* basic pbr example
pbr implementation includes rpbr.h and few shader files header only file, which self contain everything needed for pbr rendering. Few textures and one model of the car which is under free licence which is included inside basic_pbr.c example file currently supported shader versions are 120 and 330 , version 100 has small issue which I have to resolve
* Unloading PBRMAterial
I forgot unloading PBRMaterial
* fix small issue with texOffset assigment.
value was Vector4 at first but I found out it would be unclear for and users, so I change to have two Vector2 instead, but forgot to assign offset .
* Changed size of textures and file name changed
Changed size of textures from 2048x2048 to 1024x1024 and file name changed to shaders_basic_pbr.c ,
Added the function PBRModel PBRModelLoadFromMesh(Mesh mesh);
but GenMeshPlane(2, 2.0, 3, 3) culdn't be used because it crash once GenMeshTangents() is used with that plane mesh
* Update audio_stream_effects.c
This may slightly improve performance and be more welcoming for new users despite being an more advanced feature.
void * usually throws an error in most compilers and it would be better to just avoid it.
Also added <stdbool.h> because booleans are, sometimes, not defined by <stddef.h>.
* Update audio_stream_effects.c
* Added missing textures_image_kernel example in web makefile
* Added missing --preload-file for textures_image_kernel
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Co-authored-by: zap <zap@physlab.ru>
RENAMED: `DrawLine<spline_type>()` to `DrawSpline<spline_type>()` for more consistent and clear naming
REVIEWED: Bezier drawing parameters order, more consistent
REVIEWED: Spline-based examples -WIP-
* Simplify POI selection
* Improve mouse logic
* Add colour cycles to the shader to show finer details. Works well with high iteration numbers
* Testing things...
* Actually fix zoom. Also allow user to reset camera with 'R'
* Reset max iterations
* Tidying & comments
* Revert to original if statement
* Make mouse logic more readable
* Style conventions
* Coding conventions - f postifx on floating points
* Missed a few f postfixes
* Update `PLATFORM_DRM` implementation of `GetGamepadAxisCount`
* Update
* Update `PLATFORM_DRM` implementation of `GetGamepadName`
* Add example to test gamepad info functions
Fix typo
* Update new gamepad info example
* Move axis count update out of GamepadThread - race condition
* Remove pointless if statement
* Start integrating stuff from the mikesinput lib
* Add more logging
* Add semicolon
* Add forgotten static
* More fixes
* Update axisCount to be array
* More debugging
* Add forgotten index to ready check
* Add path logging
* Missing parenthesis
* Add missing slash
* Fix axis count being reset to 0
* Fix missing paren
* Test polling joystick button events
* Major updates
* Fix missing array index
* Fix another missing array index
* Update example
* dumb logging
* Wrong constant for ev.code handling
* More dumb logging
* Remove some logging
* Add FPS to gamepad info example and try for max FPS
* tweak
* Revert example
* Add fps back
* Clean up after merge
* Switch axisCount to be an array
* Update `PLATFORM_DRM` implementation of `GetGamepadAxisCount`
* Update
* Update `PLATFORM_DRM` implementation of `GetGamepadName`
* Add example to test gamepad info functions
Fix typo
* Update new gamepad info example
* Move axis count update out of GamepadThread - race condition
* Remove pointless if statement
* Hotfix for Vector2LineAngle(), should probably be reviewed along with the rest of raylib angle functions to determine what coordinate system we want.
* Hotfix for Vector2LineAngle(), should probably be reviewed along with the rest of raylib angle functions to determine what coordinate system we want.
