|
||||
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
90
examples/rlua_execute_file.c
Normal file
90
examples/rlua_execute_file.c
Normal file
@ -0,0 +1,90 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [rlua] example - Lua file execution
|
||||
*
|
||||
* NOTE: This example requires Lua library (http://luabinaries.sourceforge.net/download.html)
|
||||
*
|
||||
* Compile example using:
|
||||
* gcc -o $(NAME_PART).exe $(FILE_NAME) $(RAYLIB_DIR)\raylib_icon /
|
||||
* -I../src -I../src/external/lua/include -L../src/external/lua/lib /
|
||||
* -lraylib -lglfw3 -lopengl32 -lopenal32 -llua53 -lgdi32 -std=c99
|
||||
*
|
||||
* This example has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#define RLUA_IMPLEMENTATION
|
||||
#include "rlua.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitLuaDevice();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// ExecuteLuaFile("core_basic_window.lua"); // OK!
|
||||
// ExecuteLuaFile("core_input_keys.lua"); // OK!
|
||||
// ExecuteLuaFile("core_input_mouse.lua"); // OK!
|
||||
// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
|
||||
// ExecuteLuaFile("core_input_gamepad.lua"); // OK!
|
||||
// ExecuteLuaFile("core_random_values.lua"); // OK!
|
||||
// ExecuteLuaFile("core_color_select.lua"); // OK!
|
||||
// ExecuteLuaFile("core_drop_files.lua"); // OK!
|
||||
// ExecuteLuaFile("core_storage_values.lua"); // OK!
|
||||
// ExecuteLuaFile("core_gestures_detection.lua"); // OK!
|
||||
// ExecuteLuaFile("core_3d_mode.lua"); // OK!
|
||||
// ExecuteLuaFile("core_3d_picking.lua"); // OK!
|
||||
// ExecuteLuaFile("core_3d_camera_free.lua"); // OK!
|
||||
// ExecuteLuaFile("core_3d_camera_first_person.lua"); // OK!
|
||||
// ExecuteLuaFile("core_2d_camera.lua"); // OK!
|
||||
// ExecuteLuaFile("core_world_screen.lua"); // OK!
|
||||
// ExecuteLuaFile("core_oculus_rift.lua"); // OK!
|
||||
// ExecuteLuaFile("shapes_logo_raylib.lua"); // OK!
|
||||
// ExecuteLuaFile("shapes_basic_shapes.lua"); // OK!
|
||||
// ExecuteLuaFile("shapes_colors_palette.lua"); // OK!
|
||||
// ExecuteLuaFile("shapes_logo_raylib_anim.lua"); // OK! NOTE: Use lua string.sub() instead of raylib SubText()
|
||||
// ExecuteLuaFile("textures_logo_raylib.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_image_loading.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_rectangle.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_to_image.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: LoadImageEx()
|
||||
// ExecuteLuaFile("textures_formats_loading.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_particles_trail_blending.lua"); // OK!
|
||||
// ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
|
||||
// ExecuteLuaFile("textures_image_drawing.lua"); // OK!
|
||||
// ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
|
||||
// ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
|
||||
// ExecuteLuaFile("text_rbmf_fonts.lua"); // OK!
|
||||
// ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
|
||||
// ExecuteLuaFile("text_font_select.lua"); // OK!
|
||||
// ExecuteLuaFile("text_writing_anim.lua"); // OK!
|
||||
// ExecuteLuaFile("models_geometric_shapes.lua"); // OK!
|
||||
// ExecuteLuaFile("models_box_collisions.lua"); // OK!
|
||||
// ExecuteLuaFile("models_billboard.lua"); // OK!
|
||||
// ExecuteLuaFile("models_obj_loading.lua"); // OK!
|
||||
// ExecuteLuaFile("models_heightmap.lua"); // OK!
|
||||
// ExecuteLuaFile("models_cubicmap.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_model_shader.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_shapes_textures.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_custom_uniform.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_postprocessing.lua"); // OK!
|
||||
// ExecuteLuaFile("shaders_standard_lighting.lua"); // OK!
|
||||
// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
|
||||
// ExecuteLuaFile("audio_music_stream.lua"); // OK!
|
||||
// ExecuteLuaFile("audio_module_playing.lua"); // OK!
|
||||
// ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseLuaDevice(); // Close Lua device and free resources
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
115
examples/shaders_custom_uniform.lua
Normal file
115
examples/shaders_custom_uniform.lua
Normal file
@ -0,0 +1,115 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
|
||||
--
|
||||
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
--
|
||||
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
|
||||
dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
|
||||
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/swirl.fs") -- Load postpro shader
|
||||
|
||||
-- Get variable (uniform) location on the shader to connect with the program
|
||||
-- NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
local swirlCenterLoc = GetShaderLocation(shader, "center")
|
||||
|
||||
local swirlCenter = { screenWidth/2, screenHeight/2 }
|
||||
|
||||
-- Create a RenderTexture2D to be used for render to texture
|
||||
local target = LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
local mousePosition = GetMousePosition()
|
||||
|
||||
swirlCenter[1] = mousePosition.x
|
||||
swirlCenter[2] = screenHeight - mousePosition.y
|
||||
|
||||
-- Send new value to the shader to be used on drawing
|
||||
SetShaderValue(shader, swirlCenterLoc, swirlCenter)
|
||||
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
BeginTextureMode(target) -- Enable drawing to texture
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED)
|
||||
|
||||
EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
BeginShaderMode(shader)
|
||||
|
||||
-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
|
||||
|
||||
EndShaderMode()
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadShader(shader) -- Unload shader
|
||||
UnloadTexture(texture) -- Unload texture
|
||||
UnloadModel(dwarf) -- Unload model
|
||||
UnloadRenderTexture(target) -- Unload render texture
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
@ -37,25 +37,22 @@ int main()
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
|
||||
|
||||
dwarf.material.shader = shader; // Set shader effect to 3d model
|
||||
dwarf.material.texDiffuse = texture; // Bind texture to model
|
||||
dwarf.material.shader = shader; // Set shader effect to 3d model
|
||||
dwarf.material.texDiffuse = texture; // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
85
examples/shaders_model_shader.lua
Normal file
85
examples/shaders_model_shader.lua
Normal file
@ -0,0 +1,85 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shaders] example - Apply a shader to a 3d model
|
||||
--
|
||||
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
--
|
||||
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture
|
||||
local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs") -- Load model shader
|
||||
|
||||
dwarf.material.shader = shader -- Set shader effect to 3d model
|
||||
dwarf.material.texDiffuse = texture -- Bind texture to model
|
||||
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadShader(shader) -- Unload shader
|
||||
UnloadTexture(texture) -- Unload texture
|
||||
UnloadModel(dwarf) -- Unload model
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
101
examples/shaders_postprocessing.lua
Normal file
101
examples/shaders_postprocessing.lua
Normal file
@ -0,0 +1,101 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shaders] example - Apply a postprocessing shader to a scene
|
||||
--
|
||||
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
--
|
||||
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
|
||||
dwarf.material.texDiffuse = texture -- Set dwarf model diffuse texture
|
||||
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/bloom.fs") -- Load postpro shader
|
||||
|
||||
-- Create a RenderTexture2D to be used for render to texture
|
||||
local target = LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
BeginTextureMode(target) -- Enable drawing to texture
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("HELLO POSTPROCESSING!", 70, 190, 50, RED)
|
||||
|
||||
EndTextureMode() -- End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
BeginShaderMode(shader)
|
||||
|
||||
-- NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
DrawTextureRec(target.texture, Rectangle(0, 0, target.texture.width, -target.texture.height), Vector2(0, 0), WHITE)
|
||||
|
||||
EndShaderMode()
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadShader(shader) -- Unload shader
|
||||
UnloadTexture(texture) -- Unload texture
|
||||
UnloadModel(dwarf) -- Unload model
|
||||
UnloadRenderTexture(target) -- Unload render texture
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
101
examples/shaders_shapes_textures.lua
Normal file
101
examples/shaders_shapes_textures.lua
Normal file
@ -0,0 +1,101 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shaders] example - Apply a shader to some shape or texture
|
||||
--
|
||||
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
--
|
||||
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders")
|
||||
|
||||
local sonic = LoadTexture("resources/texture_formats/sonic.png")
|
||||
|
||||
-- NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
local shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs")
|
||||
|
||||
-- Shader usage is also different than models/postprocessing, shader is just activated when required
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
-- Start drawing with default shader
|
||||
|
||||
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED)
|
||||
|
||||
DrawCircle(80, 120, 35, DARKBLUE)
|
||||
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE)
|
||||
DrawCircleLines(80, 340, 80, DARKBLUE)
|
||||
|
||||
|
||||
-- Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader)
|
||||
|
||||
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED)
|
||||
|
||||
DrawRectangle(250 - 60, 90, 120, 60, RED)
|
||||
DrawRectangleGradient(250 - 90, 170, 180, 130, MAROON, GOLD)
|
||||
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE)
|
||||
|
||||
-- Activate our default shader for next drawings
|
||||
EndShaderMode()
|
||||
|
||||
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED)
|
||||
|
||||
DrawTriangle(Vector2(430, 80),
|
||||
Vector2(430 - 60, 150),
|
||||
Vector2(430 + 60, 150), VIOLET)
|
||||
|
||||
DrawTriangleLines(Vector2(430, 160),
|
||||
Vector2(430 - 20, 230),
|
||||
Vector2(430 + 20, 230), DARKBLUE)
|
||||
|
||||
DrawPoly(Vector2(430, 320), 6, 80, 0, BROWN)
|
||||
|
||||
-- Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader)
|
||||
|
||||
DrawTexture(sonic, 380, -10, WHITE) -- Using custom shader
|
||||
|
||||
-- Activate our default shader for next drawings
|
||||
EndShaderMode()
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadShader(shader) -- Unload shader
|
||||
UnloadTexture(sonic) -- Unload texture
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
114
examples/shaders_standard_lighting.lua
Normal file
114
examples/shaders_standard_lighting.lua
Normal file
@ -0,0 +1,114 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shaders] example - Standard lighting (materials and lights)
|
||||
--
|
||||
-- NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
-- OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
--
|
||||
-- NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
-- on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
-- raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
|
||||
|
||||
-- Define the camera to look into our 3d world
|
||||
local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
|
||||
|
||||
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
|
||||
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
|
||||
|
||||
local material = LoadStandardMaterial()
|
||||
|
||||
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model diffuse texture
|
||||
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
|
||||
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
|
||||
material.colDiffuse = WHITE
|
||||
material.colAmbient = Color(0, 0, 10, 255)
|
||||
material.colSpecular = WHITE
|
||||
material.glossiness = 50.0
|
||||
|
||||
dwarf.material = material -- Apply material to model
|
||||
|
||||
local spotLight = CreateLight(LightType.SPOT, Vector3(3.0, 5.0, 2.0), Color(255, 255, 255, 255))
|
||||
spotLight.target = Vector3(0.0, 0.0, 0.0)
|
||||
spotLight.intensity = 2.0
|
||||
spotLight.diffuse = Color(255, 100, 100, 255)
|
||||
spotLight.coneAngle = 60.0
|
||||
|
||||
local dirLight = CreateLight(LightType.DIRECTIONAL, Vector3(0.0, -3.0, -3.0), Color(255, 255, 255, 255))
|
||||
dirLight.target = Vector3(1.0, -2.0, -2.0)
|
||||
dirLight.intensity = 2.0
|
||||
dirLight.diffuse = Color(100, 255, 100, 255)
|
||||
|
||||
local pointLight = CreateLight(LightType.POINT, Vector3(0.0, 4.0, 5.0), Color(255, 255, 255, 255))
|
||||
pointLight.intensity = 2.0
|
||||
pointLight.diffuse = Color(100, 100, 255, 255)
|
||||
pointLight.radius = 3.0
|
||||
|
||||
-- Setup orbital camera
|
||||
SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
|
||||
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
|
||||
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
camera = UpdateCamera(camera) -- Update internal camera and our camera
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
Begin3dMode(camera)
|
||||
|
||||
DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
|
||||
|
||||
DrawLight(spotLight) -- Draw spot light
|
||||
DrawLight(dirLight) -- Draw directional light
|
||||
DrawLight(pointLight) -- Draw point light
|
||||
|
||||
DrawGrid(10, 1.0) -- Draw a grid
|
||||
|
||||
End3dMode()
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY)
|
||||
|
||||
DrawFPS(10, 10)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadMaterial(material) -- Unload material and assigned textures
|
||||
UnloadModel(dwarf) -- Unload model
|
||||
|
||||
-- Destroy all created lights
|
||||
DestroyLight(pointLight)
|
||||
DestroyLight(dirLight)
|
||||
DestroyLight(spotLight)
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
64
examples/shapes_basic_shapes.lua
Normal file
64
examples/shapes_basic_shapes.lua
Normal file
@ -0,0 +1,64 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing")
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY)
|
||||
|
||||
DrawLine(18, 42, screenWidth - 18, 42, BLACK)
|
||||
|
||||
DrawCircle(screenWidth/4, 120, 35, DARKBLUE)
|
||||
DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE)
|
||||
DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE)
|
||||
|
||||
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED)
|
||||
DrawRectangleGradient(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD)
|
||||
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE)
|
||||
|
||||
DrawTriangle(Vector2(screenWidth/4*3, 80),
|
||||
Vector2(screenWidth/4*3 - 60, 150),
|
||||
Vector2(screenWidth/4*3 + 60, 150), VIOLET)
|
||||
|
||||
DrawTriangleLines(Vector2(screenWidth/4*3, 160),
|
||||
Vector2(screenWidth/4*3 - 20, 230),
|
||||
Vector2(screenWidth/4*3 + 20, 230), DARKBLUE)
|
||||
|
||||
DrawPoly(Vector2(screenWidth/4*3, 320), 6, 80, 0, BROWN)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
89
examples/shapes_colors_palette.lua
Normal file
89
examples/shapes_colors_palette.lua
Normal file
@ -0,0 +1,89 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shapes] example - Draw raylib custom color palette
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette")
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("raylib color palette", 28, 42, 20, BLACK)
|
||||
|
||||
DrawRectangle(26, 80, 100, 100, DARKGRAY)
|
||||
DrawRectangle(26, 188, 100, 100, GRAY)
|
||||
DrawRectangle(26, 296, 100, 100, LIGHTGRAY)
|
||||
DrawRectangle(134, 80, 100, 100, MAROON)
|
||||
DrawRectangle(134, 188, 100, 100, RED)
|
||||
DrawRectangle(134, 296, 100, 100, PINK)
|
||||
DrawRectangle(242, 80, 100, 100, ORANGE)
|
||||
DrawRectangle(242, 188, 100, 100, GOLD)
|
||||
DrawRectangle(242, 296, 100, 100, YELLOW)
|
||||
DrawRectangle(350, 80, 100, 100, DARKGREEN)
|
||||
DrawRectangle(350, 188, 100, 100, LIME)
|
||||
DrawRectangle(350, 296, 100, 100, GREEN)
|
||||
DrawRectangle(458, 80, 100, 100, DARKBLUE)
|
||||
DrawRectangle(458, 188, 100, 100, BLUE)
|
||||
DrawRectangle(458, 296, 100, 100, SKYBLUE)
|
||||
DrawRectangle(566, 80, 100, 100, DARKPURPLE)
|
||||
DrawRectangle(566, 188, 100, 100, VIOLET)
|
||||
DrawRectangle(566, 296, 100, 100, PURPLE)
|
||||
DrawRectangle(674, 80, 100, 100, DARKBROWN)
|
||||
DrawRectangle(674, 188, 100, 100, BROWN)
|
||||
DrawRectangle(674, 296, 100, 100, BEIGE)
|
||||
|
||||
|
||||
DrawText("DARKGRAY", 65, 166, 10, BLACK)
|
||||
DrawText("GRAY", 93, 274, 10, BLACK)
|
||||
DrawText("LIGHTGRAY", 61, 382, 10, BLACK)
|
||||
DrawText("MAROON", 186, 166, 10, BLACK)
|
||||
DrawText("RED", 208, 274, 10, BLACK)
|
||||
DrawText("PINK", 204, 382, 10, BLACK)
|
||||
DrawText("ORANGE", 295, 166, 10, BLACK)
|
||||
DrawText("GOLD", 310, 274, 10, BLACK)
|
||||
DrawText("YELLOW", 300, 382, 10, BLACK)
|
||||
DrawText("DARKGREEN", 382, 166, 10, BLACK)
|
||||
DrawText("LIME", 420, 274, 10, BLACK)
|
||||
DrawText("GREEN", 410, 382, 10, BLACK)
|
||||
DrawText("DARKBLUE", 498, 166, 10, BLACK)
|
||||
DrawText("BLUE", 526, 274, 10, BLACK)
|
||||
DrawText("SKYBLUE", 505, 382, 10, BLACK)
|
||||
DrawText("DARKPURPLE", 592, 166, 10, BLACK)
|
||||
DrawText("VIOLET", 621, 274, 10, BLACK)
|
||||
DrawText("PURPLE", 620, 382, 10, BLACK)
|
||||
DrawText("DARKBROWN", 705, 166, 10, BLACK)
|
||||
DrawText("BROWN", 733, 274, 10, BLACK)
|
||||
DrawText("BEIGE", 737, 382, 10, BLACK)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
48
examples/shapes_logo_raylib.lua
Normal file
48
examples/shapes_logo_raylib.lua
Normal file
@ -0,0 +1,48 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shapes] example - Draw raylib logo using basic shapes
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes")
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawRectangle(screenWidth/2 - 128, screenHeight/2 - 128, 256, 256, BLACK)
|
||||
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, RAYWHITE)
|
||||
DrawText("raylib", screenWidth/2 - 44, screenHeight/2 + 48, 50, BLACK)
|
||||
|
||||
DrawText("this is NOT a texture!", 350, 370, 10, GRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
127
examples/shapes_logo_raylib_anim.lua
Normal file
127
examples/shapes_logo_raylib_anim.lua
Normal file
@ -0,0 +1,127 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [shapes] example - raylib logo animation
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation")
|
||||
|
||||
local logoPositionX = screenWidth/2 - 128
|
||||
local logoPositionY = screenHeight/2 - 128
|
||||
|
||||
local framesCounter = 0
|
||||
local lettersCount = 0
|
||||
|
||||
local topSideRecWidth = 16
|
||||
local leftSideRecHeight = 16
|
||||
|
||||
local bottomSideRecWidth = 16
|
||||
local rightSideRecHeight = 16
|
||||
|
||||
local state = 0 -- Tracking animation states (State Machine)
|
||||
local alpha = 1.0 -- Useful for fading
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (state == 0) then -- State 0: Small box blinking
|
||||
framesCounter = framesCounter + 1
|
||||
|
||||
if (framesCounter == 120) then
|
||||
state = 1
|
||||
framesCounter = 0 -- Reset counter... will be used later...
