This commit is contained in:
Ray 2019-06-06 23:52:53 +02:00
commit dee602464b
32 changed files with 817 additions and 58 deletions

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@ -132,5 +132,7 @@ contributing (in some way or another) to make the raylib project better. Huge th
- [Anata](https://github.com/anatagawa) for creating amazing examples and contributing with them
- [Narice](https://github.com/narice) made easings.h includable as standalone header
- [Eric J.](https://github.com/ProfJski) for shaders_eratosthenes example contribution
- [PompPenguin](https://github.com/PompPenguin) for reviewing 3rd person camera
- [Mohamed Shazan](https://github.com/msmshazan) for adding support for ANGLE graphics backend
Please, if I forget someone in this list, excuse me and send a PR!

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@ -27,25 +27,26 @@ applications, and to alter it and redistribute it freely, subject to the followi
fonts
------
The following fonts [provided with raylib](https://github.com/raysan5/raylib/tree/master/examples/text/resources/fonts) are free to use (freeware) and have been designed by the following people:
* Alpha Beta - Brian Kent (AEnigma)
* Setback - Brian Kent (AEnigma)
* Jupiter Crash - Brian Kent (AEnigma)
* Alagard - Hewett Tsoi
* Romulus - Hewett Tsoi
* Mecha - Captain Falcon
* PixelPlay - Aleksander Shevchuk
* PixAntiqua - Gerhard Großmann
* [Alpha Beta](https://www.dafont.com/es/alpha-beta.font) - Brian Kent (AEnigma)
* [Setback](https://www.dafont.com/es/setback.font) - Brian Kent (AEnigma)
* [Jupiter Crash](https://www.dafont.com/es/jupiter-crash.font) - Brian Kent (AEnigma)
* [Alagard](https://www.dafont.com/es/alagard.font) - Hewett Tsoi
* [Romulus](https://www.dafont.com/es/romulus.font) - Hewett Tsoi
* [Mecha](https://www.dafont.com/es/mecha-cf.font) - Captain Falcon
* [PixelPlay](https://www.dafont.com/es/pixelplay.font) - Aleksander Shevchuk
* [PixAntiqua](https://www.dafont.com/es/pixantiqua.font) - Gerhard Großmann
* [Kaiserzeit Gotisch](https://www.dafont.com/es/kaiserzeit-gotisch.font) - Dieter Steffmann
* [Noto CJK](https://www.google.com/get/noto/help/cjk/) - Google Fonts
* [Anonymous Pro](https://fonts.google.com/specimen/Anonymous+Pro) - Mark Simonson
2d art
------
[scarfy spritesheet](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/scarfy.png) and [fudesumi image](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/fudesumi.png) have been created by [Eiden Marsal](https://www.artstation.com/artist/marshall_z) and are licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
[cyberpunk street environments](https://github.com/raysan5/raylib/blob/master/examples/textures/resources) have been created by Luis Zuno ([@ansimuz](https://twitter.com/ansimuz)) and are licensed as [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/)
* [Scarfy](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/scarfy.png) - [Eiden Marsal](https://www.artstation.com/artist/marshall_z), licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
* [Fudesumi](https://github.com/raysan5/raylib/blob/master/examples/textures/resources/fudesumi.png) - [Eiden Marsal](https://www.artstation.com/artist/marshall_z), licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
* [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) - Luis Zuno ([@ansimuz](https://twitter.com/ansimuz)), licensed as [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/)
3d models
---------
[medieval city 3d models and textures](https://github.com/raysan5/raylib/tree/master/examples/models/resources/medieval) have been created by Alberto Cano and are licensed as [Creative Commons Attribution-NonCommercial 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode)
* [Medieval City](https://github.com/raysan5/raylib/tree/master/examples/models/resources/models) - Alberto Cano, licensed as [Creative Commons Attribution-NonCommercial 4.0](https://creativecommons.org/licenses/by-nc/4.0/legalcode)

