Reviewed makefile and examples building
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@ -514,7 +514,6 @@ PHYSICS = \
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physics/physics_restitution \
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physics/physics_shatter
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CURRENT_MAKEFILE = $(lastword $(MAKEFILE_LIST))
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# Default target entry
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@ -533,6 +532,9 @@ physics: $(PHYSICS)
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core/core_basic_window: core/core_basic_window.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_basic_screen_manager: core/core_basic_screen_manager.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_input_keys: core/core_input_keys.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -596,6 +598,7 @@ core/core_vr_simulator: core/core_vr_simulator.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file core/resources/distortion100.fs@resources/distortion100.fs
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# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1)
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core/core_loading_thread: core/core_loading_thread.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s USE_PTHREADS=1
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@ -605,6 +608,15 @@ core/core_quat_conversion: core/core_quat_conversion.c
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core/core_window_flags: core/core_window_flags.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_split_screen: core/core_split_screen.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_smooth_pixelperfect: core/core_smooth_pixelperfect.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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core/core_custom_frame_control: core/core_custom_frame_control.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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# Compile SHAPES examples
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shapes/shapes_basic_shapes: shapes/shapes_basic_shapes.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -734,6 +746,10 @@ textures/textures_draw_tiled: textures/textures_draw_tiled.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s ASYNCIFY \
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--preload-file textures/resources/patterns.png@resources/patterns.png
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textures/textures_polygon: textures/textures_polygon.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file textures/resources/cat.png@resources/cat.png
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# Compile TEXT examples
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text/text_raylib_fonts: text/text_raylib_fonts.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@ -788,12 +804,16 @@ text/text_unicode: text/text_unicode.c
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--preload-file text/resources/symbola.fnt@resources/symbola.fnt \
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--preload-file text/resources/symbola.png@resources/symbola.png
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text/text_draw_3d: text/text_draw_3d.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file text/resources/shaders/glsl100/alpha_discard.fs@resources/shaders/glsl100/alpha_discard.fs
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# Compile MODELS examples
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models/models_animation: models/models_animation.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
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--preload-file models/resources/iqm/guy/guy.iqm@resources/iqm/guy/guy.iqm \
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--preload-file models/resources/iqm/guy/guytex.png@resources/iqm/guy/guytex.png \
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--preload-file models/resources/iqm/guy/guyanim.iqm@resources/iqm/guy/guyanim.iqm
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--preload-file models/resources/models/iqm/guy.iqm@resources/models/iqm/guy.iqm \
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--preload-file models/resources/models/iqm/guytex.png@resources/models/iqm/guytex.png \
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--preload-file models/resources/models/iqm/guyanim.iqm@resources/models/iqm/guyanim.iqm
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models/models_billboard: models/models_billboard.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@ -837,7 +857,13 @@ models/models_loading_vox: models/models_loading_vox.c
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models/models_loading_gltf: models/models_loading_gltf.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
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--preload-file models/resources/models/gltf/raylib_32x32.glb@resources/models/gltf/raylib_32x32.glb \
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--preload-file models/resources/models/gltf/girl.glb@resources/models/gltf/girl.glb
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--preload-file models/resources/models/gltf/girl.glb@resources/models/gltf/girl.glb \
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--preload-file models/resources/models/gltf/rigged_figure.glb@resources/models/gltf/rigged_figure.glb \
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--preload-file models/resources/models/gltf/GearboxAssy.glb@resources/models/gltf/GearboxAssy.glb \
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--preload-file models/resources/models/gltf/BoxAnimated.glb@resources/models/gltf/BoxAnimated.glb \
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--preload-file models/resources/models/gltf/AnimatedTriangle.gltf@resources/models/gltf/AnimatedTriangle.gltf \
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--preload-file models/resources/models/gltf/AnimatedMorphCube.glb@resources/models/gltf/AnimatedMorphCube.glb \
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--preload-file models/resources/models/gltf/vertex_colored_object.glb@resources/models/gltf/vertex_colored_object.glb
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models/models_orthographic_projection: models/models_orthographic_projection.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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@ -868,8 +894,8 @@ models/models_waving_cubes: models/models_waving_cubes.c
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# Compile SHADER examples
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shaders/shaders_model_shader: shaders/shaders_model_shader.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
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--preload-file shaders/resources/models/obj/watermill.obj@resources/models/obj/watermill.obj \
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--preload-file shaders/resources/models/obj/watermill_diffuse.png@resources/models/obj/watermill_diffuse.png \
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--preload-file shaders/resources/models/watermill.obj@resources/models/watermill.obj \
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--preload-file shaders/resources/models/watermill_diffuse.png@resources/models/watermill_diffuse.png \
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--preload-file shaders/resources/shaders/glsl100/grayscale.fs@resources/shaders/glsl100/grayscale.fs
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shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