|
||||
end
|
||||
elseif (state == 1) then -- State 1: Top and left bars growing
|
||||
topSideRecWidth = topSideRecWidth + 4
|
||||
leftSideRecHeight = leftSideRecHeight + 4
|
||||
|
||||
if (topSideRecWidth == 256) then state = 2 end
|
||||
elseif (state == 2) then -- State 2: Bottom and right bars growing
|
||||
bottomSideRecWidth = bottomSideRecWidth + 4
|
||||
rightSideRecHeight = rightSideRecHeight + 4
|
||||
|
||||
if (bottomSideRecWidth == 256) then state = 3 end
|
||||
elseif (state == 3) then -- State 3: Letters appearing (one by one)
|
||||
framesCounter = framesCounter + 1
|
||||
|
||||
if (framesCounter//12 == 1) then -- Every 12 frames, one more letter!
|
||||
lettersCount = lettersCount + 1
|
||||
framesCounter = 0
|
||||
end
|
||||
|
||||
if (lettersCount >= 10) then -- When all letters have appeared, just fade out everything
|
||||
alpha = alpha - 0.02
|
||||
|
||||
if (alpha <= 0.0) then
|
||||
alpha = 0.0
|
||||
state = 4
|
||||
end
|
||||
end
|
||||
elseif (state == 4) then -- State 4: Reset and Replay
|
||||
if (IsKeyPressed(KEY.R)) then
|
||||
framesCounter = 0
|
||||
lettersCount = 0
|
||||
|
||||
topSideRecWidth = 16
|
||||
leftSideRecHeight = 16
|
||||
|
||||
bottomSideRecWidth = 16
|
||||
rightSideRecHeight = 16
|
||||
|
||||
alpha = 1.0
|
||||
state = 0 -- Return to State 0
|
||||
end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
if (state == 0) then
|
||||
if ((framesCounter//15)%2 == 1) then DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK) end
|
||||
elseif (state == 1) then
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK)
|
||||
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK)
|
||||
elseif (state == 2) then
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK)
|
||||
DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK)
|
||||
|
||||
DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK)
|
||||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK)
|
||||
elseif (state == 3) then
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha))
|
||||
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha))
|
||||
|
||||
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha))
|
||||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha))
|
||||
|
||||
DrawRectangle(screenWidth/2 - 112, screenHeight/2 - 112, 224, 224, Fade(RAYWHITE, alpha))
|
||||
|
||||
DrawText(string.sub("raylib", 0, lettersCount), screenWidth/2 - 44, screenHeight/2 + 48, 50, Fade(BLACK, alpha))
|
||||
elseif (state == 4) then DrawText("[R] REPLAY", 340, 200, 20, GRAY) end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
59
examples/text_bmfont_ttf.lua
Normal file
59
examples/text_bmfont_ttf.lua
Normal file
@ -0,0 +1,59 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [text] example - BMFont and TTF SpriteFonts loading
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont and ttf sprite fonts loading")
|
||||
|
||||
local msgBm = "THIS IS AN AngelCode SPRITE FONT"
|
||||
local msgTtf = "THIS FONT has been GENERATED from TTF"
|
||||
|
||||
-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
local fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt") -- BMFont (AngelCode)
|
||||
local fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf") -- TTF font
|
||||
|
||||
local fontPosition = Vector2(0, 0)
|
||||
fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2
|
||||
fontPosition.y = screenHeight/2 - fontBm.size/2 - 80
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update variables here...
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON)
|
||||
DrawTextEx(fontTtf, msgTtf, Vector2(60.0, 240.0), fontTtf.size, 2, LIME)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(fontBm) -- AngelCode SpriteFont unloading
|
||||
UnloadSpriteFont(fontTtf) -- TTF SpriteFont unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
143
examples/text_font_select.lua
Normal file
143
examples/text_font_select.lua
Normal file
@ -0,0 +1,143 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [text] example - Font selector
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font selector")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
local fonts = {} -- SpriteFont array
|
||||
|
||||
fonts[1] = LoadSpriteFont("resources/fonts/alagard.rbmf") -- SpriteFont loading
|
||||
fonts[2] = LoadSpriteFont("resources/fonts/pixelplay.rbmf") -- SpriteFont loading
|
||||
fonts[3] = LoadSpriteFont("resources/fonts/mecha.rbmf") -- SpriteFont loading
|
||||
fonts[4] = LoadSpriteFont("resources/fonts/setback.rbmf") -- SpriteFont loading
|
||||
fonts[5] = LoadSpriteFont("resources/fonts/romulus.rbmf") -- SpriteFont loading
|
||||
fonts[6] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf") -- SpriteFont loading
|
||||
fonts[7] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf") -- SpriteFont loading
|
||||
fonts[8] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf") -- SpriteFont loading
|
||||
|
||||
local currentFont = 1 -- Selected font
|
||||
|
||||
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, RED }
|
||||
|
||||
local fontNames = { "[1] Alagard", "[2] PixelPlay", "[3] MECHA", "[4] Setback",
|
||||
"[5] Romulus", "[6] PixAntiqua", "[7] Alpha Beta", "[8] Jupiter Crash" }
|
||||
|
||||
local text = "THIS is THE FONT you SELECTED!" -- Main text
|
||||
|
||||
local textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1)
|
||||
|
||||
local mousePoint
|
||||
|
||||
local btnNextOutColor = DARKBLUE -- Button color (outside line)
|
||||
local btnNextInColor = SKYBLUE -- Button color (inside)
|
||||
|
||||
local framesCounter = 0 -- Useful to count frames button is 'active' = clicked
|
||||
|
||||
local positionY = 180 -- Text selector and button Y position
|
||||
|
||||
local btnNextRec = Rectangle(673, positionY, 109, 44) -- Button rectangle (useful for collision)
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Keyboard-based font selection (easy)
|
||||
if (IsKeyPressed(KEY.RIGHT)) then
|
||||
if (currentFont < 8) then currentFont = currentFont + 1 end
|
||||
end
|
||||
|
||||
if (IsKeyPressed(KEY.LEFT)) then
|
||||
if (currentFont > 1) then currentFont = currentFont - 1 end
|
||||
end
|
||||
|
||||
if (IsKeyPressed(KEY.ZERO)) then currentFont = 0
|
||||
elseif (IsKeyPressed(KEY.ONE)) then currentFont = 1
|
||||
elseif (IsKeyPressed(KEY.TWO)) then currentFont = 2
|
||||
elseif (IsKeyPressed(KEY.THREE)) then currentFont = 3
|
||||
elseif (IsKeyPressed(KEY.FOUR)) then currentFont = 4
|
||||
elseif (IsKeyPressed(KEY.FIVE)) then currentFont = 5
|
||||
elseif (IsKeyPressed(KEY.SIX)) then currentFont = 6
|
||||
elseif (IsKeyPressed(KEY.SEVEN)) then currentFont = 7
|
||||
end
|
||||
|
||||
-- Mouse-based font selection (NEXT button logic)
|
||||
mousePoint = GetMousePosition()
|
||||
|
||||
if (CheckCollisionPointRec(mousePoint, btnNextRec)) then
|
||||
-- Mouse hover button logic
|
||||
if (framesCounter == 0) then
|
||||
btnNextOutColor = DARKPURPLE
|
||||
btnNextInColor = PURPLE
|
||||
end
|
||||
|
||||
if (IsMouseButtonDown(MOUSE.LEFT_BUTTON)) then
|
||||
framesCounter = 20 -- Frames button is 'active'
|
||||
btnNextOutColor = MAROON
|
||||
btnNextInColor = RED
|
||||
end
|
||||
else
|
||||
-- Mouse not hover button
|
||||
btnNextOutColor = DARKBLUE
|
||||
btnNextInColor = SKYBLUE
|
||||
end
|
||||
|
||||
if (framesCounter > 0) then framesCounter = framesCounter - 1 end
|
||||
|
||||
if (framesCounter == 1) then -- We change font on frame 1
|
||||
currentFont = currentFont + 1
|
||||
if (currentFont > 7) then currentFont = 0 end
|
||||
end
|
||||
|
||||
-- Text measurement for better positioning on screen
|
||||
textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1)
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("font selector - use arroys, button or numbers", 160, 80, 20, DARKGRAY)
|
||||
DrawLine(120, 120, 680, 120, DARKGRAY)
|
||||
|
||||
DrawRectangle(18, positionY, 644, 44, DARKGRAY)
|
||||
DrawRectangle(20, positionY + 2, 640, 40, LIGHTGRAY)
|
||||
DrawText(fontNames[currentFont], 30, positionY + 13, 20, BLACK)
|
||||
DrawText("< >", 610, positionY + 8, 30, BLACK)
|
||||
|
||||
DrawRectangleRec(btnNextRec, btnNextOutColor)
|
||||
DrawRectangle(675, positionY + 2, 105, 40, btnNextInColor)
|
||||
DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor)
|
||||
|
||||
DrawTextEx(fonts[currentFont], text, Vector2(screenWidth/2 - textSize.x/2,
|
||||
260 + (70 - textSize.y)/2), fonts[currentFont].size*3,
|
||||
1, colors[currentFont])
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
for i = 1, 8 do UnloadSpriteFont(fonts[i]) end -- SpriteFont(s) unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
54
examples/text_format_text.lua
Normal file
54
examples/text_format_text.lua
Normal file
@ -0,0 +1,54 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [text] example - Text formatting
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - text formatting")
|
||||
|
||||
local score = 100020
|
||||
local hiscore = 200450
|
||||
local lives = 5
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText(string.format("Score: %08i", score), 200, 80, 20, RED)
|
||||
|
||||
DrawText(string.format("HiScore: %08i", hiscore), 200, 120, 20, GREEN)
|
||||
|
||||
DrawText(string.format("Lives: %02i", lives), 200, 160, 40, BLUE)
|
||||
|
||||
DrawText(string.format("Elapsed Time: %02.02f ms", GetFrameTime()*1000), 200, 220, 20, BLACK)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
87
examples/text_rbmf_fonts.lua
Normal file
87
examples/text_rbmf_fonts.lua
Normal file
@ -0,0 +1,87 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- 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 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - rBMF fonts")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
local fonts = {}
|
||||
|
||||
fonts[1] = LoadSpriteFont("resources/fonts/alagard.rbmf") -- rBMF font loading
|
||||
fonts[2] = LoadSpriteFont("resources/fonts/pixelplay.rbmf") -- rBMF font loading
|
||||
fonts[3] = LoadSpriteFont("resources/fonts/mecha.rbmf") -- rBMF font loading
|
||||
fonts[4] = LoadSpriteFont("resources/fonts/setback.rbmf") -- rBMF font loading
|
||||
fonts[5] = LoadSpriteFont("resources/fonts/romulus.rbmf") -- rBMF font loading
|
||||
fonts[6] = LoadSpriteFont("resources/fonts/pixantiqua.rbmf") -- rBMF font loading
|
||||
fonts[7] = LoadSpriteFont("resources/fonts/alpha_beta.rbmf") -- rBMF font loading
|
||||
fonts[8] = LoadSpriteFont("resources/fonts/jupiter_crash.rbmf") -- rBMF font loading
|
||||
|
||||
local messages = { "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)" }
|
||||
|
||||
local spacings = { 2, 4, 8, 4, 3, 4, 4, 1 }
|
||||
|
||||
local positions = {}
|
||||
|
||||
for i = 1, 8 do
|
||||
positions[i] = Vector2(0, 0)
|
||||
positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2
|
||||
positions[i].y = 60 + fonts[i].size + 45*(i - 1)
|
||||
end
|
||||
|
||||
local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- 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 i = 1, 8 do
|
||||
DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].size*2, spacings[i], colors[i])
|
||||
end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
for i = 1, 8 do UnloadSpriteFont(fonts[i]) end -- SpriteFont unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
72
examples/text_sprite_fonts.lua
Normal file
72
examples/text_sprite_fonts.lua
Normal file
@ -0,0 +1,72 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [text] example - SpriteFont loading and usage
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite fonts usage")
|
||||
|
||||
local msg1 = "THIS IS A custom SPRITE FONT..."
|
||||
local msg2 = "...and this is ANOTHER CUSTOM font..."
|
||||
local msg3 = "...and a THIRD one! GREAT! :D"
|
||||
|
||||
-- NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
local font1 = LoadSpriteFont("resources/fonts/custom_mecha.png") -- SpriteFont loading
|
||||
local font2 = LoadSpriteFont("resources/fonts/custom_alagard.png") -- SpriteFont loading
|
||||
local font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png") -- SpriteFont loading
|
||||
|
||||
local fontPosition1 = Vector2(0, 0)
|
||||
local fontPosition2 = Vector2(0, 0)
|
||||
local fontPosition3 = Vector2(0, 0)
|
||||
|
||||
fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.size, -3).x/2
|
||||
fontPosition1.y = screenHeight/2 - font1.size/2 - 80
|
||||
|
||||
fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.size, -2).x/2
|
||||
fontPosition2.y = screenHeight/2 - font2.size/2 - 10
|
||||
|
||||
fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.size, 2).x/2
|
||||
fontPosition3.y = screenHeight/2 - font3.size/2 + 50
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update variables here...
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTextEx(font1, msg1, fontPosition1, font1.size, -3, WHITE)
|
||||
DrawTextEx(font2, msg2, fontPosition2, font2.size, -2, WHITE)
|
||||
DrawTextEx(font3, msg3, fontPosition3, font3.size, 2, WHITE)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadSpriteFont(font1) -- SpriteFont unloading
|
||||
UnloadSpriteFont(font2) -- SpriteFont unloading
|
||||
UnloadSpriteFont(font3) -- SpriteFont unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
52
examples/text_writing_anim.lua
Normal file
52
examples/text_writing_anim.lua
Normal file
@ -0,0 +1,52 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [text] example - Text Writing Animation
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - text writing anim")
|
||||
|
||||
local message = "This sample illustrates a text writing\nanimation effect! Check it out! )"
|
||||
|
||||
local framesCounter = 0
|
||||
|
||||
SetTargetFPS(60) -- Set target frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
framesCounter = framesCounter + 1
|
||||
|
||||
if (IsKeyPressed(KEY.ENTER)) then framesCounter = 0 end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText(string.sub(message, 0, framesCounter//10), 210, 160, 20, MAROON)
|
||||
|
||||
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
217
examples/textures_formats_loading.lua
Normal file
217
examples/textures_formats_loading.lua
Normal file
@ -0,0 +1,217 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - texture formats loading (compressed and uncompressed)
|
||||
--
|
||||
-- NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed textures,
|
||||
-- OpenGL 1.1 does not support compressed textures, only uncompressed ones.