* [raymath] Hotfix for Vector2Angle and corresponding example
* [raymath] Hotfix for Vector2Angle and corresponding example
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Co-authored-by: Ray <raysan5@gmail.com>
* update build.zig for zig 0.11.0
* fix build.zig in examples to install executable correctly
* discard build.zig, only use src/build.zig, to avoid annoying zig-out path problem
* update zig version note
* Submodules (#3311)
* Check in current state
* Add submodules to Makefile and clean up some imports
* Start moving InitGraphicsDeivce
* Move android_main and CloseWindow() out of rcore
* Move WindowShouldClose out of rcore
* Move IsWindowHidden out of rcore
* Move IsWindowMinimized out of rcore
* Move IsWindowMaximized, IsWindowFocused and IsWindowResized out of rcore
* Move ToggleFullscreen out of rcore
* Move MaximizeWindow, MinimizeWindow and RestoreWindow out of rcore
* Move 13 functions out of rcore:
ToggleBorderlessWindowed
SetWindowState
ClearWindowState
SetWindowIcon
SetWindowIcons
SetWindowTitle
SetWindowPosition
SetWindowMonitor
SetWindowMinSize
SetWindowMaxSize
SetWindowSize
SetWindowOpacity
SetWindowFocused
* Minor clean up, revert makefile change, include submodules directly in rcore
* Fix makefile comment
* Remove rcore.h from Makefile
* Remove debug include
* Move 18 functions from rcore to submodules
GetWindowHandle
GetMonitorCount
GetCurrentMonitor
GetMonitorPosition
GetMonitorWidth
GetMonitorHeight
GetMonitorPhysicalHeight
GetMonitorRefreshRate
GetWindowPosition
GetWindowScaleDPI
GetMonitorName
SetClipboardText
GetClipboardText
ShowCursor
HideCursor
EnableCursor
DisableCursor
GetTime
* Move TakeScreenshot, OpenURL, GetGamepadName out of rcore into submodules
* remove debugging #defines
* Move GetMonitorPhysicalWidth from rcore to submodule
* Move GetGamepadAxisCount from rcore
* Move SetGamepadMappings out of rcore
* Move GetMouseX, GetMouseY, GetMousePosition out of rcore
* Move SetMousePosition out of rcore
* Move GetMouseWheelMove out of rcore
* Move the last functions out of rcore
* Move shared function defs and some global var to rcore.h
* Clean up rcore.c and rcore.h a little more
* Remove unnecessary #define
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Co-authored-by: MichaelFiber <michael@cubeofb.org>
* REVIEWED: `PLATFORM_DESKTOP` Windows building
* Revert "REVIEWED: `PLATFORM_DESKTOP` Windows building"
This reverts commit 71a12171f7.
* Reviewed Windows building
* [split] Fix compilation for web (and desktop) (#3329)
* Fix compilation for web
* Remove EM_ASM_INT from core_input_gestures_web example
* Fix raymath undefined symbols for desktop and web
* Remove raylib_opengl_interop from examples Makefile
* Revert previous commit (8651c78)
* Fix TraceLog for web and desktop
* [split] `rcore`, `rcore_web` and `rcore_desktop` changes (batch 2) (#3334)
* Fix formatting
* Reapply commit 9d230d7 (#3305) that was missing
* Reapplies commits 719365f (#3309) and 8a1779b (#3312) that were missing
* Reapply commit 5c9cc3f (#3323) that was missing
* Reapply commit a2b3b1e that was missing
* Revert commit cef25c6 to fix macro redefined warning
* Move rcore.h #include to after config.h to fix macro redefinitions warnings
* [split] `rcore`, `web`, `desktop`, `android` changes (batch 3) (#3338)
* First pass to remove unneeded platform macros for web
* Second pass to remove unneeded platform macros for web
* Move GetTouchX, GetTouchY, GetTouchPosition from rcore to web, desktop, android
* Move SetMouseCursor from rcore to android, desktop, web
* [split] `rcore`, `web`, `desktop`, `android` changes (batch 4) (#3343)
* Fix ToggleBorderlessWindowed duplicated glfwSetWindowSize calls
* First pass to remove unneeded platform macros for android
* Second pass to remove unneeded platform macros for android
* Remove unneeded platform macros for desktop
* Relocate GetGamepadName and update SetGamepadMappings on android, desktop, web
* Add missing comment to web
* [split] `rcore`, `web`, `desktop`, `android` changes (batch 5) (#3345)
* Move SetExitKey from core to android, desktop, web
* Move some callbacks from core to desktop and web
* Relocate emscripten callbacks on web
* Relocate android callbacks on android
* Revert "Relocate android callbacks on android"
This reverts commit bbdbecc01e.
