Working on web examples

Reorganizing folders
Review examples
Work on makefile and loader.html
This commit is contained in:
Ray 2017-04-09 23:46:47 +02:00
parent 8374460c39
commit f7bebf9861
421 changed files with 103013 additions and 524979 deletions

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@ -20,7 +20,7 @@ $(document).ready(function() {
'core_3d_camera_first_person',
'core_2d_camera',
'core_world_screen',
'core_oculus_rift',
'core_vr_simulator',
'shapes_logo_raylib',
'shapes_basic_shapes',
'shapes_colors_palette',
@ -31,15 +31,12 @@ $(document).ready(function() {
'textures_srcrec_dstrec',
'textures_to_image',
'textures_raw_data',
'textures_formats_loading',
'textures_particles_trail_blending',
'textures_image_processing',
'textures_image_drawing',
'text_sprite_fonts',
'text_bmfont_ttf',
'text_rbmf_fonts',
'text_format_text',
'text_font_select',
'text_writing_anim',
'text_ttf_loading',
'text_bmfont_unordered',
@ -49,11 +46,11 @@ $(document).ready(function() {
'models_obj_loading',
'models_heightmap',
'models_cubicmap',
'models_ray_picking',
'shaders_model_shader',
'shaders_shapes_textures',
'shaders_custom_uniform',
'shaders_postprocessing',
'shaders_standard_lighting',
'audio_sound_loading',
'audio_music_stream',
'audio_module_playing',
@ -76,7 +73,7 @@ $(document).ready(function() {
'3d camera first person',
'2d camera',
'world screen',
'oculus rift',
'vr simulator',
'logo raylib shapes',
'basic shapes',
'colors palette',
@ -87,15 +84,12 @@ $(document).ready(function() {
'src-dest. rectangles',
'texture to image',
'raw data loading',
'textures formats loading',
'particles trail blending',
'image processing',
'image drawing',
'sprite fonts',
'bmfonts ttf',
'rbmf fonts',
'text formatting',
'font selection',
'writing animation',
'ttf loading',
'bmfont unordered',
@ -105,6 +99,7 @@ $(document).ready(function() {
'obj loading',
'heightmap loading',
'cubesmap loading',
'mesh ray picking',
'model shader',
'shapes textures shader',
'custom uniform in shaders',
@ -121,8 +116,8 @@ $(document).ready(function() {
$('#container').append(
'<div class="mix f' + filterType + '">' +
'<a class="fancybox fancybox.iframe" href="examples/web/loader.html?name=' + exampleName[i] + '" title="' + exampleDesc[i] + '">' +
'<img width="400" height="225" src="../examples/img/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +
'<a class="fancybox fancybox.iframe" href="examples/web/loader.html?name=' + filterType + '/' + exampleName[i] + '" title="' + exampleDesc[i] + '">' +
'<img width="400" height="225" src="../examples/img/' + filterType + '/' + exampleName[i] + '.png"><div class="extext"><p>' + exampleDesc[i] + '</p></div></a>' +
'</div>');
$('#container a .extext').hide();

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@ -1,120 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Standard lighting (materials and lights)
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* 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) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Material material = LoadStandardMaterial();
material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
material.colDiffuse = WHITE;
material.colAmbient = (Color){0, 0, 10, 255};
material.colSpecular = WHITE;
material.glossiness = 50.0f;
dwarf.material = material; // Apply material to model
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
spotLight->intensity = 2.0f;
spotLight->diffuse = (Color){255, 100, 100, 255};
spotLight->coneAngle = 60.0f;
Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
dirLight->intensity = 2.0f;
dirLight->diffuse = (Color){100, 255, 100, 255};
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
pointLight->intensity = 2.0f;
pointLight->diffuse = (Color){100, 100, 255, 255};
pointLight->radius = 3.0f;
// Setup orbital camera
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLight(spotLight); // Draw spot light
DrawLight(dirLight); // Draw directional light
DrawLight(pointLight); // Draw point light
DrawGrid(10, 1.0f); // Draw a grid
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadMaterial(material); // Unload material and assigned textures
UnloadModel(dwarf); // Unload model
// Destroy all created lights
DestroyLight(pointLight);
DestroyLight(dirLight);
DestroyLight(spotLight);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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