Merge branch 'gen2brain:master' into master

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JupiterRider 2023-10-17 20:59:11 +02:00 committed by GitHub
commit cbdedc5843
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package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
const screenW = int32(1280)
const screenH = int32(720)
type gameScreen int
const (
LOGO = iota
TITLE
GAMEPLAY
ENDING
)
func main() {
rl.InitWindow(screenW, screenH, "raylib [core] example - basic screen manager")
var currentScreen gameScreen
currentScreen = LOGO
frames := 0
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
switch currentScreen {
case LOGO:
frames++
if frames > 240 {
currentScreen = TITLE
}
case TITLE:
if rl.IsKeyPressed(rl.KeyEnter) {
currentScreen = GAMEPLAY
}
case GAMEPLAY:
if rl.IsKeyPressed(rl.KeyEnter) {
currentScreen = ENDING
}
case ENDING:
if rl.IsKeyPressed(rl.KeyEnter) {
currentScreen = LOGO
frames = 0
}
}
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
rec := rl.NewRectangle(0, 0, float32(screenW), float32(screenH))
switch currentScreen {
case LOGO:
txt := "YOUR LOGO GOES HERE"
txtlen := rl.MeasureText(txt, 50)
rl.DrawText(txt, screenW/2-txtlen/2-3, screenH/2-50+3, 50, rl.Magenta)
rl.DrawText(txt, screenW/2-txtlen/2-1, screenH/2-50+1, 50, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
txt = "this message disappears in " + fmt.Sprint(240-frames) + " frames"
txtlen = rl.MeasureText(txt, 30)
rl.DrawText(txt, screenW/2-txtlen/2-3, screenH/2+3, 30, rl.Magenta)
rl.DrawText(txt, screenW/2-txtlen/2-1, screenH/2+1, 30, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
case TITLE:
rl.DrawRectangleRec(rec, rl.DarkGreen)
txt := "AN AMAZING TITLE GOES HERE"
txtlen := rl.MeasureText(txt, 50)
rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2-50+2, 50, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
txt = "press enter to move to next screen"
txtlen = rl.MeasureText(txt, 30)
rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2+2, 30, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
case GAMEPLAY:
rl.DrawRectangleRec(rec, rl.DarkPurple)
txt := "FUN GAMEPLAY GOES HERE"
txtlen := rl.MeasureText(txt, 50)
rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2-50+2, 50, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
txt = "press enter to move to next screen"
txtlen = rl.MeasureText(txt, 30)
rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2+2, 30, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
case ENDING:
rl.DrawRectangleRec(rec, rl.DarkBlue)
txt := "A DRAMATIC ENDING GOES HERE"
txtlen := rl.MeasureText(txt, 50)
rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2-50+2, 50, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2-50, 50, rl.White)
txt = "press enter to move to next screen"
txtlen = rl.MeasureText(txt, 30)
rl.DrawText(txt, screenW/2-txtlen/2-2, screenH/2+2, 30, rl.Black)
rl.DrawText(txt, screenW/2-txtlen/2, screenH/2, 30, rl.White)
}
rl.EndDrawing()
}
rl.CloseWindow()
}