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
NUM_TEXTURES = 24
|
||||
|
||||
PNG_R8G8B8A8 = 1
|
||||
PVR_GRAYSCALE = 2
|
||||
PVR_GRAY_ALPHA = 3
|
||||
PVR_R5G6B5 = 4
|
||||
PVR_R5G5B5A1 = 5
|
||||
PVR_R4G4B4A4 = 6
|
||||
DDS_R5G6B5 = 7
|
||||
DDS_R5G5B5A1 = 8
|
||||
DDS_R4G4B4A4 = 9
|
||||
DDS_R8G8B8A8 = 10
|
||||
DDS_DXT1_RGB = 11
|
||||
DDS_DXT1_RGBA = 12
|
||||
DDS_DXT3_RGBA = 13
|
||||
DDS_DXT5_RGBA = 14
|
||||
PKM_ETC1_RGB = 15
|
||||
PKM_ETC2_RGB = 16
|
||||
PKM_ETC2_EAC_RGBA = 17
|
||||
KTX_ETC1_RGB = 18
|
||||
KTX_ETC2_RGB = 19
|
||||
KTX_ETC2_EAC_RGBA = 20
|
||||
ASTC_4x4_LDR = 21
|
||||
ASTC_8x8_LDR = 22
|
||||
PVR_PVRT_RGB = 23
|
||||
PVR_PVRT_RGBA = 24
|
||||
|
||||
local formatText = {
|
||||
"PNG_R8G8B8A8",
|
||||
"PVR_GRAYSCALE",
|
||||
"PVR_GRAY_ALPHA",
|
||||
"PVR_R5G6B5",
|
||||
"PVR_R5G5B5A1",
|
||||
"PVR_R4G4B4A4",
|
||||
"DDS_R5G6B5",
|
||||
"DDS_R5G5B5A1",
|
||||
"DDS_R4G4B4A4",
|
||||
"DDS_R8G8B8A8",
|
||||
"DDS_DXT1_RGB",
|
||||
"DDS_DXT1_RGBA",
|
||||
"DDS_DXT3_RGBA",
|
||||
"DDS_DXT5_RGBA",
|
||||
"PKM_ETC1_RGB",
|
||||
"PKM_ETC2_RGB",
|
||||
"PKM_ETC2_EAC_RGBA",
|
||||
"KTX_ETC1_RGB",
|
||||
"KTX_ETC2_RGB",
|
||||
"KTX_ETC2_EAC_RGBA",
|
||||
"ASTC_4x4_LDR",
|
||||
"ASTC_8x8_LDR",
|
||||
"PVR_PVRT_RGB",
|
||||
"PVR_PVRT_RGBA"
|
||||
}
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture formats loading")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
local sonic = {}
|
||||
|
||||
sonic[PNG_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic.png")
|
||||
|
||||
-- Load UNCOMPRESSED PVR texture data
|
||||
sonic[PVR_GRAYSCALE] = LoadTexture("resources/texture_formats/sonic_GRAYSCALE.pvr")
|
||||
sonic[PVR_GRAY_ALPHA] = LoadTexture("resources/texture_formats/sonic_L8A8.pvr")
|
||||
sonic[PVR_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.pvr")
|
||||
sonic[PVR_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_R5G5B5A1.pvr")
|
||||
sonic[PVR_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_R4G4B4A4.pvr")
|
||||
|
||||
-- Load UNCOMPRESSED DDS texture data
|
||||
sonic[DDS_R5G6B5] = LoadTexture("resources/texture_formats/sonic_R5G6B5.dds")
|
||||
sonic[DDS_R5G5B5A1] = LoadTexture("resources/texture_formats/sonic_A1R5G5B5.dds")
|
||||
sonic[DDS_R4G4B4A4] = LoadTexture("resources/texture_formats/sonic_A4R4G4B4.dds")
|
||||
sonic[DDS_R8G8B8A8] = LoadTexture("resources/texture_formats/sonic_A8R8G8B8.dds")
|
||||
|
||||
-- Load COMPRESSED DXT DDS texture data (if supported)
|
||||
sonic[DDS_DXT1_RGB] = LoadTexture("resources/texture_formats/sonic_DXT1_RGB.dds")
|
||||
sonic[DDS_DXT1_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT1_RGBA.dds")
|
||||
sonic[DDS_DXT3_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT3_RGBA.dds")
|
||||
sonic[DDS_DXT5_RGBA] = LoadTexture("resources/texture_formats/sonic_DXT5_RGBA.dds")
|
||||
|
||||
-- Load COMPRESSED ETC texture data (if supported)
|
||||
sonic[PKM_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.pkm")
|
||||
sonic[PKM_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.pkm")
|
||||
sonic[PKM_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.pkm")
|
||||
|
||||
sonic[KTX_ETC1_RGB] = LoadTexture("resources/texture_formats/sonic_ETC1_RGB.ktx")
|
||||
sonic[KTX_ETC2_RGB] = LoadTexture("resources/texture_formats/sonic_ETC2_RGB.ktx")
|
||||
sonic[KTX_ETC2_EAC_RGBA] = LoadTexture("resources/texture_formats/sonic_ETC2_EAC_RGBA.ktx")
|
||||
|
||||
-- Load COMPRESSED ASTC texture data (if supported)
|
||||
sonic[ASTC_4x4_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_4x4_ldr.astc")
|
||||
sonic[ASTC_8x8_LDR] = LoadTexture("resources/texture_formats/sonic_ASTC_8x8_ldr.astc")
|
||||
|
||||
-- Load COMPRESSED PVR texture data (if supported)
|
||||
sonic[PVR_PVRT_RGB] = LoadTexture("resources/texture_formats/sonic_PVRT_RGB.pvr")
|
||||
sonic[PVR_PVRT_RGBA] = LoadTexture("resources/texture_formats/sonic_PVRT_RGBA.pvr")
|
||||
|
||||
local selectedFormat = PNG_R8G8B8A8
|
||||
|
||||
local selectRecs = {}
|
||||
|
||||
for i = 1, NUM_TEXTURES do
|
||||
if ((i - 1) < NUM_TEXTURES//2) then selectRecs[i] = Rectangle(40, 30 + 32*(i - 1), 150, 30)
|
||||
else selectRecs[i] = Rectangle(40 + 152, 30 + 32*((i - 1) - NUM_TEXTURES//2), 150, 30) end
|
||||
end
|
||||
|
||||
-- Texture sizes in KB
|
||||
local textureSizes = {
|
||||
512*512*32/8/1024, --PNG_R8G8B8A8 (32 bpp)
|
||||
512*512*8/8/1024, --PVR_GRAYSCALE (8 bpp)
|
||||
512*512*16/8/1024, --PVR_GRAY_ALPHA (16 bpp)
|
||||
512*512*16/8/1024, --PVR_R5G6B5 (16 bpp)
|
||||
512*512*16/8/1024, --PVR_R5G5B5A1 (16 bpp)
|
||||
512*512*16/8/1024, --PVR_R4G4B4A4 (16 bpp)
|
||||
512*512*16/8/1024, --DDS_R5G6B5 (16 bpp)
|
||||
512*512*16/8/1024, --DDS_R5G5B5A1 (16 bpp)
|
||||
512*512*16/8/1024, --DDS_R4G4B4A4 (16 bpp)
|
||||
512*512*32/8/1024, --DDS_R8G8B8A8 (32 bpp)
|
||||
512*512*4/8/1024, --DDS_DXT1_RGB (4 bpp) -Compressed-
|
||||
512*512*4/8/1024, --DDS_DXT1_RGBA (4 bpp) -Compressed-
|
||||
512*512*8/8/1024, --DDS_DXT3_RGBA (8 bpp) -Compressed-
|
||||
512*512*8/8/1024, --DDS_DXT5_RGBA (8 bpp) -Compressed-
|
||||
512*512*4/8/1024, --PKM_ETC1_RGB (4 bpp) -Compressed-
|
||||
512*512*4/8/1024, --PKM_ETC2_RGB (4 bpp) -Compressed-
|
||||
512*512*8/8/1024, --PKM_ETC2_EAC_RGBA (8 bpp) -Compressed-
|
||||
512*512*4/8/1024, --KTX_ETC1_RGB (4 bpp) -Compressed-
|
||||
512*512*4/8/1024, --KTX_ETC2_RGB (4 bpp) -Compressed-
|
||||
512*512*8/8/1024, --KTX_ETC2_EAC_RGBA (8 bpp) -Compressed-
|
||||
512*512*8/8/1024, --ASTC_4x4_LDR (8 bpp) -Compressed-
|
||||
512*512*2/8/1024, --ASTC_8x8_LDR (2 bpp) -Compressed-
|
||||
512*512*4/8/1024, --PVR_PVRT_RGB (4 bpp) -Compressed-
|
||||
512*512*4/8/1024, --PVR_PVRT_RGBA (4 bpp) -Compressed-
|
||||
}
|
||||
|
||||
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY.DOWN)) then
|
||||
selectedFormat = selectedFormat + 1
|
||||
if (selectedFormat > NUM_TEXTURES) then selectedFormat = 1 end
|
||||
elseif (IsKeyPressed(KEY.UP)) then
|
||||
selectedFormat = selectedFormat - 1
|
||||
if (selectedFormat < 1) then selectedFormat = NUM_TEXTURES end
|
||||
elseif (IsKeyPressed(KEY.RIGHT)) then
|
||||
if (selectedFormat < NUM_TEXTURES//2) then selectedFormat = selectedFormat + NUM_TEXTURES//2 end
|
||||
elseif (IsKeyPressed(KEY.LEFT)) then
|
||||
if (selectedFormat > NUM_TEXTURES//2) then selectedFormat = selectedFormat - NUM_TEXTURES//2 end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
-- Draw rectangles
|
||||
for i = 1, NUM_TEXTURES do
|
||||
if (i == selectedFormat) then
|
||||
DrawRectangleRec(selectRecs[i], SKYBLUE)
|
||||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE)
|
||||
DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)//2, selectRecs[i].y + 11, 10, DARKBLUE)
|
||||
else
|
||||
DrawRectangleRec(selectRecs[i], LIGHTGRAY)
|
||||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY)
|
||||
DrawText(formatText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(formatText[i], 10)//2, selectRecs[i].y + 11, 10, DARKGRAY)
|
||||
end
|
||||
end
|
||||
|
||||
-- Draw selected texture
|
||||
if (sonic[selectedFormat].id ~= 0) then DrawTexture(sonic[selectedFormat], 350, -10, WHITE)
|
||||
else
|
||||
DrawRectangleLines(488, 165, 200, 110, DARKGRAY)
|
||||
DrawText("FORMAT", 550, 180, 20, MAROON)
|
||||
DrawText("NOT SUPPORTED", 500, 210, 20, MAROON)
|
||||
DrawText("ON YOUR GPU", 520, 240, 20, MAROON)
|
||||
end
|
||||
|
||||
DrawText("Select texture format (use cursor keys):", 40, 10, 10, DARKGRAY)
|
||||
DrawText("Required GPU memory size (VRAM):", 40, 427, 10, DARKGRAY)
|
||||
DrawText(string.format("%4.0f KB", textureSizes[selectedFormat]), 240, 420, 20, DARKBLUE)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
for i = 1, NUM_TEXTURES do UnloadTexture(sonic[i]) end
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
70
examples/textures_image_drawing.lua
Normal file
70
examples/textures_image_drawing.lua
Normal file
@ -0,0 +1,70 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Image loading and drawing on it
|
||||
--
|
||||
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image drawing")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
local cat = LoadImage("resources/cat.png") -- Load image in CPU memory (RAM)
|
||||
cat = ImageCrop(cat, Rectangle(100, 10, 280, 380)) -- Crop an image piece
|
||||
cat = ImageFlipHorizontal(cat) -- Flip cropped image horizontally
|
||||
cat = ImageResize(cat, 150, 200) -- Resize flipped-cropped image
|
||||
|
||||
local parrots = LoadImage("resources/parrots.png") -- Load image in CPU memory (RAM)
|
||||
|
||||
-- Draw one image over the other with a scaling of 1.5f
|
||||
parrots = ImageDraw(parrots, cat, Rectangle(0, 0, cat.width, cat.height), Rectangle(30, 40, cat.width*1.5, cat.height*1.5))
|
||||
parrots = ImageCrop(parrots, Rectangle(0, 50, parrots.width, parrots.height - 100)) -- Crop resulting image
|
||||
|
||||
UnloadImage(cat) -- Unload image from RAM
|
||||
|
||||
local texture = LoadTextureFromImage(parrots) -- Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots) -- Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, WHITE)
|
||||
DrawRectangleLines(screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2 - 40, texture.width, texture.height, DARKGRAY)
|
||||
|
||||
DrawText("We are drawing only one texture from various images composed!", 240, 350, 10, DARKGRAY)
|
||||
DrawText("Source images have been cropped, scaled, flipped and copied one over the other.", 190, 370, 10, DARKGRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture) -- Texture unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
55
examples/textures_image_loading.lua
Normal file
55
examples/textures_image_loading.lua
Normal file
@ -0,0 +1,55 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Image loading and texture creation
|
||||
--
|
||||
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
local image = LoadImage("resources/raylib_logo.png") -- Loaded in CPU memory (RAM)
|
||||
local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (VRAM)
|
||||
|
||||
UnloadImage(image) -- Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE)
|
||||
|
||||
DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture) -- Texture unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
134
examples/textures_image_processing.lua
Normal file
134
examples/textures_image_processing.lua
Normal file
@ -0,0 +1,134 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Image processing
|
||||
--
|
||||
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
--#include <stdlib.h> -- Required for: free()
|
||||
|
||||
NUM_PROCESSES = 8
|
||||
|
||||
-- enum ImageProcess
|
||||
local COLOR_NONE = 1
|
||||
local COLOR_GRAYSCALE = 2
|
||||
local COLOR_TINT = 3
|
||||
local COLOR_INVERT = 4
|
||||
local COLOR_CONTRAST = 5
|
||||
local COLOR_BRIGHTNESS = 6
|
||||
local FLIP_VERTICAL = 7
|
||||
local FLIP_HORIZONTAL = 8
|
||||
|
||||
local processText = {
|
||||
"NO PROCESSING",
|
||||
"COLOR GRAYSCALE",
|
||||
"COLOR TINT",
|
||||
"COLOR INVERT",
|
||||
"COLOR CONTRAST",
|
||||
"COLOR BRIGHTNESS",
|
||||
"FLIP VERTICAL",
|
||||
"FLIP HORIZONTAL"
|
||||
}
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - image processing")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
local image = LoadImage("resources/parrots.png") -- Loaded in CPU memory (RAM)
|
||||
image = ImageFormat(image, TextureFormat.UNCOMPRESSED_R8G8B8A8) -- Format image to RGBA 32bit (required for texture update)
|
||||
local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (VRAM)
|
||||
|
||||
local currentProcess = COLOR_NONE
|
||||
local textureReload = false
|
||||
|
||||
local selectRecs = {}
|
||||
|
||||
for i = 1, NUM_PROCESSES do selectRecs[i] = Rectangle(40, 50 + 32*i, 150, 30) end
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY.DOWN)) then
|
||||
currentProcess = currentProcess + 1
|
||||
if (currentProcess > NUM_PROCESSES) then currentProcess = 1 end
|
||||
textureReload = true
|
||||
elseif (IsKeyPressed(KEY.UP)) then
|
||||
currentProcess = currentProcess - 1
|
||||
if (currentProcess < 1) then currentProcess = NUM_PROCESSES end
|
||||
textureReload = true
|
||||
end
|
||||
|
||||
if (textureReload) then
|
||||
UnloadImage(image) -- Unload current image data
|
||||
image = LoadImage("resources/parrots.png") -- Re-load image data
|
||||
|
||||
-- NOTE: Image processing is a costly CPU process to be done every frame,
|
||||
-- If image processing is required in a frame-basis, it should be done
|
||||
-- with a texture and by shaders
|
||||
if (currentProcess == COLOR_GRAYSCALE) then image = ImageColorGrayscale(image)
|
||||
elseif (currentProcess == COLOR_TINT) then image = ImageColorTint(image, GREEN)
|
||||
elseif (currentProcess == COLOR_INVERT) then image = ImageColorInvert(image)
|
||||
elseif (currentProcess == COLOR_CONTRAST) then image = ImageColorContrast(image, -40)
|
||||
elseif (currentProcess == COLOR_BRIGHTNESS) then image = ImageColorBrightness(image, -80)
|
||||
elseif (currentProcess == FLIP_VERTICAL) then image = ImageFlipVertical(image)
|
||||
elseif (currentProcess == FLIP_HORIZONTAL) then image = ImageFlipHorizontal(image)
|
||||
end
|
||||
|
||||
local pixels = {}
|
||||
pixels = GetImageData(image) -- Get pixel data from image (RGBA 32bit)
|
||||
texture = UpdateTexture(texture, pixels) -- Update texture with new image data
|
||||
|
||||
textureReload = false
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawText("IMAGE PROCESSING:", 40, 30, 10, DARKGRAY)
|
||||
|
||||
-- Draw rectangles
|
||||
for i = 1, NUM_PROCESSES do
|
||||
if (i == currentProcess) then
|
||||
DrawRectangleRec(selectRecs[i], SKYBLUE)
|
||||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, BLUE)
|
||||
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)//2, selectRecs[i].y + 11, 10, DARKBLUE)
|
||||
else
|
||||
DrawRectangleRec(selectRecs[i], LIGHTGRAY)
|
||||
DrawRectangleLines(selectRecs[i].x, selectRecs[i].y, selectRecs[i].width, selectRecs[i].height, GRAY)
|
||||
DrawText(processText[i], selectRecs[i].x + selectRecs[i].width/2 - MeasureText(processText[i], 10)//2, selectRecs[i].y + 11, 10, DARKGRAY)
|
||||
end
|
||||
end
|
||||
|
||||
DrawTexture(texture, screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, WHITE)
|
||||
DrawRectangleLines(screenWidth - texture.width - 60, screenHeight/2 - texture.height/2, texture.width, texture.height, BLACK)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture) -- Unload texture from VRAM
|
||||
UnloadImage(image) -- Unload image from RAM
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
49
examples/textures_logo_raylib.lua
Normal file
49
examples/textures_logo_raylib.lua
Normal file
@ -0,0 +1,49 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Texture loading and drawing
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
local texture = LoadTexture("resources/raylib_logo.png") -- Texture loading
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE)
|
||||
|
||||
DrawText("this IS a texture!", 360, 370, 10, GRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture) -- Texture unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
113
examples/textures_particles_trail_blending.lua
Normal file
113
examples/textures_particles_trail_blending.lua
Normal file
@ -0,0 +1,113 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib example - particles trail blending
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
MAX_PARTICLES = 200
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - particles trail blending")
|
||||
|
||||
-- Particles pool, reuse them!
