examples review
@ -298,7 +298,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
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||||
ifeq ($(PLATFORM_OS),LINUX)
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# Reset everything.
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# Precedence: immediately local, installed version, raysan5 provided libs
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LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
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LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
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endif
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endif
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@ -505,3 +505,4 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
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del *.o *.html *.js
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endif
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@echo Cleaning done
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@ -4,7 +4,7 @@
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*
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||||
* NOTE: This example requires OpenAL Soft library installed
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*
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* 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)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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@ -4,10 +4,10 @@
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*
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* NOTE: This example requires OpenAL Soft library installed
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*
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* This example has been created using raylib 1.0 (www.raylib.com)
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* 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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@ -81,7 +81,7 @@ int main()
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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 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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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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// NOTE: If uniform variable could not be found in the shader, function returns -1
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
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// Load space texture to apply shaders
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Texture2D space = LoadTexture("resources/space.png");
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// Load texture texture to apply shaders
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Texture2D texture = LoadTexture("resources/space.png");
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// Load shader and setup location points and values
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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));
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float screenSizeLoc = GetShaderLocation(wave, "size");
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float secondsLoc = GetShaderLocation(wave, "secondes");
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float freqXLoc = GetShaderLocation(wave, "freqX");
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float freqYLoc = GetShaderLocation(wave, "freqY");
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float ampXLoc = GetShaderLocation(wave, "ampX");
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float ampYLoc = GetShaderLocation(wave, "ampY");
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float speedXLoc = GetShaderLocation(wave, "speedX");
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float speedYLoc = GetShaderLocation(wave, "speedY");
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float screenSize[2] = { 800, 450 };
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int secondsLoc = GetShaderLocation(shader, "secondes");
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int freqXLoc = GetShaderLocation(shader, "freqX");
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int freqYLoc = GetShaderLocation(shader, "freqY");
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int ampXLoc = GetShaderLocation(shader, "ampX");
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int ampYLoc = GetShaderLocation(shader, "ampY");
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int speedXLoc = GetShaderLocation(shader, "speedX");
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int speedYLoc = GetShaderLocation(shader, "speedY");
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// Shader uniform values that can be updated at any time
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float freqX = 25.0f;
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@ -63,13 +60,14 @@ int main()
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float speedX = 8.0f;
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float speedY = 8.0f;
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SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2);
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SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT);
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SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT);
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SetShaderValue(wave, ampXLoc, &X, UNIFORM_FLOAT);
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SetShaderValue(wave, ampYLoc, &Y, UNIFORM_FLOAT);
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SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT);
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SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT);
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float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
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SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
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SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
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SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
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SetShaderValue(shader, ampXLoc, &X, UNIFORM_FLOAT);
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SetShaderValue(shader, ampYLoc, &Y, UNIFORM_FLOAT);
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SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
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SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
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float seconds = 0.0f;
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@ -83,7 +81,7 @@ int main()
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//----------------------------------------------------------------------------------
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seconds += GetFrameTime();
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SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT);
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SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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@ -92,10 +90,10 @@ int main()
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ClearBackground(RAYWHITE);
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BeginShaderMode(wave);
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BeginShaderMode(shader);
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DrawTexture(space, 0, 0, WHITE);
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DrawTexture(space, space.width, 0, WHITE);
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DrawTexture(texture, 0, 0, WHITE);
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DrawTexture(texture, texture.width, 0, WHITE);
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EndShaderMode();
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@ -105,8 +103,8 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(wave); // Unload shader
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UnloadTexture(space); // Unload texture
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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|
@ -1,6 +1,6 @@
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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
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common lineHeight=81 base=59 scaleW=1024 scaleH=1024 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
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page id=0 file="emoji_0.png"
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page id=0 file="emoji.png"
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chars count=187
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char id=9749 x=135 y=333 width=63 height=61 xoffset=1 yoffset=9 xadvance=65 page=0 chnl=15
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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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|
Before Width: | Height: | Size: 239 KiB After Width: | Height: | Size: 239 KiB |
@ -1,6 +1,6 @@
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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
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common lineHeight=23 base=18 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
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page id=0 file="notoCJK_0.png"
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||||
page id=0 file="notoCJK.png"
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chars count=576
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char id=32 x=507 y=185 width=3 height=3 xoffset=-1 yoffset=-1 xadvance=4 page=0 chnl=15
|
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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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|
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 @@
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#version 100
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// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
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||||
varying vec4 fragColor;
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||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
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||||
uniform vec4 colDiffuse;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
const float smoothing = 1.0/16.0;
|
||||
|
||||
void main()
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||||
{
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||||
// Texel color fetching from texture sampler
|
||||
// NOTE: Calculate alpha using signed distance field (SDF)
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float distance = texture2D(texture0, fragTexCoord).a;
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||||
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
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||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
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}
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@ -11,6 +11,12 @@
|
||||
|
||||
#include "raylib.h"
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||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
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||||
#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,
|
||||
|
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");
|
||||
|
||||
// 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
|
||||
|
BIN
examples/textures/textures_sprite_explosion.png
Normal file
After Width: | Height: | Size: 47 KiB |