Merge branch 'master' of https://github.com/raysan5/raylib
This commit is contained in:
commit
53ea275b9c
13 changed files with 952 additions and 40 deletions
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@ -634,6 +634,7 @@ SHADERS = \
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shaders/shaders_palette_switch \
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_raymarching \
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shaders/shaders_rounded_rectangle \
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shaders/shaders_shadowmap \
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shaders/shaders_shadowmap \
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shaders/shaders_shapes_textures \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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shaders/shaders_simple_mask \
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@ -514,6 +514,7 @@ SHADERS = \
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shaders/shaders_palette_switch \
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_raymarching \
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shaders/shaders_rounded_rectangle \
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shaders/shaders_shadowmap \
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shaders/shaders_shadowmap \
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shaders/shaders_shapes_textures \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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shaders/shaders_simple_mask \
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@ -199,6 +199,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
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| 138 | [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| 138 | [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
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| 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
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| 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
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| 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
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| 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
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| 141 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width=80> | ⭐️⭐️⭐️☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
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### category: audio
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### category: audio
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@ -206,13 +207,13 @@ Examples using raylib audio functionality, including sound/music loading and pla
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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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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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|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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| 141 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 142 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
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| 142 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
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| 143 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
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| 143 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
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| 144 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
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| 144 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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| 145 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
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| 145 | [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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| 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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| 146 | [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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| 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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| 147 | [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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| 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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### category: others
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### category: others
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@ -220,12 +221,12 @@ 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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| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
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||||||
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
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| 148 | [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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| 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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| 149 | [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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| 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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| 150 | [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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| 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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| 151 | [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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| 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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| 152 | [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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| 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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| 153 | [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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| 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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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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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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@ -56,7 +56,9 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [core] example - Basic window
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* raylib [<module>] example - <name>
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*
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* Example complexity rating: [★☆??] ?/4
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*
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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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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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*
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@ -81,7 +83,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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InitWindow(screenWidth, screenHeight, "raylib [<module>] example - <name>");
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// TODO: Load resources / Initialize variables at this point
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// TODO: Load resources / Initialize variables at this point
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@ -0,0 +1,76 @@
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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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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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
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uniform vec4 color;
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// Shadow parameters
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uniform float shadowRadius;
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uniform vec2 shadowOffset;
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uniform float shadowScale;
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uniform vec4 shadowColor;
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// Border parameters
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uniform float borderThickness;
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uniform vec4 borderColor;
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// Create a rounded rectangle using signed distance field
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// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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// MIT License
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
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vec2 fragFromCenter = fragCoord - center;
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// Determine which corner radius to use
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radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
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// Calculate signed distance field
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture2D(texture0, fragTexCoord);
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// Requires fragment coordinate varying pixels
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vec2 fragCoord = gl_FragCoord.xy;
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// Calculate signed distance field for rounded rectangle
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vec2 halfSize = rectangle.zw*0.5;
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vec2 center = rectangle.xy + halfSize;