|
||||
local mouseTail = {}
|
||||
|
||||
-- Initialize particles
|
||||
for i = 1, MAX_PARTICLES do
|
||||
mouseTail[i] = {}
|
||||
mouseTail[i].position = Vector2(0, 0)
|
||||
mouseTail[i].color = Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
|
||||
mouseTail[i].alpha = 1.0
|
||||
mouseTail[i].size = GetRandomValue(1, 30)/20.0
|
||||
mouseTail[i].rotation = GetRandomValue(0, 360)
|
||||
mouseTail[i].active = false
|
||||
end
|
||||
|
||||
local gravity = 3.0
|
||||
|
||||
local smoke = LoadTexture("resources/smoke.png")
|
||||
|
||||
local blending = BlendMode.ALPHA
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- 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 i = 1, MAX_PARTICLES do
|
||||
if (not mouseTail[i].active) then
|
||||
mouseTail[i].active = true
|
||||
mouseTail[i].alpha = 1.0
|
||||
mouseTail[i].position = GetMousePosition()
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
for i = 1, MAX_PARTICLES do
|
||||
if (mouseTail[i].active) then
|
||||
mouseTail[i].position.y = mouseTail[i].position.y + gravity
|
||||
mouseTail[i].alpha = mouseTail[i].alpha - 0.01
|
||||
|
||||
if (mouseTail[i].alpha <= 0.0) then mouseTail[i].active = false end
|
||||
|
||||
mouseTail[i].rotation = mouseTail[i].rotation + 5.0
|
||||
end
|
||||
end
|
||||
|
||||
if (IsKeyPressed(KEY.SPACE)) then
|
||||
if (blending == BlendMode.ALPHA) then blending = BlendMode.ADDITIVE
|
||||
else blending = BlendMode.ALPHA end
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(DARKGRAY)
|
||||
|
||||
BeginBlendMode(blending)
|
||||
|
||||
-- Draw active particles
|
||||
for i = 1, MAX_PARTICLES do
|
||||
if (mouseTail[i].active) then
|
||||
DrawTexturePro(smoke, Rectangle(0, 0, smoke.width, smoke.height),
|
||||
Rectangle(mouseTail[i].position.x, mouseTail[i].position.y,
|
||||
smoke.width*mouseTail[i].size//1, smoke.height*mouseTail[i].size//1),
|
||||
Vector2(smoke.width*mouseTail[i].size/2, smoke.height*mouseTail[i].size/2),
|
||||
mouseTail[i].rotation, Fade(mouseTail[i].color, mouseTail[i].alpha)) end
|
||||
end
|
||||
|
||||
EndBlendMode()
|
||||
|
||||
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK)
|
||||
|
||||
if (blending == BlendMode.ALPHA) then DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK)
|
||||
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE) end
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(smoke)
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
83
examples/textures_raw_data.lua
Normal file
83
examples/textures_raw_data.lua
Normal file
@ -0,0 +1,83 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Load textures from raw data
|
||||
--
|
||||
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
--#include <stdlib.h> -- Required for malloc() and free()
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
-- Load RAW image data (512x512, 32bit RGBA, no file header)
|
||||
local sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, TextureFormat.UNCOMPRESSED_R8G8B8A8, 0)
|
||||
local sonic = LoadTextureFromImage(sonicRaw) -- Upload CPU (RAM) image to GPU (VRAM)
|
||||
UnloadImage(sonicRaw) -- Unload CPU (RAM) image data
|
||||
|
||||
-- Generate a checked texture by code (1024x1024 pixels)
|
||||
local width = 1024
|
||||
local height = 1024
|
||||
|
||||
-- Dynamic memory allocation to store pixels data (Color type)
|
||||
local pixels = {}
|
||||
|
||||
for y = 1, height do
|
||||
for x = 1, width do
|
||||
if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[(y - 1)*height + x] = DARKBLUE
|
||||
else pixels[(y - 1)*height + x] = SKYBLUE end
|
||||
end
|
||||
end
|
||||
|
||||
-- Load pixels data into an image structure and create texture
|
||||
local checkedIm = LoadImageEx(pixels, width, height)
|
||||
local checked = LoadTextureFromImage(checkedIm)
|
||||
UnloadImage(checkedIm) -- Unload CPU (RAM) image data
|
||||
|
||||
-- Dynamic memory must be freed after using it
|
||||
--free(pixels) -- Unload CPU (RAM) pixels data
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3))
|
||||
DrawTexture(sonic, 330, -20, WHITE)
|
||||
|
||||
DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE)
|
||||
DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE)
|
||||
DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(sonic) -- Texture unloading
|
||||
UnloadTexture(checked) -- Texture unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
69
examples/textures_rectangle.lua
Normal file
69
examples/textures_rectangle.lua
Normal file
@ -0,0 +1,69 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Texture loading and drawing a part defined by a rectangle
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
local guybrush = LoadTexture("resources/guybrush.png") -- Texture loading
|
||||
|
||||
local position = Vector2(350.0, 240.0)
|
||||
local frameRec = Rectangle(0, 0, guybrush.width/7, guybrush.height)
|
||||
local currentFrame = 0
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY.RIGHT)) then
|
||||
currentFrame = currentFrame + 1
|
||||
|
||||
if (currentFrame > 6) then currentFrame = 0 end
|
||||
|
||||
frameRec.x = currentFrame*guybrush.width/7
|
||||
end
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTexture(guybrush, 35, 40, WHITE)
|
||||
DrawRectangleLines(35, 40, guybrush.width, guybrush.height, LIME)
|
||||
|
||||
DrawTextureRec(guybrush, frameRec, position, WHITE) -- Draw part of the texture
|
||||
|
||||
DrawRectangleLines(35 + frameRec.x, 40 + frameRec.y, frameRec.width, frameRec.height, RED)
|
||||
|
||||
DrawText("PRESS RIGHT KEY to", 540, 310, 10, GRAY)
|
||||
DrawText("CHANGE DRAWING RECTANGLE", 520, 330, 10, GRAY)
|
||||
|
||||
DrawText("Guybrush Ulysses Threepwood,", 100, 300, 10, GRAY)
|
||||
DrawText("main character of the Monkey Island series", 80, 320, 10, GRAY)
|
||||
DrawText("of computer adventure games by LucasArts.", 80, 340, 10, GRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(guybrush) -- Texture unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
71
examples/textures_srcrec_dstrec.lua
Normal file
71
examples/textures_srcrec_dstrec.lua
Normal file
@ -0,0 +1,71 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Texture source and destination rectangles
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
local guybrush = LoadTexture("resources/guybrush.png") -- Texture loading
|
||||
|
||||
local frameWidth = guybrush.width/7
|
||||
local frameHeight = guybrush.height
|
||||
|
||||
-- NOTE: Source rectangle (part of the texture to use for drawing)
|
||||
local sourceRec = Rectangle(0, 0, frameWidth, frameHeight)
|
||||
|
||||
-- NOTE: Destination rectangle (screen rectangle where drawing part of texture)
|
||||
local destRec = Rectangle(screenWidth/2, screenHeight/2, frameWidth*2, frameHeight*2)
|
||||
|
||||
-- NOTE: Origin of the texture (rotation/scale point), it's relative to destination rectangle size
|
||||
local origin = Vector2(frameWidth, frameHeight)
|
||||
|
||||
local rotation = 0
|
||||
|
||||
SetTargetFPS(60)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
rotation = rotation + 1
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
-- NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
|
||||
-- sourceRec defines the part of the texture we use for drawing
|
||||
-- destRec defines the rectangle where our texture part will fit (scaling it to fit)
|
||||
-- origin defines the point of the texture used as reference for rotation and scaling
|
||||
-- rotation defines the texture rotation (using origin as rotation point)
|
||||
DrawTexturePro(guybrush, sourceRec, destRec, origin, rotation, WHITE)
|
||||
|
||||
DrawLine(destRec.x, 0, destRec.x, screenHeight, GRAY)
|
||||
DrawLine(0, destRec.y, screenWidth, destRec.y, GRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(guybrush) -- Texture unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
60
examples/textures_to_image.lua
Normal file
60
examples/textures_to_image.lua
Normal file
@ -0,0 +1,60 @@
|
||||
-------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- raylib [textures] example - Retrieve image data from texture: GetTextureData()
|
||||
--
|
||||
-- NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
|
||||
--
|
||||
-- This example has been created using raylib 1.6 (www.raylib.com)
|
||||
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
--
|
||||
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
|
||||
--
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
local screenWidth = 800
|
||||
local screenHeight = 450
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image")
|
||||
|
||||
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
local image = LoadImage("resources/raylib_logo.png") -- Load image data into CPU memory (RAM)
|
||||
local texture = LoadTextureFromImage(image) -- Image converted to texture, GPU memory (RAM -> VRAM)
|
||||
UnloadImage(image) -- Unload image data from CPU memory (RAM)
|
||||
|
||||
image = GetTextureData(texture) -- Retrieve image data from GPU memory (VRAM -> RAM)
|
||||
UnloadTexture(texture) -- Unload texture from GPU memory (VRAM)
|
||||
|
||||
texture = LoadTextureFromImage(image) -- Recreate texture from retrieved image data (RAM -> VRAM)
|
||||
UnloadImage(image) -- Unload retrieved image data from CPU memory (RAM)
|
||||
-------------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while not WindowShouldClose() do -- Detect window close button or ESC key
|
||||
-- Update
|
||||
---------------------------------------------------------------------------------------
|
||||
-- TODO: Update your variables here
|
||||
---------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
---------------------------------------------------------------------------------------
|
||||
BeginDrawing()
|
||||
|
||||
ClearBackground(RAYWHITE)
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE)
|
||||
|
||||
DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY)
|
||||
|
||||
EndDrawing()
|
||||
---------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
-- De-Initialization
|
||||
-------------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture) -- Texture unloading
|
||||
|
||||
CloseWindow() -- Close window and OpenGL context
|
||||
-------------------------------------------------------------------------------------------
|
297
games/arkanoid.lua
Normal file
297
games/arkanoid.lua
Normal file
@ -0,0 +1,297 @@
|
||||
--[[
|
||||
|
||||
raylib - sample game: arkanoid
|
||||
|
||||
Sample game Marc Palau and Ramon Santamaria
|
||||
|
||||
This game has been created using raylib v1.3 (www.raylib.com)
|
||||
raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
|
||||
Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
|
||||
Translated to Lua by Ghassan Al-Mashareqa (ghassan@ghassan.pl)
|
||||
|
||||
--]]
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Some Defines
|
||||
------------------------------------------------------------------------------------
|
||||
PLAYER_MAX_LIFE = 5
|
||||
LINES_OF_BRICKS = 5
|
||||
BRICKS_PER_LINE = 20
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Types and Structures Definition
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
GameScreen = { LOGO = 0, TITLE = 1, GAMEPLAY = 2, ENDING = 3 }
|
||||
|
||||
function Player()
|
||||
return { position = Vector2(0,0), size = Vector2(0,0), life = 0 }
|
||||
end
|
||||
|
||||
function Ball()
|
||||
return { position = Vector2(0,0), speed = Vector2(0,0), radius = 0, active = false }
|
||||
end
|
||||
|
||||
function Brick()
|
||||
return { position = Vector2(0,0), active = false }
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------------------
|
||||
-- Global Variables Declaration
|
||||
--------------------------------------------------------------------------------------
|
||||
screenWidth = 800;
|
||||
screenHeight = 450;
|
||||
|
||||
framesCounter = 0;
|
||||
gameOver = false;
|
||||
pause = false;
|
||||
|
||||
player = Player()
|
||||
ball = Ball()
|
||||
brick = {}--[LINES_OF_BRICKS][BRICKS_PER_LINE];
|
||||
for i = 0, LINES_OF_BRICKS-1 do
|
||||
brick[i] = {}
|
||||
for j = 0, BRICKS_PER_LINE-1 do
|
||||
brick[i][j] = Brick()
|
||||
end
|
||||
end
|
||||
brickSize = Vector2(0,0)
|
||||
|
||||
|
||||
--------------------------------------------------------------------------------------
|
||||
-- Module Functions Definitions (local)
|
||||
--------------------------------------------------------------------------------------
|
||||
|
||||
-- Initialize game variables
|
||||
function InitGame()
|
||||
|
||||
brickSize = Vector2(GetScreenWidth()/BRICKS_PER_LINE, 40)
|
||||
|
||||
-- Initialize player
|
||||
player.position = Vector2(screenWidth/2, screenHeight*7/8)
|
||||
player.size = Vector2(screenWidth/10, 20)
|
||||
player.life = PLAYER_MAX_LIFE;
|
||||
|
||||
-- Initialize ball
|
||||
ball.position = Vector2(screenWidth/2, screenHeight*7/8 - 30)
|
||||
ball.speed = Vector2(0, 0)
|
||||
ball.radius = 7;
|
||||
ball.active = false;
|
||||
|
||||
-- Initialize bricks
|
||||
local initialDownPosition = 50;
|
||||
|
||||
for i = 0, LINES_OF_BRICKS-1 do
|
||||
for j = 0, BRICKS_PER_LINE-1 do
|
||||
brick[i][j].position = Vector2(j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition)
|
||||
brick[i][j].active = true;
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Update game (one frame)
|
||||
function UpdateGame()
|
||||
|
||||
if (not gameOver) then
|
||||
if (IsKeyPressed(KEY.P)) then pause = not pause; end
|
||||
|
||||
if (not pause) then
|
||||
-- Player movement
|
||||
if (IsKeyDown(KEY.LEFT)) then player.position.x = player.position.x - 5; end
|
||||
if ((player.position.x - player.size.x/2) <= 0) then player.position.x = player.size.x/2; end
|
||||
if (IsKeyDown(KEY.RIGHT)) then player.position.x = player.position.x + 5; end
|
||||
if ((player.position.x + player.size.x/2) >= screenWidth) then player.position.x = screenWidth - player.size.x/2; end
|
||||
|
||||
-- Launch ball
|
||||
if (not ball.active) then
|
||||
if (IsKeyPressed(KEY.SPACE)) then
|
||||
ball.active = true;
|
||||
ball.speed = Vector2(0, -5)
|
||||
end
|
||||
end
|
||||
|
||||
UpdateBall();
|
||||
|
||||
-- Game over logic
|
||||
if (player.life <= 0) then
|
||||
gameOver = true;
|
||||
else
|
||||
gameOver = true;
|
||||
|
||||
for i = 0, LINES_OF_BRICKS-1 do
|
||||
for j = 0, BRICKS_PER_LINE-1 do
|
||||
if (brick[i][j].active) then gameOver = false; end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
if (IsKeyPressed(KEY.ENTER)) then
|
||||
InitGame();
|
||||
gameOver = false;
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Draw game (one frame)
|
||||
function DrawGame()
|
||||
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (not gameOver) then
|
||||
-- Draw player bar
|
||||
DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
|
||||
|
||||
-- Draw player lives
|
||||
for i = 0, player.life-1 do
|
||||
DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
|
||||
end
|
||||
|
||||
-- Draw ball
|
||||
DrawCircleV(ball.position, ball.radius, MAROON);
|
||||
|
||||
-- Draw bricks
|
||||
for i = 0, LINES_OF_BRICKS-1 do
|
||||
for j = 0, BRICKS_PER_LINE-1 do
|
||||
if (brick[i][j].active) then
|
||||
if ((i + j) % 2 == 0) then
|
||||
DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
|
||||
else
|
||||
DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if (pause) then
|
||||
DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
|
||||
end
|
||||
else
|
||||
DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
|
||||
end
|
||||
|
||||
EndDrawing();
|
||||
end
|
||||
|
||||
-- Unload game variables
|
||||
function UnloadGame()
|
||||
-- TODO: Unload all dynamic loaded data (textures, sounds, models...)
