examples review

This commit is contained in:
Ray 2019-05-17 01:17:40 +02:00
parent ce87d2ced4
commit 970f1e8ff1
19 changed files with 64 additions and 36 deletions

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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

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@ -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)

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@ -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)
*
********************************************************************************************/

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@ -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

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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, &ampX, UNIFORM_FLOAT);
SetShaderValue(wave, ampYLoc, &ampY, 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, &ampX, UNIFORM_FLOAT);
SetShaderValue(shader, ampYLoc, &ampY, 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
//--------------------------------------------------------------------------------------

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@ -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

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@ -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

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@ -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);
}

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@ -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 };

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@ -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,

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@ -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

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