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@ -880,14 +906,14 @@ shaders/shaders_shapes_textures: shaders/shaders_shapes_textures.c
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shaders/shaders_custom_uniform: shaders/shaders_custom_uniform.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
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--preload-file shaders/resources/models/obj/barracks.obj@resources/models/obj/barracks.obj \
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--preload-file shaders/resources/models/obj/barracks_diffuse.png@resources/models/obj/barracks_diffuse.png \
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--preload-file shaders/resources/models/barracks.obj@resources/models/barracks.obj \
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--preload-file shaders/resources/models/barracks_diffuse.png@resources/models/barracks_diffuse.png \
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--preload-file shaders/resources/shaders/glsl100/swirl.fs@resources/shaders/glsl100/swirl.fs
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shaders/shaders_postprocessing: shaders/shaders_postprocessing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s TOTAL_MEMORY=67108864 \
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--preload-file shaders/resources/models/obj/church.obj@resources/models/obj/church.obj \
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--preload-file shaders/resources/models/obj/church_diffuse.png@resources/models/obj/church_diffuse.png \
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--preload-file shaders/resources/models/church.obj@resources/models/church.obj \
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--preload-file shaders/resources/models/church_diffuse.png@resources/models/church_diffuse.png \
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--preload-file shaders/resources/shaders/glsl100@resources/shaders/glsl100
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shaders/shaders_palette_switch: shaders/shaders_palette_switch.c
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@ -942,7 +968,7 @@ shaders/shaders_hot_reloading: shaders/shaders_hot_reloading.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) -s FORCE_FILESYSTEM=1 \
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--preload-file shaders/resources/shaders/glsl100/reload.fs@resources/shaders/glsl100/reload.fs
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shaders/shaders_rlgl_mesh_instanced: shaders/shaders_rlgl_mesh_instanced.c
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shaders/shaders_mesh_instancing: shaders/shaders_mesh_instancing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/lighting.fs@resources/shaders/glsl100/lighting.fs \
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--preload-file shaders/resources/shaders/glsl100/base_lighting_instanced.vs@resources/shaders/glsl100/base_lighting_instanced.vs
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@ -951,6 +977,11 @@ shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs
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shaders/shaders_texture_outline: shaders/shaders_texture_outline.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file shaders/resources/shaders/glsl100/outline.fs@resources/shaders/glsl100/outline.fs \
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--preload-file shaders/resources/fudesumi.png@resources/fudesumi.png
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# Compile AUDIO examples
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audio/audio_module_playing: audio/audio_module_playing.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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@ -974,6 +1005,7 @@ audio/audio_multichannel_sound: audio/audio_multichannel_sound.c
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--preload-file audio/resources/target.ogg@resources/target.ogg
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# Compile PHYSICS examples
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# NOTE: To use multi-threading raylib must be compiled with multi-theading support (-s USE_PTHREADS=1)
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physics/physics_demo: physics/physics_demo.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -static -lpthread -D$(PLATFORM) -s USE_PTHREADS=1
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@ -9,27 +9,29 @@ varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 texScale;
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// Function for drawing outlines on alpha-blended textures
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vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
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{
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vec2 texelScale = 1.0 / lineScale;
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vec4 center = texture2D(tex, uv); // We sample the center texel, (with all color data)
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// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners;
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corners.x = texture2D(tex, uv+vec2( texelScale.x, texelScale.y)).a;
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corners.y = texture2D(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
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corners.z = texture2D(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture2D(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
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uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
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col = mix(col, center, center.a);
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return col;
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}
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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gl_FragColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
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vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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gl_FragColor = mix(color, texel, texel.a);
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}
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examples/text/resources/shaders/glsl100/alpha_discard.fs
Normal file
20
examples/text/resources/shaders/glsl100/alpha_discard.fs
Normal file
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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void main()
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{
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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if (texelColor.a == 0.0) discard;
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gl_FragColor = texelColor*fragColor*colDiffuse;
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}
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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.PHONY: all clean install uninstall
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# Define required raylib variables
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RAYLIB_VERSION = 3.8.1
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RAYLIB_API_VERSION = 381
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RAYLIB_VERSION = 4.0.0
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RAYLIB_API_VERSION = 400
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# Define raylib source code path
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RAYLIB_SRC_PATH ?= ../src
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