* Updates UnloadVrStereoConfig on rcore
* Update SetClipboardText on android
* Fix screenMin/Max default values for android
* [split] `rcore`, `drm` changes (#3347)
* Tweak makefiles for PLATFORM_DRM and move rcore_drm's dependencies to rcore.h
* Move drm functions to rcore_drm.c
* Fix a typo in rcore.c
* Add SetExitKey to rcore_drm.c
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Co-authored-by: MichaelFiber <michael@cubeofb.org>
* Fix compilation for android (#3360)
* Fix android include (#3364)
* Reviewed platform split #3313
- Added file headers info
- Added TRACELOG message for unimplemented functions
- Reviewed code formatting and organization
- Several code tweaks
* REVIEWED: `GetDirectoryPath()`
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Co-authored-by: MichaelFiber <42419558+michaelfiber@users.noreply.github.com>
Co-authored-by: MichaelFiber <michael@cubeofb.org>
Co-authored-by: ubkp <118854183+ubkp@users.noreply.github.com>
* Added rudimentary SVG support. Added 2 functions ImageLoadSvg and ImageLoadSvgWithSize.
* Added an example on how to use ImageLoadSvgWithSize and adjusted Makefiles accordingly.
* Added actual correct example file.
* Reviewed the code to keep the raylib coding conventions in mind.
Moved the LoadImageSvg() code into LoadImage() guarded by SUPPORT_FILEFORMAT_SVG.
Renamed LoadImageSvgWithSize() to LoadImageSvg().
Added a LoadImageSvgFromString() function to parse the loaded SVG into an actual image. This does the bulk of the work.
* Fixed typo.
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Co-authored-by: Ray <raysan5@gmail.com>
* Add a function to clone a sound and share data with another sound.
* rename items based on feedback
* PR Feedback, use custom unload for sound alias, not variant of normal sound unloading
* sound_multi example
* Add GenImageGradientSquare to allow square gradients
* Fix GenImageGradientSquare and add to textures_image_generation example
* Remove params from GenImageGradientSquare
* Revert "Fixed broken build.zig files. Now works with latest stable compiler (as of commit, latest is 0.10.1) (#3045)"
This reverts commit de748dfffe so that zig
build script works with master branch of zig.
* Added a note to build.zig files that denotes what version of zig they have been tested with.
* Standardised the note in the build.zig files
* Use RL_QUADS/RL_TRIANGLES for single-pixel drawing
Addresses problem mentioned in
https://github.com/raysan5/raylib/issues/2744#issuecomment-1273568263
(in short: when drawing pixels using DrawPixel{,V} in camera mode,
upscaled pixel becomes a line instead of bigger pixel)
* [rtextures] Fixed scaling down in ImageTextEx
Closes#2755
* Added global audio processor
* Renamed struct member to follow naming conventions
* Added example for AttachAudioMixedProcessor
* core functionality CAMERA_FREE
* fix example
* add remaining camera modes
* add view bobbing
* view bobbing
* catch curser in SetCameraMode
* adjust examples
* fix compilation on linux
* fix example text_draw_3d
* actually fix text_draw_3d
* Updated camera API
* Improve Vector3RotateByAxisAngle() function
* remove camera.mode dependency from low-level functions
* remove camera.mode from struct
* fixes after rebase
* adjust examples for new UpdateCamera function
* adjust example models_loading_m3d
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Co-authored-by: Ray <raysan5@gmail.com>
Touches became sticky and didn't disappear after using more than 2 fingers, fixed by getting the touch count of how many fingers are on the screen, and only looping through the available/pressed down touch points instead of looping through the maximum touch points.
Tested with more than 10 touch points, and with different MAX points value, working perfectly.
* add GLTF animation support
* use correct index when allocating animVertices and animNormals
* early exit LoadModelAnimationsGLTF if the gtlf file fails to parse
* update models/models_loading_gltf.c to play gltf animation
Updated the .blend file to use weights rather than bone parents so it
fits into the framework. Exported with weights to the .glb file.
* fix order of operations for bone scale in UpdateModelAnimation
* minor doc cleanup and improvements
* fix formatting
* fix float formatting
* fix brace alignment and replace asserts with log messages
* JSON parser: Use array for function params (#2255)
* Parser: follow C convention of type before name
* Update file names in build scripts
* Rename lighting_instanced shader to instancing
Those two functions have been moved to a new example: `models_draw_cube_texture`. The reasons for this decision:
- Function inflexibility: Many users with the need to draw a textured cube could need to customize the texture applied to every face, that function did not allow that kind of functionality.
- rlgl functionality exposure: The implementation exposed will teach users how to implement custom textured triangles drawing.