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@ -5,7 +5,9 @@
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2019 Ramon Santamaria (@raysan5) and @culacant
* Example contributed by Culacant (@culacant) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Culacant (@culacant) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

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@ -0,0 +1,112 @@
/*******************************************************************************************
*
* raylib [models] example - Waving cubes
*
* This example has been created using raylib 2.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
// Initialize the camera
Camera3D camera = { 0 };
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 70.0f;
camera.type = CAMERA_PERSPECTIVE;
// Specify the amount of blocks in each direction
const int numBlocks = 15;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
double time = GetTime();
// Calculate time scale for cube position and size
float scale = (2.0f + (float)sin(time))*0.7f;
// Move camera around the scene
double cameraTime = time*0.3;
camera.position.x = (float)cos(cameraTime)*40.0f;
camera.position.z = (float)sin(cameraTime)*40.0f;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(10, 5.0f);
for (int x = 0; x < numBlocks; x++)
{
for (int y = 0; y < numBlocks; y++)
{
for (int z = 0; z < numBlocks; z++)
{
// Scale of the blocks depends on x/y/z positions
float blockScale = (x + y + z)/30.0f;
// Scatter makes the waving effect by adding blockScale over time
float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
// Calculate the cube position
Vector3 cubePos = {
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
};
// Pick a color with a hue depending on cube position for the rainbow color effect
Color cubeColor = ColorFromHSV((Vector3){ (float)(((x + y + z)*18)%360), 0.75f, 0.9f });
// Calculate cube size
float cubeSize = (2.4f - scale)*blockScale;
// And finally, draw the cube!
DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
}
}
}
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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View File

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View File

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View File

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View File

@ -4,7 +4,7 @@ include(GNUInstallDirs)
list(APPEND CMAKE_MODULE_PATH "${CMAKE_CURRENT_SOURCE_DIR}/../cmake")
set(PROJECT_VERSION 2.5.0)
set(API_VERSION 2)
set(API_VERSION 251)
include("CMakeOptions.txt")
include(BuildType)

View File

@ -43,7 +43,7 @@
# Define required raylib variables
RAYLIB_VERSION = 2.5.0
RAYLIB_API_VERSION = 2
RAYLIB_API_VERSION = 251
# See below for alternatives.
RAYLIB_PATH = ..