|
||||
end
|
||||
|
||||
-- Update and Draw (one frame)
|
||||
function UpdateDrawFrame()
|
||||
UpdateGame();
|
||||
DrawGame();
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------
|
||||
-- Additional module functions
|
||||
----------------------------------------------------------------------------------------
|
||||
function UpdateBall()
|
||||
-- Update position
|
||||
if (ball.active) then
|
||||
ball.position.x = ball.position.x + ball.speed.x;
|
||||
ball.position.y = ball.position.y + ball.speed.y;
|
||||
else
|
||||
ball.position = Vector2(player.position.x, screenHeight*7/8 - 30);
|
||||
end
|
||||
|
||||
-- Bounce in x
|
||||
if (((ball.position.x + ball.radius) >= screenWidth) or ((ball.position.x - ball.radius) <= 0))
|
||||
then
|
||||
ball.speed.x = ball.speed.x * -1;
|
||||
end
|
||||
|
||||
-- Bounce in y
|
||||
if ((ball.position.y - ball.radius) <= 0) then
|
||||
ball.speed.y = ball.speed.y * -1;
|
||||
end
|
||||
|
||||
-- Ball reaches bottom of the screen
|
||||
if ((ball.position.y + ball.radius) >= screenHeight) then
|
||||
ball.speed = Vector2(0, 0);
|
||||
ball.active = false;
|
||||
|
||||
player.life = player.life - 1;
|
||||
end
|
||||
|
||||
-- Collision logic: ball vs player
|
||||
if CheckCollisionCircleRec(ball.position, ball.radius,
|
||||
Rectangle(
|
||||
player.position.x - player.size.x/2,
|
||||
player.position.y - player.size.y/2,
|
||||
player.size.x,
|
||||
player.size.y)) then
|
||||
if (ball.speed.y > 0) then
|
||||
ball.speed.y = ball.speed.y * -1;
|
||||
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
|
||||
end
|
||||
end
|
||||
|
||||
-- Collision logic: ball vs bricks
|
||||
for i = 0,LINES_OF_BRICKS-1 do
|
||||
for j = 0,BRICKS_PER_LINE-1 do
|
||||
if (brick[i][j].active) then
|
||||
-- Hit below
|
||||
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) and
|
||||
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) and
|
||||
((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y < 0))
|
||||
then
|
||||
brick[i][j].active = false;
|
||||
ball.speed.y = ball.speed.y * -1;
|
||||
-- Hit above
|
||||
elseif (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) and
|
||||
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) and
|
||||
((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y > 0))
|
||||
then
|
||||
brick[i][j].active = false;
|
||||
ball.speed.y = ball.speed.y * -1;
|
||||
-- Hit left
|
||||
elseif (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) and
|
||||
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) and
|
||||
((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x > 0))
|
||||
then
|
||||
brick[i][j].active = false;
|
||||
ball.speed.x = ball.speed.x * -1;
|
||||
-- Hit right
|
||||
elseif (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) and
|
||||
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) and
|
||||
((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x < 0))
|
||||
then
|
||||
brick[i][j].active = false;
|
||||
ball.speed.x = ball.speed.x * -1;
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
|
||||
|
||||
InitGame();
|
||||
|
||||
SetTargetFPS(60);
|
||||
----------------------------------------------------------------------------------------
|
||||
|
||||
-- Main game loop
|
||||
while (not WindowShouldClose()) -- Detect window close button or ESC key
|
||||
do
|
||||
-- Update
|
||||
------------------------------------------------------------------------------------
|
||||
UpdateGame();
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Draw
|
||||
------------------------------------------------------------------------------------
|
||||
DrawGame();
|
||||
------------------------------------------------------------------------------------
|
||||
end
|
||||
|
||||
UnloadGame(); -- Unload loaded data (textures, sounds, models...)
|
||||
|
||||
CloseWindow(); -- Close window and OpenGL context
|
@ -12,7 +12,7 @@
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This game has been created using raylib 1.1 (www.raylib.com)
|
||||
* This game has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
@ -59,8 +59,9 @@ int main()
|
||||
Sound die = LoadSound("resources/die.wav");
|
||||
Sound growl = LoadSound("resources/gamera.wav");
|
||||
|
||||
// Start playing streaming music
|
||||
PlayMusicStream("resources/speeding.ogg");
|
||||
// Load music stream and start playing music
|
||||
Music music = LoadMusicStream("resources/speeding.ogg");
|
||||
PlayMusicStream(music);
|
||||
|
||||
// Define scrolling variables
|
||||
int backScrolling = 0;
|
||||
@ -118,6 +119,8 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(music); // Refill music stream buffers (if required)
|
||||
|
||||
framesCounter++;
|
||||
|
||||
// Game screens management
|
||||
@ -458,10 +461,10 @@ int main()
|
||||
UnloadSound(die);
|
||||
UnloadSound(growl);
|
||||
|
||||
StopMusicStream(); // Stop music
|
||||
CloseAudioDevice(); // Close audio device
|
||||
UnloadMusicStream(music); // Unload music
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
@ -12,7 +12,7 @@
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This game has been created using raylib 1.1 (www.raylib.com)
|
||||
* This game has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
@ -62,8 +62,9 @@ int main()
|
||||
Sound die = LoadSound("resources/die.wav");
|
||||
Sound growl = LoadSound("resources/gamera.wav");
|
||||
|
||||
// Start playing streaming music
|
||||
PlayMusicStream("resources/speeding.ogg");
|
||||
// Load music stream and start playing music
|
||||
Music music = LoadMusicStream("resources/speeding.ogg");
|
||||
PlayMusicStream(music);
|
||||
|
||||
// Define scrolling variables
|
||||
int backScrolling = 0;
|
||||
@ -127,6 +128,8 @@ int main()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream(music); // Refill music stream buffers (if required)
|
||||
|
||||
framesCounter++;
|
||||
|
||||
// Sea color tint effect
|
||||
@ -483,10 +486,10 @@ int main()
|
||||
UnloadSound(die);
|
||||
UnloadSound(growl);
|
||||
|
||||
StopMusicStream(); // Stop music
|
||||
CloseAudioDevice(); // Close audio device
|
||||
UnloadMusicStream(music); // Unload music
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
@ -12,7 +12,7 @@
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
*
|
||||
* This game has been created using raylib 1.1 (www.raylib.com)
|
||||
* This game has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
@ -54,6 +54,8 @@ Sound eat;
|
||||
Sound die;
|
||||
Sound growl;
|
||||
|
||||
Music music;
|
||||
|
||||
// Define scrolling variables
|
||||
int backScrolling = 0;
|
||||
int seaScrolling = 0;
|
||||
@ -124,8 +126,9 @@ int main()
|
||||
die = LoadSound("resources/die.wav");
|
||||
growl = LoadSound("resources/gamera.wav");
|
||||
|
||||
// Start playing streaming music
|
||||
PlayMusicStream("resources/speeding.ogg");
|
||||
// Load music stream and start playing music
|
||||
music = LoadMusicStream("resources/speeding.ogg");
|
||||
PlayMusicStream(music);
|
||||
|
||||
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
|
||||
|
||||
@ -190,10 +193,10 @@ int main()
|
||||
UnloadSound(die);
|
||||
UnloadSound(growl);
|
||||
|
||||
StopMusicStream(); // Stop music
|
||||
CloseAudioDevice(); // Close audio device
|
||||
UnloadMusicStream(music); // Unload music
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
@ -206,7 +209,7 @@ void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateMusicStream();
|
||||
UpdateMusicStream(music); // Refill music stream buffers (if required)
|
||||
|
||||
framesCounter++;
|
||||
|
||||
|
@ -6,7 +6,7 @@
|
||||
*
|
||||
* Developed by: Ramon Santamaria (Ray San)
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* This game has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* raylib - Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
@ -23,7 +23,7 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition (local to this module)
|
||||
//----------------------------------------------------------------------------------
|
||||
const int screenWidth = 1280; // Moved to screens.h
|
||||
const int screenWidth = 1280; // Moved to screens.h
|
||||
const int screenHeight = 720; // Moved to screens.h
|
||||
|
||||
// Required variables to manage screen transitions (fade-in, fade-out)
|
||||
@ -35,6 +35,7 @@ int transToScreen = -1;
|
||||
int framesCounter = 0;
|
||||
|
||||
//static Sound levelWin;
|
||||
Music music;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Local Functions Declaration
|
||||
@ -57,10 +58,11 @@ int main(void)
|
||||
//SetupFlags(FLAG_FULLSCREEN_MODE);
|
||||
InitWindow(screenWidth, screenHeight, windowTitle);
|
||||
|
||||
// TODO: Load global data here (assets that must be available in all screens, i.e. fonts)
|
||||
// Load global data here (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
|
||||
levelWin = LoadSound("resources/win.wav");
|
||||
music = LoadMusicStream("resources/ambient.ogg");
|
||||
|
||||
// Setup and Init first screen
|
||||
currentScreen = LOGO;
|
||||
@ -85,8 +87,9 @@ int main(void)
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// TODO: Unload all global loaded data (i.e. fonts) here!
|
||||
// Unload all global loaded data (i.e. fonts) here!
|
||||
UnloadSound(levelWin);
|
||||
UnloadMusicStream(music);
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
@ -197,6 +200,8 @@ void UpdateDrawFrame(void)
|
||||
InitLevel08Screen();
|
||||
}
|
||||
|
||||
UpdateMusicStream(music);
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
@ -209,8 +214,8 @@ void UpdateDrawFrame(void)
|
||||
TransitionToScreen(LEVEL00);
|
||||
InitLevel00Screen();
|
||||
|
||||
PlayMusicStream("resources/ambient.ogg");
|
||||
SetMusicVolume(0.6f);
|
||||
PlayMusicStream(music);
|
||||
SetMusicVolume(music, 0.6f);
|
||||
}
|
||||
} break;
|
||||
case LEVEL00:
|
||||
|
@ -36,6 +36,8 @@ bool transFadeOut = false;
|
||||
int transFromScreen = -1;
|
||||
int transToScreen = -1;
|
||||
|
||||
static Music music;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Local Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -66,12 +68,14 @@ int main(void)
|
||||
|
||||
UnloadImage(image); // Unload image from CPU memory (RAM)
|
||||
|
||||
//PlayMusicStream("resources/audio/come_play_with_me.ogg");
|
||||
|
||||
font = LoadSpriteFont("resources/font_arcadian.png");
|
||||
//doors = LoadTexture("resources/textures/doors.png");
|
||||
//sndDoor = LoadSound("resources/audio/door.ogg");
|
||||
|
||||
music = LoadMusicStream("resources/audio/ambient.ogg");
|
||||
PlayMusicStream(music);
|
||||
SetMusicVolume(music, 1.0f);
|
||||
|
||||
// Setup and Init first screen
|
||||
currentScreen = LOGO_RL;
|
||||
//InitTitleScreen();
|
||||
@ -105,6 +109,8 @@ int main(void)
|
||||
UnloadSpriteFont(font);
|
||||
//UnloadSound(sndDoor);
|
||||
|
||||
UnloadMusicStream(music);
|
||||
|
||||
free(lightsMap);
|
||||
|
||||
CloseAudioDevice();
|
||||
@ -224,7 +230,11 @@ void UpdateDrawFrame(void)
|
||||
{
|
||||
UpdateTitleScreen();
|
||||
|
||||
if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY);
|
||||
if (FinishTitleScreen() == 1)
|
||||
{
|
||||
StopMusicStream(music);
|
||||
TransitionToScreen(GAMEPLAY);
|
||||
}
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
@ -244,7 +254,7 @@ void UpdateDrawFrame(void)
|
||||
UpdateTransition();
|
||||
}
|
||||
|
||||
UpdateMusicStream();
|
||||
if (currentScreen != GAMEPLAY) UpdateMusicStream(music);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
@ -64,7 +64,7 @@ typedef struct Enemy {
|
||||
Color color;
|
||||
} Enemy;
|
||||
|
||||
typedef struct Light {
|
||||
typedef struct LightSpot {
|
||||
Vector2 position;
|
||||
int radius;
|
||||
int requiredEnergy;
|
||||
@ -74,7 +74,7 @@ typedef struct Light {
|
||||
int framesCounter;
|
||||
int currentFrame;
|
||||
Rectangle frameRec;
|
||||
} Light;
|
||||
} LightSpot;
|
||||
|
||||
typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel;
|
||||
|
||||
@ -92,9 +92,9 @@ static bool pause;
|
||||
|
||||
static Player player;
|
||||
|
||||
static Light lightsI[MAX_LIGHTS_I];
|
||||
static Light lightsII[MAX_LIGHTS_II];
|
||||
static Light lightsIII[MAX_LIGHTS_III];
|
||||
static LightSpot lightsI[MAX_LIGHTS_I];
|
||||
static LightSpot lightsII[MAX_LIGHTS_II];
|
||||
static LightSpot lightsIII[MAX_LIGHTS_III];
|
||||
|
||||
static Enemy enemies[MAX_ENEMIES];
|
||||
|
||||
@ -133,6 +133,8 @@ static Rectangle lightOff, lightOn;
|
||||
|
||||
static Sound fxLightOn, fxLightOff;
|
||||
|
||||
static Music music;
|
||||
|
||||
// Debug variables
|
||||
static bool enemiesStopped;
|
||||
|
||||
@ -286,7 +288,8 @@ void InitGameplayScreen(void)
|
||||
|
||||
enemiesStopped = false;
|
||||
|
||||
PlayMusicStream("resources/audio/ritual.ogg");
|
||||
music = LoadMusicStream("resources/audio/ritual.ogg");
|
||||
PlayMusicStream(music);
|
||||
}
|
||||
|
||||
// Gameplay Screen Update logic
|
||||
@ -549,10 +552,12 @@ void UpdateGameplayScreen(void)
|
||||
{
|
||||
alphaRitual += 0.02f;
|
||||
|
||||
SetMusicVolume(1.0f - alphaRitual);
|
||||
SetMusicVolume(music, 1.0f - alphaRitual);
|
||||
|
||||
if (alphaRitual > 1.0f) finishScreen = 1;
|
||||
}
|
||||
|
||||
UpdateMusicStream(music);
|
||||
}
|
||||
|
||||
// Gameplay Screen Draw logic
|
||||
@ -757,6 +762,8 @@ void UnloadGameplayScreen(void)
|
||||
// Unload sounds
|
||||
UnloadSound(fxLightOn);
|
||||
UnloadSound(fxLightOff);
|
||||
|
||||
UnloadMusicStream(music);
|
||||
}
|
||||
|
||||
// Gameplay Screen should finish?
|
||||
|
@ -75,9 +75,6 @@ void rlInitLogoScreen(void)
|
||||
|
||||
state = 0;
|
||||
alpha = 1.0f;
|
||||
|
||||
PlayMusicStream("resources/audio/ambient.ogg");
|
||||
SetMusicVolume(1.0f);
|
||||
}
|
||||
|
||||
// Logo Screen Update logic
|
||||
@ -204,7 +201,7 @@ void rlDrawLogoScreen(void)
|
||||
// Logo Screen Unload logic
|
||||
void rlUnloadLogoScreen(void)
|
||||
{
|
||||
// TODO: Unload LOGO screen variables here!
|
||||
// Unload LOGO screen variables here!
|
||||
}
|
||||
|
||||
// Logo Screen should finish?
