examples review
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@ -298,7 +298,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||
ifeq ($(PLATFORM_OS),LINUX)
|
||||
# Reset everything.
|
||||
# Precedence: immediately local, installed version, raysan5 provided libs
|
||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
|
||||
endif
|
||||
endif
|
||||
|
||||
|
@ -505,3 +505,4 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
|
|||
del *.o *.html *.js
|
||||
endif
|
||||
@echo Cleaning done
|
||||
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
*
|
||||
* NOTE: This example requires OpenAL Soft library installed
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
|
|
|
@ -4,10 +4,10 @@
|
|||
*
|
||||
* NOTE: This example requires OpenAL Soft library installed
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
|
@ -81,7 +81,7 @@ int main()
|
|||
// Load shader to be used on some parts drawing
|
||||
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION));
|
||||
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
|
||||
|
||||
// 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
|
||||
|
|
After Width: | Height: | Size: 15 KiB |
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@ -38,22 +38,19 @@ int main()
|
|||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
|
||||
|
||||
// Load space texture to apply shaders
|
||||
Texture2D space = LoadTexture("resources/space.png");
|
||||
// Load texture texture to apply shaders
|
||||
Texture2D texture = LoadTexture("resources/space.png");
|
||||
|
||||
// Load shader and setup location points and values
|
||||
Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
|
||||
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
|
||||
|
||||
float screenSizeLoc = GetShaderLocation(wave, "size");
|
||||
float secondsLoc = GetShaderLocation(wave, "secondes");
|
||||
float freqXLoc = GetShaderLocation(wave, "freqX");
|
||||
float freqYLoc = GetShaderLocation(wave, "freqY");
|
||||
float ampXLoc = GetShaderLocation(wave, "ampX");
|
||||
float ampYLoc = GetShaderLocation(wave, "ampY");
|
||||
float speedXLoc = GetShaderLocation(wave, "speedX");
|
||||
float speedYLoc = GetShaderLocation(wave, "speedY");
|
||||
|
||||
float screenSize[2] = { 800, 450 };
|
||||
int secondsLoc = GetShaderLocation(shader, "secondes");
|
||||
int freqXLoc = GetShaderLocation(shader, "freqX");
|
||||
int freqYLoc = GetShaderLocation(shader, "freqY");
|
||||
int ampXLoc = GetShaderLocation(shader, "ampX");
|
||||
int ampYLoc = GetShaderLocation(shader, "ampY");
|
||||
int speedXLoc = GetShaderLocation(shader, "speedX");
|
||||
int speedYLoc = GetShaderLocation(shader, "speedY");
|
||||
|
||||
// Shader uniform values that can be updated at any time
|
||||
float freqX = 25.0f;
|
||||
|
@ -63,13 +60,14 @@ int main()
|
|||
float speedX = 8.0f;
|
||||
float speedY = 8.0f;
|
||||
|
||||
SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2);
|
||||
SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT);
|
||||
SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT);
|
||||
SetShaderValue(wave, ampXLoc, &X, UNIFORM_FLOAT);
|
||||
SetShaderValue(wave, ampYLoc, &Y, UNIFORM_FLOAT);
|
||||
SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT);
|
||||
SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT);
|
||||
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
|
||||
SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
|
||||
|
||||
float seconds = 0.0f;
|
||||
|
||||
|
@ -83,7 +81,7 @@ int main()
|
|||
//----------------------------------------------------------------------------------
|
||||
seconds += GetFrameTime();
|
||||
|
||||
SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT);
|
||||
SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
@ -92,10 +90,10 @@ int main()
|
|||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(wave);
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawTexture(space, 0, 0, WHITE);
|
||||
DrawTexture(space, space.width, 0, WHITE);
|
||||
DrawTexture(texture, 0, 0, WHITE);
|
||||
DrawTexture(texture, texture.width, 0, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
|
@ -105,8 +103,8 @@ int main()
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(wave); // Unload shader
|
||||
UnloadTexture(space); // Unload texture
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
info face="Symbola" size=-64 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=2
|
||||
common lineHeight=81 base=59 scaleW=1024 scaleH=1024 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
|
||||
page id=0 file="emoji_0.png"
|
||||
page id=0 file="emoji.png"
|
||||
chars count=187
|
||||
char id=9749 x=135 y=333 width=63 height=61 xoffset=1 yoffset=9 xadvance=65 page=0 chnl=15
|
||||
char id=9752 x=366 y=396 width=57 height=59 xoffset=0 yoffset=10 xadvance=58 page=0 chnl=15
|
||||
|
|
Before Width: | Height: | Size: 239 KiB After Width: | Height: | Size: 239 KiB |
|
@ -1,6 +1,6 @@
|
|||
info face="Noto Serif CJK JP" size=-16 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=1
|
||||
common lineHeight=23 base=18 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
|
||||
page id=0 file="notoCJK_0.png"
|
||||
page id=0 file="notoCJK.png"
|
||||
chars count=576
|
||||
char id=32 x=507 y=185 width=3 height=3 xoffset=-1 yoffset=-1 xadvance=4 page=0 chnl=15
|
||||
char id=33 x=449 y=285 width=5 height=14 xoffset=0 yoffset=5 xadvance=5 page=0 chnl=15
|
||||
|
|
Before Width: | Height: | Size: 90 KiB After Width: | Height: | Size: 90 KiB |
|
@ -0,0 +1,23 @@
|
|||
#version 100
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
const float smoothing = 1.0/16.0;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
// NOTE: Calculate alpha using signed distance field (SDF)
|
||||
float distance = texture2D(texture0, fragTexCoord).a;
|
||||
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
|
||||
}
|
|
@ -11,6 +11,12 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
|
@ -47,7 +53,7 @@ int main()
|
|||
UnloadImage(atlas);
|
||||
|
||||
// Load SDF required shader (we use default vertex shader)
|
||||
Shader shader = LoadShader(0, "resources/shaders/sdf.fs");
|
||||
Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
|
||||
SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
|
||||
|
||||
Vector2 fontPosition = { 40, screenHeight/2 - 50 };
|
||||
|
|
|
@ -156,7 +156,7 @@ int main(int argc, char **argv)
|
|||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib - unicode test");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
|
||||
|
||||
// Load the font resources
|
||||
// NOTE: fontAsian is for asian languages,
|
||||
|
|
After Width: | Height: | Size: 427 KiB |
After Width: | Height: | Size: 30 KiB |
|
@ -29,7 +29,7 @@ int main()
|
|||
Sound fxBoom = LoadSound("resources/boom.wav");
|
||||
|
||||
// Load explosion texture
|
||||
Texture2D explosion = LoadTexture("resources/explosion2.png");
|
||||
Texture2D explosion = LoadTexture("resources/explosion.png");
|
||||
|
||||
// Init variables for animation
|
||||
int frameWidth = explosion.width/NUM_FRAMES; // Sprite one frame rectangle width
|
||||
|
|
After Width: | Height: | Size: 47 KiB |