examples review
@ -298,7 +298,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
|
|||||||
ifeq ($(PLATFORM_OS),LINUX)
|
ifeq ($(PLATFORM_OS),LINUX)
|
||||||
# Reset everything.
|
# Reset everything.
|
||||||
# Precedence: immediately local, installed version, raysan5 provided libs
|
# Precedence: immediately local, installed version, raysan5 provided libs
|
||||||
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
|
LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
|
||||||
endif
|
endif
|
||||||
endif
|
endif
|
||||||
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|
||||||
@ -505,3 +505,4 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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|||||||
del *.o *.html *.js
|
del *.o *.html *.js
|
||||||
endif
|
endif
|
||||||
@echo Cleaning done
|
@echo Cleaning done
|
||||||
|
|
||||||
|
@ -4,7 +4,7 @@
|
|||||||
*
|
*
|
||||||
* NOTE: This example requires OpenAL Soft library installed
|
* NOTE: This example requires OpenAL Soft library installed
|
||||||
*
|
*
|
||||||
* This example has been created using raylib 1.3 (www.raylib.com)
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* This example has been created using raylib 1.7 (www.raylib.com)
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||||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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||||||
*
|
*
|
||||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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||||||
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@ -4,10 +4,10 @@
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|||||||
*
|
*
|
||||||
* NOTE: This example requires OpenAL Soft library installed
|
* 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)
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||||
*
|
*
|
||||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||||
*
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*
|
||||||
********************************************************************************************/
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********************************************************************************************/
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||||||
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||||||
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@ -81,7 +81,7 @@ int main()
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|||||||
// Load shader to be used on some parts drawing
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// Load shader to be used on some parts drawing
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||||||
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// 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
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// 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));
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
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||||||
|
|
||||||
// Get variable (uniform) location on the shader to connect with the program
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// 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
|
// NOTE: If uniform variable could not be found in the shader, function returns -1
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||||||
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BIN
examples/shaders/shaders_palette_switch.png
Normal file
After Width: | Height: | Size: 15 KiB |
@ -38,22 +38,19 @@ int main()
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|||||||
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||||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
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||||||
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|
||||||
// Load space texture to apply shaders
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// Load texture texture to apply shaders
|
||||||
Texture2D space = LoadTexture("resources/space.png");
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Texture2D texture = LoadTexture("resources/space.png");
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||||||
|
|
||||||
// Load shader and setup location points and values
|
// Load shader and setup location points and values
|
||||||
Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
|
||||||
|
|
||||||
float screenSizeLoc = GetShaderLocation(wave, "size");
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int secondsLoc = GetShaderLocation(shader, "secondes");
|
||||||
float secondsLoc = GetShaderLocation(wave, "secondes");
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int freqXLoc = GetShaderLocation(shader, "freqX");
|
||||||
float freqXLoc = GetShaderLocation(wave, "freqX");
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int freqYLoc = GetShaderLocation(shader, "freqY");
|
||||||
float freqYLoc = GetShaderLocation(wave, "freqY");
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int ampXLoc = GetShaderLocation(shader, "ampX");
|
||||||
float ampXLoc = GetShaderLocation(wave, "ampX");
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int ampYLoc = GetShaderLocation(shader, "ampY");
|
||||||
float ampYLoc = GetShaderLocation(wave, "ampY");
|
int speedXLoc = GetShaderLocation(shader, "speedX");
|
||||||
float speedXLoc = GetShaderLocation(wave, "speedX");
|
int speedYLoc = GetShaderLocation(shader, "speedY");
|
||||||
float speedYLoc = GetShaderLocation(wave, "speedY");
|
|
||||||
|
|
||||||
float screenSize[2] = { 800, 450 };
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|
||||||
|
|
||||||
// Shader uniform values that can be updated at any time