|
||||
|
@ -86,8 +86,6 @@ else
|
||||
# external libraries headers
|
||||
# GLFW3
|
||||
INCLUDES += -I../external/glfw3/include
|
||||
# GLEW - Not required any more, replaced by GLAD
|
||||
#INCLUDES += -I../external/glew/include
|
||||
# OpenAL Soft
|
||||
INCLUDES += -I../external/openal_soft/include
|
||||
endif
|
||||
@ -103,8 +101,6 @@ else
|
||||
ifneq ($(PLATFORM_OS),OSX)
|
||||
# OpenAL Soft
|
||||
LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
|
||||
# GLEW: Not used, replaced by GLAD
|
||||
#LFLAGS += -L../../external/glew/lib/$(LIBPATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
@ -115,9 +111,9 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
||||
# libraries for Debian GNU/Linux desktop compiling
|
||||
# requires the following packages:
|
||||
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
|
||||
# on XWindow could require also below libraries, just uncomment
|
||||
#LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -lpthread -ldl
|
||||
# on XWindow could require also below libraries:
|
||||
LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
|
||||
else
|
||||
ifeq ($(PLATFORM_OS),OSX)
|
||||
# libraries for OS X 10.9 desktop compiling
|
||||
|
@ -123,6 +123,8 @@ Model cat;
|
||||
Sound fxWav;
|
||||
Sound fxOgg;
|
||||
|
||||
Music music;
|
||||
|
||||
Vector2 soundBallsPosition[MAX_BALLS];
|
||||
Color soundBallsColor[MAX_BALLS];
|
||||
bool soundBallsActive[MAX_BALLS];
|
||||
@ -203,11 +205,13 @@ int main()
|
||||
|
||||
catTexture = LoadTexture("resources/catsham.png"); // Load model texture
|
||||
cat = LoadModel("resources/cat.obj"); // Load OBJ model
|
||||
cat.material.texDiffuse = texture; // Set cat model diffuse texture
|
||||
cat.material.texDiffuse = catTexture; // Set cat model diffuse texture
|
||||
|
||||
fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
||||
fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
|
||||
|
||||
music = LoadMusicStream("resources/audio/guitar_noodling.ogg"); // Load music
|
||||
|
||||
for (int i = 0; i < MAX_BALLS; i++)
|
||||
{
|
||||
soundBallsPosition[i] = (Vector2){ 650 + 560/2 + GetRandomValue(-280, 280), 220 + 200 + GetRandomValue(-200, 200) };
|
||||
@ -268,6 +272,8 @@ int main()
|
||||
UnloadSound(fxWav);
|
||||
UnloadSound(fxOgg);
|
||||
|
||||
UnloadMusicStream(music);
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
@ -464,11 +470,11 @@ void UpdateDrawOneFrame(void)
|
||||
|
||||
if (selectedModule == AUDIO)
|
||||
{
|
||||
if (IsKeyPressed(KEY_SPACE) && !MusicIsPlaying()) PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
|
||||
if (IsKeyPressed(KEY_SPACE) && !IsMusicPlaying(music)) PlayMusicStream(music); // Play music stream
|
||||
|
||||
if (IsKeyPressed('S'))
|
||||
{
|
||||
StopMusicStream();
|
||||
StopMusicStream(music);
|
||||
timePlayed = 0.0f;
|
||||
|
||||
for (int i = 0; i < MAX_BALLS; i++)
|
||||
@ -482,9 +488,11 @@ void UpdateDrawOneFrame(void)
|
||||
}
|
||||
}
|
||||
|
||||
if (MusicIsPlaying())
|
||||
if (IsMusicPlaying(music))
|
||||
{
|
||||
timePlayed = GetMusicTimePlayed() / GetMusicTimeLength() * 100 * 4;
|
||||
UpdateMusicStream(music);
|
||||
|
||||
timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*100*4;
|
||||
|
||||
if ((framesCounter%10) == 0)
|
||||
{
|
||||
@ -842,7 +850,7 @@ void UpdateDrawOneFrame(void)
|
||||
DrawRectangle(150, 390, 400, 12, LIGHTGRAY);
|
||||
DrawRectangle(150, 390, (int)timePlayed, 12, MAROON);
|
||||
|
||||
if (MusicIsPlaying())
|
||||
if (IsMusicPlaying(music))
|
||||
{
|
||||
DrawText("PRESS 'S' to STOP PLAYING MUSIC", 165, 425, 20, GRAY);
|
||||
|
||||
|
@ -2,7 +2,7 @@
|
||||
*
|
||||
* SKULLY ESCAPE [KING GAME JAM 2015]
|
||||
*
|
||||
* This game has been created using raylib (www.raylib.com)
|
||||
* This game has been created using raylib 1.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
|
||||
@ -33,6 +33,8 @@ int transToScreen = -1;
|
||||
|
||||
static int framesCounter = 0;
|
||||
|
||||
Music music;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Local Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -57,7 +59,8 @@ int main(void)
|
||||
// Global data loading (assets that must be available in all screens, i.e. fonts)
|
||||
InitAudioDevice();
|
||||
|
||||
PlayMusicStream("resources/audio/come_play_with_me.ogg");
|
||||
music = LoadMusicStream("resources/audio/come_play_with_me.ogg");
|
||||
PlayMusicStream(music);
|
||||
|
||||
font = LoadSpriteFont("resources/textures/alagard.png");
|
||||
doors = LoadTexture("resources/textures/doors.png");
|
||||
@ -93,6 +96,8 @@ int main(void)
|
||||
UnloadSound(sndDoor);
|
||||
UnloadSound(sndScream);
|
||||
|
||||
UnloadMusicStream(music);
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
@ -368,7 +373,7 @@ void UpdateDrawFrame(void)
|
||||
UpdateTransition();
|
||||
}
|
||||
|
||||
UpdateMusicStream();
|
||||
UpdateMusicStream(music);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
97
project/vs2015/examples/core_basic_window.vcxproj
Normal file
97
project/vs2015/examples/core_basic_window.vcxproj
Normal file
@ -0,0 +1,97 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||
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||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{0981CA98-E4A5-4DF1-987F-A41D09131EFC}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>core_basic_window</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>core_basic_window</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
|
||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
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||||
<ImportGroup Label="Shared">
|
||||
</ImportGroup>
|
||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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||||
</ImportGroup>
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||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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||||
</ImportGroup>
|
||||
<PropertyGroup Label="UserMacros" />
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<LinkIncremental>true</LinkIncremental>
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||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
|
||||
<LinkIncremental>false</LinkIncremental>
|
||||
</PropertyGroup>
|
||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
|
||||
<ClCompile>
|
||||
<PrecompiledHeader>
|
||||
</PrecompiledHeader>
|
||||
<WarningLevel>Level3</WarningLevel>
|
||||
<Optimization>Disabled</Optimization>
|
||||
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
<CompileAs>CompileAsC</CompileAs>
|
||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)external\glfw3\lib\win32;$(SolutionDir)external\openal_soft\lib\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
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||||
</Link>
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||||
</ItemDefinitionGroup>
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||||
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<ClCompile>
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||||
<WarningLevel>Level3</WarningLevel>
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||||
<PrecompiledHeader>
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||||
</PrecompiledHeader>
|
||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
|
||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
|
||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\core_basic_window.c" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
97
project/vs2015/examples/core_basic_window_cpp.vcxproj
Normal file
97
project/vs2015/examples/core_basic_window_cpp.vcxproj
Normal file
@ -0,0 +1,97 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
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||||
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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||||
<ItemGroup Label="ProjectConfigurations">
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||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
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||||
</ItemGroup>
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||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{B655E850-3322-42F7-941D-6AC18FD66CA1}</ProjectGuid>
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||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>raylib_example_cpp</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>8.1</WindowsTargetPlatformVersion>
|
||||
<ProjectName>core_basic_window_cpp</ProjectName>
|
||||
</PropertyGroup>
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||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>true</UseDebugLibraries>
|
||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
|
||||
<ConfigurationType>Application</ConfigurationType>
|
||||
<UseDebugLibraries>false</UseDebugLibraries>
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||||
<PlatformToolset>v140</PlatformToolset>
|
||||
<WholeProgramOptimization>true</WholeProgramOptimization>
|
||||
<CharacterSet>Unicode</CharacterSet>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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||||
<ImportGroup Label="ExtensionSettings">
|
||||
</ImportGroup>
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||||
<ImportGroup Label="Shared">
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</ImportGroup>
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||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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||||
</ImportGroup>
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||||
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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<PropertyGroup Label="UserMacros" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<LinkIncremental>false</LinkIncremental>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<ClCompile>
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||||
<PrecompiledHeader>
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||||
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<WarningLevel>Level3</WarningLevel>
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<Optimization>Disabled</Optimization>
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<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
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||||
<CompileAs>CompileAsCpp</CompileAs>
|
||||
</ClCompile>
|
||||
<Link>
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||||
<SubSystem>Console</SubSystem>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||
<AdditionalDependencies>kernel32.lib;user32.lib;gdi32.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;glfw3.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||
<AdditionalLibraryDirectories>$(SolutionDir)external\glfw3\lib\win32;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
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||||
</Link>
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||||
</ItemDefinitionGroup>
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<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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||||
<ClCompile>
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<WarningLevel>Level3</WarningLevel>
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||||
<PrecompiledHeader>
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||||
</PrecompiledHeader>
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||||
<Optimization>MaxSpeed</Optimization>
|
||||
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions)</PreprocessorDefinitions>
|
||||
</ClCompile>
|
||||
<Link>
|
||||
<SubSystem>Console</SubSystem>
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||||
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||
<OptimizeReferences>true</OptimizeReferences>
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||||
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||
</Link>
|
||||
</ItemDefinitionGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\core_basic_window.cpp" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
22
project/vs2015/external/glfw3/COPYING.txt
vendored
Normal file
22
project/vs2015/external/glfw3/COPYING.txt
vendored
Normal file
@ -0,0 +1,22 @@
|
||||
Copyright (c) 2002-2006 Marcus Geelnard
|
||||
Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
|
||||
|
||||
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.
|
||||
|
4235
project/vs2015/external/glfw3/include/GLFW/glfw3.h
vendored
Normal file
4235
project/vs2015/external/glfw3/include/GLFW/glfw3.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
456
project/vs2015/external/glfw3/include/GLFW/glfw3native.h
vendored
Normal file
456
project/vs2015/external/glfw3/include/GLFW/glfw3native.h
vendored
Normal file
@ -0,0 +1,456 @@
|
||||
/*************************************************************************
|
||||
* GLFW 3.2 - www.glfw.org
|
||||
* A library for OpenGL, window and input
|
||||
*------------------------------------------------------------------------
|
||||
* Copyright (c) 2002-2006 Marcus Geelnard
|
||||
* Copyright (c) 2006-2016 Camilla Berglund <elmindreda@glfw.org>
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
*************************************************************************/
|
||||
|
||||
#ifndef _glfw3_native_h_
|
||||
#define _glfw3_native_h_
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @file glfw3native.h
|
||||
* @brief The header of the native access functions.
|
||||
*
|
||||
* This is the header file of the native access functions. See @ref native for
|
||||
* more information.
|
||||
*/
|
||||
/*! @defgroup native Native access
|
||||
*
|
||||
* **By using the native access functions you assert that you know what you're
|
||||
* doing and how to fix problems caused by using them. If you don't, you
|
||||
* shouldn't be using them.**
|
||||
*
|
||||
* Before the inclusion of @ref glfw3native.h, you may define exactly one
|
||||
* window system API macro and zero or more context creation API macros.
|
||||
*
|
||||
* The chosen backends must match those the library was compiled for. Failure
|
||||
* to do this will cause a link-time error.
|
||||
*
|
||||
* The available window API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WIN32`
|
||||
* * `GLFW_EXPOSE_NATIVE_COCOA`
|
||||
* * `GLFW_EXPOSE_NATIVE_X11`
|
||||
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
|
||||
* * `GLFW_EXPOSE_NATIVE_MIR`
|
||||
*
|
||||
* The available context API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_NSGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_GLX`
|
||||
* * `GLFW_EXPOSE_NATIVE_EGL`
|
||||
*
|
||||
* These macros select which of the native access functions that are declared
|
||||
* and which platform-specific headers to include. It is then up your (by
|
||||
* definition platform-specific) code to handle which of these should be
|
||||
* defined.
|
||||
*/
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* System headers and types
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
|
||||
// example to allow applications to correctly declare a GL_ARB_debug_output
|
||||
// callback) but windows.h assumes no one will define APIENTRY before it does
|
||||
#undef APIENTRY
|
||||
#include <windows.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
#include <ApplicationServices/ApplicationServices.h>
|
||||
#if defined(__OBJC__)
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
typedef void* id;
|
||||
#endif
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/extensions/Xrandr.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
#include <wayland-client.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
#include <mir_toolkit/mir_client_library.h>
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/* WGL is declared by windows.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/* NSGL is declared by Cocoa.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#include <GL/glx.h>
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#include <EGL/egl.h>
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Functions
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
/*! @brief Returns the adapter device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
|
||||
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
|
||||
* occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the display device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded display device name (for example
|
||||
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `HWND` of the specified window.
|
||||
*
|
||||
* @return The `HWND` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/*! @brief Returns the `HGLRC` of the specified window.
|
||||
*
|
||||
* @return The `HGLRC` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
|
||||
*
|
||||
* @return The `CGDirectDisplayID` of the specified monitor, or
|
||||
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `NSWindow` of the specified window.
|
||||
*
|
||||
* @return The `NSWindow` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/*! @brief Returns the `NSOpenGLContext` of the specified window.
|
||||
*
|
||||
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
/*! @brief Returns the `Display` used by GLFW.
|
||||
*
|
||||
* @return The `Display` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Display* glfwGetX11Display(void);
|
||||
|
||||
/*! @brief Returns the `RRCrtc` of the specified monitor.
|
||||
*
|
||||
* @return The `RRCrtc` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `RROutput` of the specified monitor.
|
||||
*
|
||||
* @return The `RROutput` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `Window` of the specified window.
|
||||
*
|
||||
* @return The `Window` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
/*! @brief Returns the `GLXContext` of the specified window.
|
||||
*
|
||||
* @return The `GLXContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `GLXWindow` of the specified window.
|
||||
*
|
||||
* @return The `GLXWindow` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
/*! @brief Returns the `struct wl_display*` used by GLFW.
|
||||
*
|
||||
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
|
||||
|
||||
/*! @brief Returns the `struct wl_output*` of the specified monitor.
|
||||
*
|
||||
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the main `struct wl_surface*` of the specified window.
|
||||
*
|
||||
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
|
||||
* an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
/*! @brief Returns the `MirConnection*` used by GLFW.
|
||||
*
|
||||
* @return The `MirConnection*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirConnection* glfwGetMirDisplay(void);
|
||||
|
||||
/*! @brief Returns the Mir output ID of the specified monitor.
|
||||
*
|
||||
* @return The Mir output ID of the specified monitor, or zero if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `MirSurface*` of the specified window.
|
||||
*
|
||||
* @return The `MirSurface*` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirSurface* glfwGetMirWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
/*! @brief Returns the `EGLDisplay` used by GLFW.
|
||||
*
|
||||
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
|
||||
|
||||
/*! @brief Returns the `EGLContext` of the specified window.
|
||||
*
|
||||
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `EGLSurface` of the specified window.
|
||||
*
|
||||
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _glfw3_native_h_ */
|
||||
|
BIN
project/vs2015/external/glfw3/lib/win32/glfw3.dll
vendored
Normal file
BIN
project/vs2015/external/glfw3/lib/win32/glfw3.dll
vendored
Normal file
Binary file not shown.
BIN
project/vs2015/external/glfw3/lib/win32/glfw3.lib
vendored
Normal file
BIN
project/vs2015/external/glfw3/lib/win32/glfw3.lib
vendored
Normal file
Binary file not shown.
BIN
project/vs2015/external/glfw3/lib/win32/glfw3dll.lib
vendored
Normal file
BIN
project/vs2015/external/glfw3/lib/win32/glfw3dll.lib
vendored
Normal file
Binary file not shown.
