Merge branch 'raysan5:master' into master
This commit is contained in:
commit
4ceaac0682
8 changed files with 146 additions and 28 deletions
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@ -71,7 +71,7 @@ Some people ported raylib to other languages in the form of bindings or wrappers
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| [raylib-rs](https://github.com/raylib-rs/raylib-rs) | **5.5** | [Rust](https://www.rust-lang.org) | Zlib |
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| [raylib-ruby](https://github.com/wilsonsilva/raylib-ruby) | 4.5 | [Ruby](https://www.ruby-lang.org) | Zlib |
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| [Relib](https://github.com/RedCubeDev-ByteSpace/Relib) | 3.5 | [ReCT](https://github.com/RedCubeDev-ByteSpace/ReCT) | **???** |
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| [racket-raylib](https://github.com/eutro/racket-raylib) | 4.0 | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
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| [racket-raylib](https://github.com/eutro/racket-raylib) | **5.5** | [Racket](https://racket-lang.org) | MIT/Apache-2.0 |
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| [raylib-swift](https://github.com/STREGAsGate/Raylib) | 4.0 | [Swift](https://swift.org) | MIT |
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| [raylib-scopes](https://github.com/salotz/raylib-scopes) | auto | [Scopes](http://scopes.rocks) | MIT |
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| [raylib-SmallBASIC](https://github.com/smallbasic/smallbasic.plugins/tree/master/raylib) | **5.5** | [SmallBASIC](https://github.com/smallbasic/SmallBASIC) | GPLv3 |
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37
build.zig
37
build.zig
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@ -192,7 +192,6 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
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setDesktopPlatform(raylib, options.platform);
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},
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.linux => {
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if (options.platform == .drm) {
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if (options.opengl_version == .auto) {
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raylib.linkSystemLibrary("GLESv2");
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@ -209,34 +208,32 @@ fn compileRaylib(b: *std.Build, target: std.Build.ResolvedTarget, optimize: std.
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} else if (target.result.abi == .android) {
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//these are the only tag options per https://developer.android.com/ndk/guides/other_build_systems
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const hostTuple = switch(builtin.target.os.tag) {
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.linux => "linux-x86_64",
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const hostTuple = switch (builtin.target.os.tag) {
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.linux => "linux-x86_64",
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.windows => "windows-x86_64",
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.macos => "darwin-x86_64",
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else => {
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@panic("unsupported host OS");
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}
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.macos => "darwin-x86_64",
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else => @panic("unsupported host OS"),
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};
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const androidTriple = try target.result.linuxTriple(b.allocator);
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const androidNdkPathString: []const u8 = options.android_ndk;
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if(androidNdkPathString.len < 1) @panic("no ndk path provided and ANDROID_NDK_HOME is not set");
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if (androidNdkPathString.len < 1) @panic("no ndk path provided and ANDROID_NDK_HOME is not set");
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const androidApiLevel: []const u8 = options.android_api_version;
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const androidSysroot = try std.fs.path.join(b.allocator, &.{androidNdkPathString, "/toolchains/llvm/prebuilt/", hostTuple, "/sysroot"});
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const androidLibPath = try std.fs.path.join(b.allocator, &.{androidSysroot, "/usr/lib/", androidTriple});
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const androidApiSpecificPath = try std.fs.path.join(b.allocator, &.{androidLibPath, androidApiLevel});
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const androidIncludePath = try std.fs.path.join(b.allocator, &.{androidSysroot, "/usr/include"});
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const androidArchIncludePath = try std.fs.path.join(b.allocator, &.{androidIncludePath, androidTriple});
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const androidAsmPath = try std.fs.path.join(b.allocator, &.{androidIncludePath, "/asm-generic"});
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const androidGluePath = try std.fs.path.join(b.allocator, &.{androidNdkPathString, "/sources/android/native_app_glue/"});
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const androidSysroot = try std.fs.path.join(b.allocator, &.{ androidNdkPathString, "/toolchains/llvm/prebuilt/", hostTuple, "/sysroot" });
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const androidLibPath = try std.fs.path.join(b.allocator, &.{ androidSysroot, "/usr/lib/", androidTriple });
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const androidApiSpecificPath = try std.fs.path.join(b.allocator, &.{ androidLibPath, androidApiLevel });
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const androidIncludePath = try std.fs.path.join(b.allocator, &.{ androidSysroot, "/usr/include" });
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const androidArchIncludePath = try std.fs.path.join(b.allocator, &.{ androidIncludePath, androidTriple });
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const androidAsmPath = try std.fs.path.join(b.allocator, &.{ androidIncludePath, "/asm-generic" });
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const androidGluePath = try std.fs.path.join(b.allocator, &.{ androidNdkPathString, "/sources/android/native_app_glue/" });
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raylib.addLibraryPath(.{ .cwd_relative = androidLibPath});
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raylib.addLibraryPath(.{ .cwd_relative = androidLibPath });
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raylib.root_module.addLibraryPath(.{ .cwd_relative = androidApiSpecificPath });
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raylib.addSystemIncludePath(.{ .cwd_relative = androidIncludePath });
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raylib.addSystemIncludePath(.{ .cwd_relative = androidArchIncludePath});
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raylib.addSystemIncludePath( .{ .cwd_relative = androidAsmPath});
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raylib.addSystemIncludePath(.{ .cwd_relative = androidGluePath});
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raylib.addSystemIncludePath(.{ .cwd_relative = androidArchIncludePath });
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raylib.addSystemIncludePath(.{ .cwd_relative = androidAsmPath });
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raylib.addSystemIncludePath(.{ .cwd_relative = androidGluePath });
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var libcData = std.ArrayList(u8).init(b.allocator);
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const writer = libcData.writer();
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@ -442,7 +439,7 @@ pub const PlatformBackend = enum {
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rgfw,
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sdl,
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drm,
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android
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android,
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};
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pub fn build(b: *std.Build) !void {
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@ -653,6 +653,7 @@ AUDIO = \
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audio/audio_raw_stream \
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audio/audio_sound_loading \
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audio/audio_sound_multi \
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audio/audio_sound_positioning \
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audio/audio_stream_effects
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OTHERS = \
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@ -535,6 +535,7 @@ AUDIO = \
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audio/audio_raw_stream \
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audio/audio_sound_loading \
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audio/audio_sound_multi \
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audio/audio_sound_positioning \