|
// Shader uniform values that can be updated at any time
|
||||||
float freqX = 25.0f;
|
float freqX = 25.0f;
|
||||||
@ -63,13 +60,14 @@ int main()
|
|||||||
float speedX = 8.0f;
|
float speedX = 8.0f;
|
||||||
float speedY = 8.0f;
|
float speedY = 8.0f;
|
||||||
|
|
||||||
SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2);
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float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||||
SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT);
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SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
|
||||||
SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT);
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SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
|
||||||
SetShaderValue(wave, ampXLoc, &X, UNIFORM_FLOAT);
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SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
|
||||||
SetShaderValue(wave, ampYLoc, &Y, UNIFORM_FLOAT);
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SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
|
||||||
SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT);
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SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
|
||||||
SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT);
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SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
|
||||||
|
SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
|
||||||
|
|
||||||
float seconds = 0.0f;
|
float seconds = 0.0f;
|
||||||
|
|
||||||
@ -83,7 +81,7 @@ int main()
|
|||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
seconds += GetFrameTime();
|
seconds += GetFrameTime();
|
||||||
|
|
||||||
SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT);
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SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
@ -92,10 +90,10 @@ int main()
|
|||||||
|
|
||||||
ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
BeginShaderMode(wave);
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BeginShaderMode(shader);
|
||||||
|
|
||||||
DrawTexture(space, 0, 0, WHITE);
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DrawTexture(texture, 0, 0, WHITE);
|
||||||
DrawTexture(space, space.width, 0, WHITE);
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DrawTexture(texture, texture.width, 0, WHITE);
|
||||||
|
|
||||||
EndShaderMode();
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EndShaderMode();
|
||||||
|
|
||||||
@ -105,8 +103,8 @@ int main()
|
|||||||
|
|
||||||
// De-Initialization
|
// De-Initialization
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
UnloadShader(wave); // Unload shader
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UnloadShader(shader); // Unload shader
|
||||||
UnloadTexture(space); // Unload texture
|
UnloadTexture(texture); // Unload texture
|
||||||
|
|
||||||
CloseWindow(); // Close window and OpenGL context
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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
|
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
|
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
|
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=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
|
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
|
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
|
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
|
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=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
|
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 |
23
examples/text/resources/shaders/glsl100/sdf.fs
Normal file
@ -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"
|
#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()
|
int main()
|
||||||
{
|
{
|
||||||
// Initialization
|
// Initialization
|
||||||
@ -47,7 +53,7 @@ int main()
|
|||||||
UnloadImage(atlas);
|
UnloadImage(atlas);
|
||||||
|
|
||||||
// Load SDF required shader (we use default vertex shader)
|
// 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
|
SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
|
||||||
|
|
||||||
Vector2 fontPosition = { 40, screenHeight/2 - 50 };
|
Vector2 fontPosition = { 40, screenHeight/2 - 50 };
|
||||||
|
@ -156,7 +156,7 @@ int main(int argc, char **argv)
|
|||||||
const int screenHeight = 450;
|
const int screenHeight = 450;
|
||||||
|
|
||||||
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
|
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
|
// Load the font resources
|
||||||
// NOTE: fontAsian is for asian languages,
|
// NOTE: fontAsian is for asian languages,
|
||||||
|
BIN
examples/textures/textures_bunnymark.png
Normal file
After Width: | Height: | Size: 427 KiB |
BIN
examples/textures/textures_sprite_button.png
Normal file
After Width: | Height: | Size: 30 KiB |
@ -29,7 +29,7 @@ int main()
|
|||||||
Sound fxBoom = LoadSound("resources/boom.wav");
|
Sound fxBoom = LoadSound("resources/boom.wav");
|
||||||
|
|
||||||
// Load explosion texture
|
// Load explosion texture
|
||||||
Texture2D explosion = LoadTexture("resources/explosion2.png");
|
Texture2D explosion = LoadTexture("resources/explosion.png");
|
||||||
|
|
||||||
// Init variables for animation
|
// Init variables for animation
|
||||||
int frameWidth = explosion.width/NUM_FRAMES; // Sprite one frame rectangle width
|
int frameWidth = explosion.width/NUM_FRAMES; // Sprite one frame rectangle width
|
||||||
|
BIN
examples/textures/textures_sprite_explosion.png
Normal file
After Width: | Height: | Size: 47 KiB |