256
project/vs2015/external/lua/include/lauxlib.h
vendored
Normal file
256
project/vs2015/external/lua/include/lauxlib.h
vendored
Normal file
@ -0,0 +1,256 @@
|
||||
/*
|
||||
** $Id: lauxlib.h,v 1.129 2015/11/23 11:29:43 roberto Exp $
|
||||
** Auxiliary functions for building Lua libraries
|
||||
** See Copyright Notice in lua.h
|
||||
*/
|
||||
|
||||
|
||||
#ifndef lauxlib_h
|
||||
#define lauxlib_h
|
||||
|
||||
|
||||
#include <stddef.h>
|
||||
#include <stdio.h>
|
||||
|
||||
#include "lua.h"
|
||||
|
||||
|
||||
|
||||
/* extra error code for 'luaL_load' */
|
||||
#define LUA_ERRFILE (LUA_ERRERR+1)
|
||||
|
||||
|
||||
typedef struct luaL_Reg {
|
||||
const char *name;
|
||||
lua_CFunction func;
|
||||
} luaL_Reg;
|
||||
|
||||
|
||||
#define LUAL_NUMSIZES (sizeof(lua_Integer)*16 + sizeof(lua_Number))
|
||||
|
||||
LUALIB_API void (luaL_checkversion_) (lua_State *L, lua_Number ver, size_t sz);
|
||||
#define luaL_checkversion(L) \
|
||||
luaL_checkversion_(L, LUA_VERSION_NUM, LUAL_NUMSIZES)
|
||||
|
||||
LUALIB_API int (luaL_getmetafield) (lua_State *L, int obj, const char *e);
|
||||
LUALIB_API int (luaL_callmeta) (lua_State *L, int obj, const char *e);
|
||||
LUALIB_API const char *(luaL_tolstring) (lua_State *L, int idx, size_t *len);
|
||||
LUALIB_API int (luaL_argerror) (lua_State *L, int arg, const char *extramsg);
|
||||
LUALIB_API const char *(luaL_checklstring) (lua_State *L, int arg,
|
||||
size_t *l);
|
||||
LUALIB_API const char *(luaL_optlstring) (lua_State *L, int arg,
|
||||
const char *def, size_t *l);
|
||||
LUALIB_API lua_Number (luaL_checknumber) (lua_State *L, int arg);
|
||||
LUALIB_API lua_Number (luaL_optnumber) (lua_State *L, int arg, lua_Number def);
|
||||
|
||||
LUALIB_API lua_Integer (luaL_checkinteger) (lua_State *L, int arg);
|
||||
LUALIB_API lua_Integer (luaL_optinteger) (lua_State *L, int arg,
|
||||
lua_Integer def);
|
||||
|
||||
LUALIB_API void (luaL_checkstack) (lua_State *L, int sz, const char *msg);
|
||||
LUALIB_API void (luaL_checktype) (lua_State *L, int arg, int t);
|
||||
LUALIB_API void (luaL_checkany) (lua_State *L, int arg);
|
||||
|
||||
LUALIB_API int (luaL_newmetatable) (lua_State *L, const char *tname);
|
||||
LUALIB_API void (luaL_setmetatable) (lua_State *L, const char *tname);
|
||||
LUALIB_API void *(luaL_testudata) (lua_State *L, int ud, const char *tname);
|
||||
LUALIB_API void *(luaL_checkudata) (lua_State *L, int ud, const char *tname);
|
||||
|
||||
LUALIB_API void (luaL_where) (lua_State *L, int lvl);
|
||||
LUALIB_API int (luaL_error) (lua_State *L, const char *fmt, ...);
|
||||
|
||||
LUALIB_API int (luaL_checkoption) (lua_State *L, int arg, const char *def,
|
||||
const char *const lst[]);
|
||||
|
||||
LUALIB_API int (luaL_fileresult) (lua_State *L, int stat, const char *fname);
|
||||
LUALIB_API int (luaL_execresult) (lua_State *L, int stat);
|
||||
|
||||
/* predefined references */
|
||||
#define LUA_NOREF (-2)
|
||||
#define LUA_REFNIL (-1)
|
||||
|
||||
LUALIB_API int (luaL_ref) (lua_State *L, int t);
|
||||
LUALIB_API void (luaL_unref) (lua_State *L, int t, int ref);
|
||||
|
||||
LUALIB_API int (luaL_loadfilex) (lua_State *L, const char *filename,
|
||||
const char *mode);
|
||||
|
||||
#define luaL_loadfile(L,f) luaL_loadfilex(L,f,NULL)
|
||||
|
||||
LUALIB_API int (luaL_loadbufferx) (lua_State *L, const char *buff, size_t sz,
|
||||
const char *name, const char *mode);
|
||||
LUALIB_API int (luaL_loadstring) (lua_State *L, const char *s);
|
||||
|
||||
LUALIB_API lua_State *(luaL_newstate) (void);
|
||||
|
||||
LUALIB_API lua_Integer (luaL_len) (lua_State *L, int idx);
|
||||
|
||||
LUALIB_API const char *(luaL_gsub) (lua_State *L, const char *s, const char *p,
|
||||
const char *r);
|
||||
|
||||
LUALIB_API void (luaL_setfuncs) (lua_State *L, const luaL_Reg *l, int nup);
|
||||
|
||||
LUALIB_API int (luaL_getsubtable) (lua_State *L, int idx, const char *fname);
|
||||
|
||||
LUALIB_API void (luaL_traceback) (lua_State *L, lua_State *L1,
|
||||
const char *msg, int level);
|
||||
|
||||
LUALIB_API void (luaL_requiref) (lua_State *L, const char *modname,
|
||||
lua_CFunction openf, int glb);
|
||||
|
||||
/*
|
||||
** ===============================================================
|
||||
** some useful macros
|
||||
** ===============================================================
|
||||
*/
|
||||
|
||||
|
||||
#define luaL_newlibtable(L,l) \
|
||||
lua_createtable(L, 0, sizeof(l)/sizeof((l)[0]) - 1)
|
||||
|
||||
#define luaL_newlib(L,l) \
|
||||
(luaL_checkversion(L), luaL_newlibtable(L,l), luaL_setfuncs(L,l,0))
|
||||
|
||||
#define luaL_argcheck(L, cond,arg,extramsg) \
|
||||
((void)((cond) || luaL_argerror(L, (arg), (extramsg))))
|
||||
#define luaL_checkstring(L,n) (luaL_checklstring(L, (n), NULL))
|
||||
#define luaL_optstring(L,n,d) (luaL_optlstring(L, (n), (d), NULL))
|
||||
|
||||
#define luaL_typename(L,i) lua_typename(L, lua_type(L,(i)))
|
||||
|
||||
#define luaL_dofile(L, fn) \
|
||||
(luaL_loadfile(L, fn) || lua_pcall(L, 0, LUA_MULTRET, 0))
|
||||
|
||||
#define luaL_dostring(L, s) \
|
||||
(luaL_loadstring(L, s) || lua_pcall(L, 0, LUA_MULTRET, 0))
|
||||
|
||||
#define luaL_getmetatable(L,n) (lua_getfield(L, LUA_REGISTRYINDEX, (n)))
|
||||
|
||||
#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n)))
|
||||
|
||||
#define luaL_loadbuffer(L,s,sz,n) luaL_loadbufferx(L,s,sz,n,NULL)
|
||||
|
||||
|
||||
/*
|
||||
** {======================================================
|
||||
** Generic Buffer manipulation
|
||||
** =======================================================
|
||||
*/
|
||||
|
||||
typedef struct luaL_Buffer {
|
||||
char *b; /* buffer address */
|
||||
size_t size; /* buffer size */
|
||||
size_t n; /* number of characters in buffer */
|
||||
lua_State *L;
|
||||
char initb[LUAL_BUFFERSIZE]; /* initial buffer */
|
||||
} luaL_Buffer;
|
||||
|
||||
|
||||
#define luaL_addchar(B,c) \
|
||||
((void)((B)->n < (B)->size || luaL_prepbuffsize((B), 1)), \
|
||||
((B)->b[(B)->n++] = (c)))
|
||||
|
||||
#define luaL_addsize(B,s) ((B)->n += (s))
|
||||
|
||||
LUALIB_API void (luaL_buffinit) (lua_State *L, luaL_Buffer *B);
|
||||
LUALIB_API char *(luaL_prepbuffsize) (luaL_Buffer *B, size_t sz);
|
||||
LUALIB_API void (luaL_addlstring) (luaL_Buffer *B, const char *s, size_t l);
|
||||
LUALIB_API void (luaL_addstring) (luaL_Buffer *B, const char *s);
|
||||
LUALIB_API void (luaL_addvalue) (luaL_Buffer *B);
|
||||
LUALIB_API void (luaL_pushresult) (luaL_Buffer *B);
|
||||
LUALIB_API void (luaL_pushresultsize) (luaL_Buffer *B, size_t sz);
|
||||
LUALIB_API char *(luaL_buffinitsize) (lua_State *L, luaL_Buffer *B, size_t sz);
|
||||
|
||||
#define luaL_prepbuffer(B) luaL_prepbuffsize(B, LUAL_BUFFERSIZE)
|
||||
|
||||
/* }====================================================== */
|
||||
|
||||
|
||||
|
||||
/*
|
||||
** {======================================================
|
||||
** File handles for IO library
|
||||
** =======================================================
|
||||
*/
|
||||
|
||||
/*
|
||||
** A file handle is a userdata with metatable 'LUA_FILEHANDLE' and
|
||||
** initial structure 'luaL_Stream' (it may contain other fields
|
||||
** after that initial structure).
|
||||
*/
|
||||
|
||||
#define LUA_FILEHANDLE "FILE*"
|
||||
|
||||
|
||||
typedef struct luaL_Stream {
|
||||
FILE *f; /* stream (NULL for incompletely created streams) */
|
||||
lua_CFunction closef; /* to close stream (NULL for closed streams) */
|
||||
} luaL_Stream;
|
||||
|
||||
/* }====================================================== */
|
||||
|
||||
|
||||
|
||||
/* compatibility with old module system */
|
||||
#if defined(LUA_COMPAT_MODULE)
|
||||
|
||||
LUALIB_API void (luaL_pushmodule) (lua_State *L, const char *modname,
|
||||
int sizehint);
|
||||
LUALIB_API void (luaL_openlib) (lua_State *L, const char *libname,
|
||||
const luaL_Reg *l, int nup);
|
||||
|
||||
#define luaL_register(L,n,l) (luaL_openlib(L,(n),(l),0))
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
** {==================================================================
|
||||
** "Abstraction Layer" for basic report of messages and errors
|
||||
** ===================================================================
|
||||
*/
|
||||
|
||||
/* print a string */
|
||||
#if !defined(lua_writestring)
|
||||
#define lua_writestring(s,l) fwrite((s), sizeof(char), (l), stdout)
|
||||
#endif
|
||||
|
||||
/* print a newline and flush the output */
|
||||
#if !defined(lua_writeline)
|
||||
#define lua_writeline() (lua_writestring("\n", 1), fflush(stdout))
|
||||
#endif
|
||||
|
||||
/* print an error message */
|
||||
#if !defined(lua_writestringerror)
|
||||
#define lua_writestringerror(s,p) \
|
||||
(fprintf(stderr, (s), (p)), fflush(stderr))
|
||||
#endif
|
||||
|
||||
/* }================================================================== */
|
||||
|
||||
|
||||
/*
|
||||
** {============================================================
|
||||
** Compatibility with deprecated conversions
|
||||
** =============================================================
|
||||
*/
|
||||
#if defined(LUA_COMPAT_APIINTCASTS)
|
||||
|
||||
#define luaL_checkunsigned(L,a) ((lua_Unsigned)luaL_checkinteger(L,a))
|
||||
#define luaL_optunsigned(L,a,d) \
|
||||
((lua_Unsigned)luaL_optinteger(L,a,(lua_Integer)(d)))
|
||||
|
||||
#define luaL_checkint(L,n) ((int)luaL_checkinteger(L, (n)))
|
||||
#define luaL_optint(L,n,d) ((int)luaL_optinteger(L, (n), (d)))
|
||||
|
||||
#define luaL_checklong(L,n) ((long)luaL_checkinteger(L, (n)))
|
||||
#define luaL_optlong(L,n,d) ((long)luaL_optinteger(L, (n), (d)))
|
||||
|
||||
#endif
|
||||
/* }============================================================ */
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
486
project/vs2015/external/lua/include/lua.h
vendored
Normal file
486
project/vs2015/external/lua/include/lua.h
vendored
Normal file
@ -0,0 +1,486 @@
|
||||
/*
|
||||
** $Id: lua.h,v 1.331 2016/05/30 15:53:28 roberto Exp $
|
||||
** Lua - A Scripting Language
|
||||
** Lua.org, PUC-Rio, Brazil (http://www.lua.org)
|
||||
** See Copyright Notice at the end of this file
|
||||
*/
|
||||
|
||||
|
||||
#ifndef lua_h
|
||||
#define lua_h
|
||||
|
||||
#include <stdarg.h>
|
||||
#include <stddef.h>
|
||||
|
||||
|
||||
#include "luaconf.h"
|
||||
|
||||
|
||||
#define LUA_VERSION_MAJOR "5"
|
||||
#define LUA_VERSION_MINOR "3"
|
||||
#define LUA_VERSION_NUM 503
|
||||
#define LUA_VERSION_RELEASE "3"
|
||||
|
||||
#define LUA_VERSION "Lua " LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
|
||||
#define LUA_RELEASE LUA_VERSION "." LUA_VERSION_RELEASE
|
||||
#define LUA_COPYRIGHT LUA_RELEASE " Copyright (C) 1994-2016 Lua.org, PUC-Rio"
|
||||
#define LUA_AUTHORS "R. Ierusalimschy, L. H. de Figueiredo, W. Celes"
|
||||
|
||||
|
||||
/* mark for precompiled code ('<esc>Lua') */
|
||||
#define LUA_SIGNATURE "\x1bLua"
|
||||
|
||||
/* option for multiple returns in 'lua_pcall' and 'lua_call' */
|
||||
#define LUA_MULTRET (-1)
|
||||
|
||||
|
||||
/*
|
||||
** Pseudo-indices
|
||||
** (-LUAI_MAXSTACK is the minimum valid index; we keep some free empty
|
||||
** space after that to help overflow detection)
|
||||
*/
|
||||
#define LUA_REGISTRYINDEX (-LUAI_MAXSTACK - 1000)
|
||||
#define lua_upvalueindex(i) (LUA_REGISTRYINDEX - (i))
|
||||
|
||||
|
||||
/* thread status */
|
||||
#define LUA_OK 0
|
||||
#define LUA_YIELD 1
|
||||
#define LUA_ERRRUN 2
|
||||
#define LUA_ERRSYNTAX 3
|
||||
#define LUA_ERRMEM 4
|
||||
#define LUA_ERRGCMM 5
|
||||
#define LUA_ERRERR 6
|
||||
|
||||
|
||||
typedef struct lua_State lua_State;
|
||||
|
||||
|
||||
/*
|
||||
** basic types
|
||||
*/
|
||||
#define LUA_TNONE (-1)
|
||||
|
||||
#define LUA_TNIL 0
|
||||
#define LUA_TBOOLEAN 1
|
||||
#define LUA_TLIGHTUSERDATA 2
|
||||
#define LUA_TNUMBER 3
|
||||
#define LUA_TSTRING 4
|
||||
#define LUA_TTABLE 5
|
||||
#define LUA_TFUNCTION 6
|
||||
#define LUA_TUSERDATA 7
|
||||
#define LUA_TTHREAD 8
|
||||
|
||||
#define LUA_NUMTAGS 9
|
||||
|
||||
|
||||
|
||||
/* minimum Lua stack available to a C function */
|
||||
#define LUA_MINSTACK 20
|
||||
|
||||
|
||||
/* predefined values in the registry */
|
||||
#define LUA_RIDX_MAINTHREAD 1
|
||||
#define LUA_RIDX_GLOBALS 2
|
||||
#define LUA_RIDX_LAST LUA_RIDX_GLOBALS
|
||||
|
||||
|
||||
/* type of numbers in Lua */
|
||||
typedef LUA_NUMBER lua_Number;
|
||||
|
||||
|
||||
/* type for integer functions */
|
||||
typedef LUA_INTEGER lua_Integer;
|
||||
|
||||
/* unsigned integer type */
|
||||
typedef LUA_UNSIGNED lua_Unsigned;
|
||||
|
||||
/* type for continuation-function contexts */
|
||||
typedef LUA_KCONTEXT lua_KContext;
|
||||
|
||||
|
||||
/*
|
||||
** Type for C functions registered with Lua
|
||||
*/
|
||||
typedef int (*lua_CFunction) (lua_State *L);
|
||||
|
||||
/*
|
||||
** Type for continuation functions
|
||||
*/
|
||||
typedef int (*lua_KFunction) (lua_State *L, int status, lua_KContext ctx);
|
||||
|
||||
|
||||
/*
|
||||
** Type for functions that read/write blocks when loading/dumping Lua chunks
|
||||
*/
|
||||
typedef const char * (*lua_Reader) (lua_State *L, void *ud, size_t *sz);
|
||||
|
||||
typedef int (*lua_Writer) (lua_State *L, const void *p, size_t sz, void *ud);
|
||||
|
||||
|
||||
/*
|
||||
** Type for memory-allocation functions
|
||||
*/
|
||||
typedef void * (*lua_Alloc) (void *ud, void *ptr, size_t osize, size_t nsize);
|
||||
|
||||
|
||||
|
||||
/*
|
||||
** generic extra include file
|
||||
*/
|
||||
#if defined(LUA_USER_H)
|
||||
#include LUA_USER_H
|
||||
#endif
|
||||
|
||||
|
||||
/*
|
||||
** RCS ident string
|
||||
*/
|
||||
extern const char lua_ident[];