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audio/audio_stream_effects
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OTHERS = \
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@ -216,6 +216,7 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| 146 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
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| 147 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
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| 148 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
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| 149 | [audio_sound_positioning](audio/audio_sound_positioning.c) | <img src="audio/audio_sound_positioning.png" alt="audio_sound_positioning" width="80"> | ⭐️⭐️☆☆ | 5.5 | 5.5 | [Le Juez Victor](https://github.com/Bigfoot71) |
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### category: others
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@ -223,11 +224,11 @@ Examples showing raylib misc functionality that does not fit in other categories
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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| 149 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
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| 150 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
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| 151 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 152 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
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| 153 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 154 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
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| 150 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
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| 151 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
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| 152 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
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| 153 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
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| 154 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
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| 155 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
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As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!
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115
examples/audio/audio_sound_positioning.c
Normal file
115
examples/audio/audio_sound_positioning.c
Normal file
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@ -0,0 +1,115 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - Playing spatialized 3D sound
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by Le Juez Victor (@Bigfoot71) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025 Le Juez Victor (@Bigfoot71)
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*
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********************************************************************************************/
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#include <raylib.h>
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#include <raymath.h>
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//------------------------------------------------------------------------------------
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// Sound positioning function
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//------------------------------------------------------------------------------------
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static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
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{
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// Calculate direction vector and distance between listener and sound source
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Vector3 direction = Vector3Subtract(position, listener.position);
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float distance = Vector3Length(direction);
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// Apply logarithmic distance attenuation and clamp between 0-1
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float attenuation = 1.0f / (1.0f + (distance / maxDist));
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attenuation = Clamp(attenuation, 0.0f, 1.0f);
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// Calculate normalized vectors for spatial positioning
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Vector3 normalizedDirection = Vector3Normalize(direction);
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Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
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Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
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// Reduce volume for sounds behind the listener
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float dotProduct = Vector3DotProduct(forward, normalizedDirection);
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if (dotProduct < 0.0f) {
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attenuation *= (1.0f + dotProduct * 0.5f);
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}
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// Set stereo panning based on sound position relative to listener
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float pan = 0.5f + 0.5f * Vector3DotProduct(normalizedDirection, right);
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// Apply final sound properties
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SetSoundVolume(sound, attenuation);
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SetSoundPan(sound, pan);
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}
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(800, 600, "Quick Spatial Sound");
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InitAudioDevice();
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SetTargetFPS(60);
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DisableCursor();
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Sound sound = LoadSound("resources/coin.wav");
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Camera camera = {
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.position = (Vector3) { 0, 5, 5 },
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.target = (Vector3) { 0, 0, 0 },
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.up = (Vector3) { 0, 1, 0 },
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.fovy = 60,
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};
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_FREE);
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float th = GetTime();
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Vector3 spherePos = {
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.x = 5.0f * cosf(th),
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.y = 0.0f,
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.z = 5.0f * sinf(th)
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};
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SetSoundPosition(camera, sound, spherePos, 20.0f);
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if (!IsSoundPlaying(sound)) PlaySound(sound);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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{
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ClearBackground(BLACK);
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BeginMode3D(camera);
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DrawGrid(10, 2);
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DrawSphere(spherePos, 0.5f, RED);
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EndMode3D();
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadSound(sound);
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CloseAudioDevice();
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CloseWindow();
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}
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BIN
examples/audio/audio_sound_positioning.png
Normal file
BIN
examples/audio/audio_sound_positioning.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 12 KiB |
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@ -1879,7 +1879,10 @@ void TakeScreenshot(const char *fileName)
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// Security check to (partially) avoid malicious code
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if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
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Vector2 scale = GetWindowScaleDPI();
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// apply a scale if we are doing HIGHDPI auto-scaling
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Vector2 scale = { 1,1 };
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if (IsWindowState(FLAG_WINDOW_HIGHDPI)) scale = GetWindowScaleDPI();
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unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));
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Image image = { imgData, (int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y), 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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