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package main
import (
"fmt"
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
const screenW = int32(1280)
const screenH = int32(720)
const virtualScreenW = screenW / 5
const virtualScreenH = screenH / 5
const virtualRatio = float32(screenW) / float32(virtualScreenW)
func main() {
rl.InitWindow(screenW, screenH, "raylib [core] example - smooth pixel-perfect camera")
worldSpaceCam := rl.Camera2D{}
worldSpaceCam.Zoom = 1
screenSpaceCam := rl.Camera2D{}
screenSpaceCam.Zoom = 1
target := rl.LoadRenderTexture(virtualScreenW, virtualScreenH)
rec1 := rl.NewRectangle(120, 60, 80, 40)
rec2 := rl.NewRectangle(130, 70, 90, 30)
rec3 := rl.NewRectangle(140, 80, 65, 45)
sourceRec := rl.NewRectangle(0, 0, float32(target.Texture.Width), -float32(target.Texture.Height))
destRec := rl.NewRectangle(-virtualRatio, -virtualRatio, float32(screenW)+(virtualRatio*2), float32(screenH)+(virtualRatio*2))
origin := rl.NewVector2(0, 0)
rotation, camX, camY := float32(0), float32(0), float32(0)
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rotation += 60 * rl.GetFrameTime()
camX = float32(math.Sin(rl.GetTime()) * 50)
camY = float32(math.Cos(rl.GetTime()) * 30)
screenSpaceCam.Target = rl.NewVector2(camX, camY)
worldSpaceCam.Target.X = screenSpaceCam.Target.X
screenSpaceCam.Target.X -= worldSpaceCam.Target.X
screenSpaceCam.Target.X *= virtualRatio
worldSpaceCam.Target.Y = screenSpaceCam.Target.Y
screenSpaceCam.Target.Y -= worldSpaceCam.Target.Y
screenSpaceCam.Target.Y *= virtualRatio
rl.BeginTextureMode(target)
rl.ClearBackground(rl.RayWhite)
rl.BeginMode2D(worldSpaceCam)
rl.DrawRectanglePro(rec1, origin, rotation, rl.Black)
rl.DrawRectanglePro(rec2, origin, -rotation, rl.Red)
rl.DrawRectanglePro(rec3, origin, rotation+45, rl.Blue)
rl.EndMode2D()
rl.EndTextureMode()
rl.BeginDrawing()
rl.ClearBackground(rl.Red)
rl.BeginMode2D(screenSpaceCam)
rl.DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0, rl.White)
rl.EndMode2D()
rl.DrawText("screen res "+fmt.Sprint(screenW)+"x"+fmt.Sprint(screenH), 10, 10, 20, rl.Black)
rl.DrawText("world res "+fmt.Sprint(virtualScreenW)+"x"+fmt.Sprint(virtualScreenH), 10, 30, 20, rl.Black)
rl.DrawFPS(screenW-100, 10)
rl.EndDrawing()
}
rl.UnloadRenderTexture(target)
rl.CloseWindow()
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec3 vertexPos;
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform sampler2D texture1;
uniform vec4 colDiffuse;
uniform float divider = 0.5;
out vec4 finalColor;
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor0 = texture(texture0, fragTexCoord);
vec4 texelColor1 = texture(texture1, fragTexCoord);
float x = fract(fragTexCoord.s);
float final = smoothstep(divider - 0.1, divider + 0.1, x);
finalColor = mix(texelColor0, texelColor1, final);
}

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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(800)
screenHeight := int32(450)
rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multiple sample2D")
imRed := rl.GenImageColor(int(screenWidth), int(screenHeight), rl.NewColor(uint8(255), uint8(0), uint8(0), uint8(255)))
texRed := rl.LoadTextureFromImage(imRed)
rl.UnloadImage(imRed)
imBlue := rl.GenImageColor(int(screenWidth), int(screenHeight), rl.NewColor(uint8(0), uint8(0), uint8(255), uint8(255)))
texBlue := rl.LoadTextureFromImage(imBlue)
rl.UnloadImage(imBlue)
shader := rl.LoadShader("", "color_mix.fs")
texBlueLoc := rl.GetShaderLocation(shader, "texture1")
dividerLoc := rl.GetShaderLocation(shader, "divider")
dividerValue := []float32{0.5}
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
if rl.IsKeyDown(rl.KeyRight) {
dividerValue[0] += 0.01
} else if rl.IsKeyDown(rl.KeyLeft) {
dividerValue[0] -= 0.01
}
if dividerValue[0] < 0 {
dividerValue[0] = 0
} else if dividerValue[0] > 1 {
dividerValue[0] = 1
}
rl.SetShaderValue(shader, dividerLoc, dividerValue, rl.ShaderUniformFloat)
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginShaderMode(shader)
rl.SetShaderValueTexture(shader, texBlueLoc, texBlue)
rl.DrawTexture(texRed, 0, 0, rl.White)
rl.EndShaderMode()
rl.DrawText("USE LEFT/RIGHT ARROW KEYS TO MIX COLORS", 15, 17, 20, rl.Black)
rl.DrawText("USE LEFT/RIGHT ARROW KEYS TO MIX COLORS", 16, 16, 20, rl.White)
rl.EndDrawing()
}
rl.UnloadShader(shader) // Unload shader
rl.UnloadTexture(texRed) // Unload texture
rl.UnloadTexture(texBlue) // Unload texture
rl.CloseWindow()
}