|
||||
|
||||
|
||||
/*
|
||||
** state manipulation
|
||||
*/
|
||||
LUA_API lua_State *(lua_newstate) (lua_Alloc f, void *ud);
|
||||
LUA_API void (lua_close) (lua_State *L);
|
||||
LUA_API lua_State *(lua_newthread) (lua_State *L);
|
||||
|
||||
LUA_API lua_CFunction (lua_atpanic) (lua_State *L, lua_CFunction panicf);
|
||||
|
||||
|
||||
LUA_API const lua_Number *(lua_version) (lua_State *L);
|
||||
|
||||
|
||||
/*
|
||||
** basic stack manipulation
|
||||
*/
|
||||
LUA_API int (lua_absindex) (lua_State *L, int idx);
|
||||
LUA_API int (lua_gettop) (lua_State *L);
|
||||
LUA_API void (lua_settop) (lua_State *L, int idx);
|
||||
LUA_API void (lua_pushvalue) (lua_State *L, int idx);
|
||||
LUA_API void (lua_rotate) (lua_State *L, int idx, int n);
|
||||
LUA_API void (lua_copy) (lua_State *L, int fromidx, int toidx);
|
||||
LUA_API int (lua_checkstack) (lua_State *L, int n);
|
||||
|
||||
LUA_API void (lua_xmove) (lua_State *from, lua_State *to, int n);
|
||||
|
||||
|
||||
/*
|
||||
** access functions (stack -> C)
|
||||
*/
|
||||
|
||||
LUA_API int (lua_isnumber) (lua_State *L, int idx);
|
||||
LUA_API int (lua_isstring) (lua_State *L, int idx);
|
||||
LUA_API int (lua_iscfunction) (lua_State *L, int idx);
|
||||
LUA_API int (lua_isinteger) (lua_State *L, int idx);
|
||||
LUA_API int (lua_isuserdata) (lua_State *L, int idx);
|
||||
LUA_API int (lua_type) (lua_State *L, int idx);
|
||||
LUA_API const char *(lua_typename) (lua_State *L, int tp);
|
||||
|
||||
LUA_API lua_Number (lua_tonumberx) (lua_State *L, int idx, int *isnum);
|
||||
LUA_API lua_Integer (lua_tointegerx) (lua_State *L, int idx, int *isnum);
|
||||
LUA_API int (lua_toboolean) (lua_State *L, int idx);
|
||||
LUA_API const char *(lua_tolstring) (lua_State *L, int idx, size_t *len);
|
||||
LUA_API size_t (lua_rawlen) (lua_State *L, int idx);
|
||||
LUA_API lua_CFunction (lua_tocfunction) (lua_State *L, int idx);
|
||||
LUA_API void *(lua_touserdata) (lua_State *L, int idx);
|
||||
LUA_API lua_State *(lua_tothread) (lua_State *L, int idx);
|
||||
LUA_API const void *(lua_topointer) (lua_State *L, int idx);
|
||||
|
||||
|
||||
/*
|
||||
** Comparison and arithmetic functions
|
||||
*/
|
||||
|
||||
#define LUA_OPADD 0 /* ORDER TM, ORDER OP */
|
||||
#define LUA_OPSUB 1
|
||||
#define LUA_OPMUL 2
|
||||
#define LUA_OPMOD 3
|
||||
#define LUA_OPPOW 4
|
||||
#define LUA_OPDIV 5
|
||||
#define LUA_OPIDIV 6
|
||||
#define LUA_OPBAND 7
|
||||
#define LUA_OPBOR 8
|
||||
#define LUA_OPBXOR 9
|
||||
#define LUA_OPSHL 10
|
||||
#define LUA_OPSHR 11
|
||||
#define LUA_OPUNM 12
|
||||
#define LUA_OPBNOT 13
|
||||
|
||||
LUA_API void (lua_arith) (lua_State *L, int op);
|
||||
|
||||
#define LUA_OPEQ 0
|
||||
#define LUA_OPLT 1
|
||||
#define LUA_OPLE 2
|
||||
|
||||
LUA_API int (lua_rawequal) (lua_State *L, int idx1, int idx2);
|
||||
LUA_API int (lua_compare) (lua_State *L, int idx1, int idx2, int op);
|
||||
|
||||
|
||||
/*
|
||||
** push functions (C -> stack)
|
||||
*/
|
||||
LUA_API void (lua_pushnil) (lua_State *L);
|
||||
LUA_API void (lua_pushnumber) (lua_State *L, lua_Number n);
|
||||
LUA_API void (lua_pushinteger) (lua_State *L, lua_Integer n);
|
||||
LUA_API const char *(lua_pushlstring) (lua_State *L, const char *s, size_t len);
|
||||
LUA_API const char *(lua_pushstring) (lua_State *L, const char *s);
|
||||
LUA_API const char *(lua_pushvfstring) (lua_State *L, const char *fmt,
|
||||
va_list argp);
|
||||
LUA_API const char *(lua_pushfstring) (lua_State *L, const char *fmt, ...);
|
||||
LUA_API void (lua_pushcclosure) (lua_State *L, lua_CFunction fn, int n);
|
||||
LUA_API void (lua_pushboolean) (lua_State *L, int b);
|
||||
LUA_API void (lua_pushlightuserdata) (lua_State *L, void *p);
|
||||
LUA_API int (lua_pushthread) (lua_State *L);
|
||||
|
||||
|
||||
/*
|
||||
** get functions (Lua -> stack)
|
||||
*/
|
||||
LUA_API int (lua_getglobal) (lua_State *L, const char *name);
|
||||
LUA_API int (lua_gettable) (lua_State *L, int idx);
|
||||
LUA_API int (lua_getfield) (lua_State *L, int idx, const char *k);
|
||||
LUA_API int (lua_geti) (lua_State *L, int idx, lua_Integer n);
|
||||
LUA_API int (lua_rawget) (lua_State *L, int idx);
|
||||
LUA_API int (lua_rawgeti) (lua_State *L, int idx, lua_Integer n);
|
||||
LUA_API int (lua_rawgetp) (lua_State *L, int idx, const void *p);
|
||||
|
||||
LUA_API void (lua_createtable) (lua_State *L, int narr, int nrec);
|
||||
LUA_API void *(lua_newuserdata) (lua_State *L, size_t sz);
|
||||
LUA_API int (lua_getmetatable) (lua_State *L, int objindex);
|
||||
LUA_API int (lua_getuservalue) (lua_State *L, int idx);
|
||||
|
||||
|
||||
/*
|
||||
** set functions (stack -> Lua)
|
||||
*/
|
||||
LUA_API void (lua_setglobal) (lua_State *L, const char *name);
|
||||
LUA_API void (lua_settable) (lua_State *L, int idx);
|
||||
LUA_API void (lua_setfield) (lua_State *L, int idx, const char *k);
|
||||
LUA_API void (lua_seti) (lua_State *L, int idx, lua_Integer n);
|
||||
LUA_API void (lua_rawset) (lua_State *L, int idx);
|
||||
LUA_API void (lua_rawseti) (lua_State *L, int idx, lua_Integer n);
|
||||
LUA_API void (lua_rawsetp) (lua_State *L, int idx, const void *p);
|
||||
LUA_API int (lua_setmetatable) (lua_State *L, int objindex);
|
||||
LUA_API void (lua_setuservalue) (lua_State *L, int idx);
|
||||
|
||||
|
||||
/*
|
||||
** 'load' and 'call' functions (load and run Lua code)
|
||||
*/
|
||||
LUA_API void (lua_callk) (lua_State *L, int nargs, int nresults,
|
||||
lua_KContext ctx, lua_KFunction k);
|
||||
#define lua_call(L,n,r) lua_callk(L, (n), (r), 0, NULL)
|
||||
|
||||
LUA_API int (lua_pcallk) (lua_State *L, int nargs, int nresults, int errfunc,
|
||||
lua_KContext ctx, lua_KFunction k);
|
||||
#define lua_pcall(L,n,r,f) lua_pcallk(L, (n), (r), (f), 0, NULL)
|
||||
|
||||
LUA_API int (lua_load) (lua_State *L, lua_Reader reader, void *dt,
|
||||
const char *chunkname, const char *mode);
|
||||
|
||||
LUA_API int (lua_dump) (lua_State *L, lua_Writer writer, void *data, int strip);
|
||||
|
||||
|
||||
/*
|
||||
** coroutine functions
|
||||
*/
|
||||
LUA_API int (lua_yieldk) (lua_State *L, int nresults, lua_KContext ctx,
|
||||
lua_KFunction k);
|
||||
LUA_API int (lua_resume) (lua_State *L, lua_State *from, int narg);
|
||||
LUA_API int (lua_status) (lua_State *L);
|
||||
LUA_API int (lua_isyieldable) (lua_State *L);
|
||||
|
||||
#define lua_yield(L,n) lua_yieldk(L, (n), 0, NULL)
|
||||
|
||||
|
||||
/*
|
||||
** garbage-collection function and options
|
||||
*/
|
||||
|
||||
#define LUA_GCSTOP 0
|
||||
#define LUA_GCRESTART 1
|
||||
#define LUA_GCCOLLECT 2
|
||||
#define LUA_GCCOUNT 3
|
||||
#define LUA_GCCOUNTB 4
|
||||
#define LUA_GCSTEP 5
|
||||
#define LUA_GCSETPAUSE 6
|
||||
#define LUA_GCSETSTEPMUL 7
|
||||
#define LUA_GCISRUNNING 9
|
||||
|
||||
LUA_API int (lua_gc) (lua_State *L, int what, int data);
|
||||
|
||||
|
||||
/*
|
||||
** miscellaneous functions
|
||||
*/
|
||||
|
||||
LUA_API int (lua_error) (lua_State *L);
|
||||
|
||||
LUA_API int (lua_next) (lua_State *L, int idx);
|
||||
|
||||
LUA_API void (lua_concat) (lua_State *L, int n);
|
||||
LUA_API void (lua_len) (lua_State *L, int idx);
|
||||
|
||||
LUA_API size_t (lua_stringtonumber) (lua_State *L, const char *s);
|
||||
|
||||
LUA_API lua_Alloc (lua_getallocf) (lua_State *L, void **ud);
|
||||
LUA_API void (lua_setallocf) (lua_State *L, lua_Alloc f, void *ud);
|
||||
|
||||
|
||||
|
||||
/*
|
||||
** {==============================================================
|
||||
** some useful macros
|
||||
** ===============================================================
|
||||
*/
|
||||
|
||||
#define lua_getextraspace(L) ((void *)((char *)(L) - LUA_EXTRASPACE))
|
||||
|
||||
#define lua_tonumber(L,i) lua_tonumberx(L,(i),NULL)
|
||||
#define lua_tointeger(L,i) lua_tointegerx(L,(i),NULL)
|
||||
|
||||
#define lua_pop(L,n) lua_settop(L, -(n)-1)
|
||||
|
||||
#define lua_newtable(L) lua_createtable(L, 0, 0)
|
||||
|
||||
#define lua_register(L,n,f) (lua_pushcfunction(L, (f)), lua_setglobal(L, (n)))
|
||||
|
||||
#define lua_pushcfunction(L,f) lua_pushcclosure(L, (f), 0)
|
||||
|
||||
#define lua_isfunction(L,n) (lua_type(L, (n)) == LUA_TFUNCTION)
|
||||
#define lua_istable(L,n) (lua_type(L, (n)) == LUA_TTABLE)
|
||||
#define lua_islightuserdata(L,n) (lua_type(L, (n)) == LUA_TLIGHTUSERDATA)
|
||||
#define lua_isnil(L,n) (lua_type(L, (n)) == LUA_TNIL)
|
||||
#define lua_isboolean(L,n) (lua_type(L, (n)) == LUA_TBOOLEAN)
|
||||
#define lua_isthread(L,n) (lua_type(L, (n)) == LUA_TTHREAD)
|
||||
#define lua_isnone(L,n) (lua_type(L, (n)) == LUA_TNONE)
|
||||
#define lua_isnoneornil(L, n) (lua_type(L, (n)) <= 0)
|
||||
|
||||
#define lua_pushliteral(L, s) lua_pushstring(L, "" s)
|
||||
|
||||
#define lua_pushglobaltable(L) \
|
||||
((void)lua_rawgeti(L, LUA_REGISTRYINDEX, LUA_RIDX_GLOBALS))
|
||||
|
||||
#define lua_tostring(L,i) lua_tolstring(L, (i), NULL)
|
||||
|
||||
|
||||
#define lua_insert(L,idx) lua_rotate(L, (idx), 1)
|
||||
|
||||
#define lua_remove(L,idx) (lua_rotate(L, (idx), -1), lua_pop(L, 1))
|
||||
|
||||
#define lua_replace(L,idx) (lua_copy(L, -1, (idx)), lua_pop(L, 1))
|
||||
|
||||
/* }============================================================== */
|
||||
|
||||
|
||||
/*
|
||||
** {==============================================================
|
||||
** compatibility macros for unsigned conversions
|
||||
** ===============================================================
|
||||
*/
|
||||
#if defined(LUA_COMPAT_APIINTCASTS)
|
||||
|
||||
#define lua_pushunsigned(L,n) lua_pushinteger(L, (lua_Integer)(n))
|
||||
#define lua_tounsignedx(L,i,is) ((lua_Unsigned)lua_tointegerx(L,i,is))
|
||||
#define lua_tounsigned(L,i) lua_tounsignedx(L,(i),NULL)
|
||||
|
||||
#endif
|
||||
/* }============================================================== */
|
||||
|
||||
/*
|
||||
** {======================================================================
|
||||
** Debug API
|
||||
** =======================================================================
|
||||
*/
|
||||
|
||||
|
||||
/*
|
||||
** Event codes
|
||||
*/
|
||||
#define LUA_HOOKCALL 0
|
||||
#define LUA_HOOKRET 1
|
||||
#define LUA_HOOKLINE 2
|
||||
#define LUA_HOOKCOUNT 3
|
||||
#define LUA_HOOKTAILCALL 4
|
||||
|
||||
|
||||
/*
|
||||
** Event masks
|
||||
*/
|
||||
#define LUA_MASKCALL (1 << LUA_HOOKCALL)
|
||||
#define LUA_MASKRET (1 << LUA_HOOKRET)
|
||||
#define LUA_MASKLINE (1 << LUA_HOOKLINE)
|
||||
#define LUA_MASKCOUNT (1 << LUA_HOOKCOUNT)
|
||||
|
||||
typedef struct lua_Debug lua_Debug; /* activation record */
|
||||
|
||||
|
||||
/* Functions to be called by the debugger in specific events */
|
||||
typedef void (*lua_Hook) (lua_State *L, lua_Debug *ar);
|
||||
|
||||
|
||||
LUA_API int (lua_getstack) (lua_State *L, int level, lua_Debug *ar);
|
||||
LUA_API int (lua_getinfo) (lua_State *L, const char *what, lua_Debug *ar);
|
||||
LUA_API const char *(lua_getlocal) (lua_State *L, const lua_Debug *ar, int n);
|
||||
LUA_API const char *(lua_setlocal) (lua_State *L, const lua_Debug *ar, int n);
|
||||
LUA_API const char *(lua_getupvalue) (lua_State *L, int funcindex, int n);
|
||||
LUA_API const char *(lua_setupvalue) (lua_State *L, int funcindex, int n);
|
||||
|
||||
LUA_API void *(lua_upvalueid) (lua_State *L, int fidx, int n);
|
||||
LUA_API void (lua_upvaluejoin) (lua_State *L, int fidx1, int n1,
|
||||
int fidx2, int n2);
|
||||
|
||||
LUA_API void (lua_sethook) (lua_State *L, lua_Hook func, int mask, int count);
|
||||
LUA_API lua_Hook (lua_gethook) (lua_State *L);
|
||||
LUA_API int (lua_gethookmask) (lua_State *L);
|
||||
LUA_API int (lua_gethookcount) (lua_State *L);
|
||||
|
||||
|
||||
struct lua_Debug {
|
||||
int event;
|
||||
const char *name; /* (n) */
|
||||
const char *namewhat; /* (n) 'global', 'local', 'field', 'method' */
|
||||
const char *what; /* (S) 'Lua', 'C', 'main', 'tail' */
|
||||
const char *source; /* (S) */
|
||||
int currentline; /* (l) */
|
||||
int linedefined; /* (S) */
|
||||
int lastlinedefined; /* (S) */
|
||||
unsigned char nups; /* (u) number of upvalues */
|
||||
unsigned char nparams;/* (u) number of parameters */
|
||||
char isvararg; /* (u) */
|
||||
char istailcall; /* (t) */
|
||||
char short_src[LUA_IDSIZE]; /* (S) */
|
||||
/* private part */
|
||||
struct CallInfo *i_ci; /* active function */
|
||||
};
|
||||
|
||||
/* }====================================================================== */
|
||||
|
||||
|
||||
/******************************************************************************
|
||||
* Copyright (C) 1994-2016 Lua.org, PUC-Rio.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
* "Software"), to deal in the Software without restriction, including
|
||||
* without limitation the rights to use, copy, modify, merge, publish,
|
||||
* distribute, sublicense, and/or sell copies of the Software, and to
|
||||
* permit persons to whom the Software is furnished to do so, subject to
|
||||
* the following conditions:
|
||||
*
|
||||
* The above copyright notice and this permission notice shall be
|
||||
* included in all copies or substantial portions of the Software.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
||||
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
|
||||
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
|
||||
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
|
||||
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
|
||||
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
||||
******************************************************************************/
|
||||
|
||||
|
||||
#endif
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user