View File

@ -317,7 +317,7 @@ void UpdateCamera(Camera *camera)
if (cameraTargetDistance > CAMERA_FREE_DISTANCE_MAX_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MAX_CLAMP;
}
// Camera looking down
// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
else if ((camera->position.y > camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
@ -338,7 +338,7 @@ void UpdateCamera(Camera *camera)
if (cameraTargetDistance < CAMERA_FREE_DISTANCE_MIN_CLAMP) cameraTargetDistance = CAMERA_FREE_DISTANCE_MIN_CLAMP;
}
// Camera looking up
// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
// TODO: Review, weird comparisson of cameraTargetDistance == 120.0f?
else if ((camera->position.y < camera->target.y) && (cameraTargetDistance == CAMERA_FREE_DISTANCE_MAX_CLAMP) && (mouseWheelMove < 0))
{
camera->target.x += mouseWheelMove*(camera->target.x - camera->position.x)*CAMERA_MOUSE_SCROLL_SENSITIVITY/cameraTargetDistance;
@ -410,7 +410,7 @@ void UpdateCamera(Camera *camera)
} break;
case CAMERA_FIRST_PERSON:
{
{
camera->position.x += (sinf(cameraAngle.x)*direction[MOVE_BACK] -
sinf(cameraAngle.x)*direction[MOVE_FRONT] -
cosf(cameraAngle.x)*direction[MOVE_LEFT] +
@ -432,7 +432,7 @@ void UpdateCamera(Camera *camera)
// Camera orientation calculation
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
if (cameraAngle.y > CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_FIRST_PERSON_MAX_CLAMP*DEG2RAD;
@ -441,7 +441,7 @@ void UpdateCamera(Camera *camera)
camera->target.x = camera->position.x - sinf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.y = camera->position.y + sinf(cameraAngle.y)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
camera->target.z = camera->position.z - cosf(cameraAngle.x)*CAMERA_FIRST_PERSON_FOCUS_DISTANCE;
if (isMoving) swingCounter++;
// Camera position update
@ -469,15 +469,11 @@ void UpdateCamera(Camera *camera)
sinf(cameraAngle.x)*direction[MOVE_LEFT] -
sinf(cameraAngle.x)*direction[MOVE_RIGHT])/PLAYER_MOVEMENT_SENSITIVITY;
bool isMoving = false; // Required for swinging
for (int i = 0; i < 6; i++) if (direction[i]) { isMoving = true; break; }
// Camera orientation calculation
cameraAngle.x += (mousePositionDelta.x*-CAMERA_MOUSE_MOVE_SENSITIVITY);
cameraAngle.y += (mousePositionDelta.y*-CAMERA_MOUSE_MOVE_SENSITIVITY);
// Angle clamp
// Angle clamp
if (cameraAngle.y > CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MIN_CLAMP*DEG2RAD;
else if (cameraAngle.y < CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD) cameraAngle.y = CAMERA_THIRD_PERSON_MAX_CLAMP*DEG2RAD;
@ -487,14 +483,15 @@ void UpdateCamera(Camera *camera)
// Camera distance clamp
if (cameraTargetDistance < CAMERA_THIRD_PERSON_DISTANCE_CLAMP) cameraTargetDistance = CAMERA_THIRD_PERSON_DISTANCE_CLAMP;
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
// TODO: It seems camera->position is not correctly updated or some rounding issue makes the camera move straight to camera->target...
camera->position.x = sinf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.x;
if (cameraAngle.y <= 0.0f) camera->position.y = sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
else camera->position.y = -sinf(cameraAngle.y)*cameraTargetDistance*sinf(cameraAngle.y) + camera->target.y;
camera->position.z = cosf(cameraAngle.x)*cameraTargetDistance*cosf(cameraAngle.y) + camera->target.z;
} break;
default: break;
}
}
}
// Set camera pan key to combine with mouse movement (free camera)

View File

@ -2470,7 +2470,11 @@ static bool InitGraphicsDevice(int width, int height)
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 2);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 0);
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_ES_API);
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API); // Alternative: GLFW_EGL_CONTEXT_API (ANGLE)
#if defined(PLATFORM_DESKTOP)
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_EGL_CONTEXT_API);
#else
glfwWindowHint(GLFW_CONTEXT_CREATION_API, GLFW_NATIVE_CONTEXT_API);
#endif
}
if (fullscreen)

View File

@ -1304,7 +1304,7 @@ RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat);
RLAPI void SetShaderValueTexture(Shader shader, int uniformLoc, Texture2D texture); // Set shader uniform value for texture
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided

View File

@ -525,7 +525,7 @@ RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
RLAPI void SetMatrixProjection(Matrix proj); // Set a custom projection matrix (replaces internal projection matrix)
RLAPI void SetMatrixModelview(Matrix view); // Set a custom modelview matrix (replaces internal modelview matrix)
RLAPI Matrix GetMatrixModelview(); // Get internal modelview matrix
RLAPI Matrix GetMatrixModelview(void); // Get internal modelview matrix
// Texture maps generation (PBR)
// NOTE: Required shaders should be provided
@ -3137,7 +3137,7 @@ void SetMatrixModelview(Matrix view)
}
// Return internal modelview matrix
Matrix GetMatrixModelview()
Matrix GetMatrixModelview(void)
{
Matrix matrix = MatrixIdentity();
#if defined(GRAPHICS_API_OPENGL_11)