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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// Calculate signed distance field for rectangle shadow
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
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// Caculate alpha factors
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float recFactor = smoothstep(1.0, 0.0, recSDF);
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float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
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float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
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// Multiply each color by its respective alpha factor
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vec4 recColor = vec4(color.rgb, color.a*recFactor);
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vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
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vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
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|
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// Combine the colors varying the order (shadow, rectangle, border)
|
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gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
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}
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@ -0,0 +1,74 @@
|
||||||
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// Note: SDF by Iñigo Quilez is licensed under MIT License
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||||||
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|
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#version 120
|
||||||
|
|
||||||
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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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uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
|
||||||
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uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
|
||||||
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uniform vec4 color;
|
||||||
|
|
||||||
|
// Shadow parameters
|
||||||
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uniform float shadowRadius;
|
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uniform vec2 shadowOffset;
|
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uniform float shadowScale;
|
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uniform vec4 shadowColor;
|
||||||
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|
||||||
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// Border parameters
|
||||||
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uniform float borderThickness;
|
||||||
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uniform vec4 borderColor;
|
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|
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|
// Create a rounded rectangle using signed distance field
|
||||||
|
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
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||||||
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// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
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||||||
|
// MIT License
|
||||||
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float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
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{
|
||||||
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vec2 fragFromCenter = fragCoord - center;
|
||||||
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|
||||||
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// Determine which corner radius to use
|
||||||
|
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
|
||||||
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radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
|
||||||
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|
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// Calculate signed distance field
|
||||||
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vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
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return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
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}
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void main()
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||||||
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{
|
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// Texel color fetching from texture sampler
|
||||||
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vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||||
|
|
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// Requires fragment coordinate varying pixels
|
||||||
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vec2 fragCoord = gl_FragCoord.xy;
|
||||||
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|
||||||
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// Calculate signed distance field for rounded rectangle
|
||||||
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vec2 halfSize = rectangle.zw*0.5;
|
||||||
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vec2 center = rectangle.xy + halfSize;
|
||||||
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float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
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|
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// Calculate signed distance field for rectangle shadow
|
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vec2 shadowHalfSize = halfSize*shadowScale;
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vec2 shadowCenter = center + shadowOffset;
|
||||||
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float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
|
||||||
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|
||||||
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// Caculate alpha factors
|
||||||
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float recFactor = smoothstep(1.0, 0.0, recSDF);
|
||||||
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float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
|
||||||
|
float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
|
||||||
|
|
||||||
|
// Multiply each color by its respective alpha factor
|
||||||
|
vec4 recColor = vec4(color.rgb, color.a*recFactor);
|
||||||
|
vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
|
||||||
|
vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
|
||||||
|
|
||||||
|
// Combine the colors varying the order (shadow, rectangle, border)
|
||||||
|
gl_FragColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
|
||||||
|
}
|
|
@ -0,0 +1,77 @@
|
||||||
|
// Note: SDF by Iñigo Quilez is licensed under MIT License
|
||||||
|
|
||||||
|
#version 330
|
||||||
|
|
||||||
|
// Input vertex attributes (from vertex shader)
|
||||||
|
in vec2 fragTexCoord;
|
||||||
|
in vec4 fragColor;
|
||||||
|
|
||||||
|
// Input uniform values
|
||||||
|
uniform sampler2D texture0;
|
||||||
|
uniform vec4 colDiffuse;
|
||||||
|
|
||||||
|
// Output fragment color
|
||||||
|
out vec4 finalColor;
|
||||||
|
|
||||||
|
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
|
||||||
|
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
|
||||||
|
uniform vec4 color;
|
||||||
|
|
||||||
|
// Shadow parameters
|
||||||
|
uniform float shadowRadius;
|
||||||
|
uniform vec2 shadowOffset;
|
||||||
|
uniform float shadowScale;
|
||||||
|
uniform vec4 shadowColor;
|
||||||
|
|
||||||
|
// Border parameters
|
||||||
|
uniform float borderThickness;
|
||||||
|
uniform vec4 borderColor;
|
||||||
|
|
||||||
|
// Create a rounded rectangle using signed distance field
|
||||||
|
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
|
||||||
|
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
|
||||||
|
// MIT License
|
||||||
|
float RoundedRectangleSDF(vec2 fragCoord, vec2 center, vec2 halfSize, vec4 radius)
|
||||||
|
{
|
||||||
|
vec2 fragFromCenter = fragCoord - center;
|
||||||
|
|
||||||
|
// Determine which corner radius to use
|
||||||
|
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
|
||||||
|
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
|
||||||
|
|
||||||
|
// Calculate signed distance field
|
||||||
|
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
|
||||||
|
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
|
||||||
|
}
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
// Texel color fetching from texture sampler
|
||||||
|
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||||
|
|
||||||
|
// Requires fragment coordinate in pixels
|
||||||
|
vec2 fragCoord = gl_FragCoord.xy;
|
||||||
|
|
||||||
|
// Calculate signed distance field for rounded rectangle
|
||||||
|
vec2 halfSize = rectangle.zw*0.5;
|
||||||
|
vec2 center = rectangle.xy + halfSize;
|
||||||
|
float recSDF = RoundedRectangleSDF(fragCoord, center, halfSize, radius);
|
||||||
|
|
||||||
|
// Calculate signed distance field for rectangle shadow
|
||||||
|
vec2 shadowHalfSize = halfSize*shadowScale;
|
||||||
|
vec2 shadowCenter = center + shadowOffset;
|
||||||
|
float shadowSDF = RoundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
|
||||||
|
|
||||||
|
// Caculate alpha factors
|
||||||
|
float recFactor = smoothstep(1.0, 0.0, recSDF);
|
||||||
|
float shadowFactor = smoothstep(shadowRadius, 0.0, shadowSDF);
|
||||||
|
float borderFactor = smoothstep(0.0, 1.0, recSDF + borderThickness)*recFactor;
|
||||||
|
|
||||||
|
// Multiply each color by its respective alpha factor
|
||||||
|
vec4 recColor = vec4(color.rgb, color.a*recFactor);
|
||||||
|
vec4 shadowCol = vec4(shadowColor.rgb, shadowColor.a*shadowFactor);
|
||||||
|
vec4 borderCol = vec4(borderColor.rgb, borderColor.a*borderFactor);
|
||||||
|
|
||||||
|
// Combine the colors in the order (shadow, rectangle, border)
|
||||||
|
finalColor = mix(mix(shadowCol, recColor, recColor.a), borderCol, borderCol.a);
|
||||||
|
}
|
238
examples/shaders/shaders_rounded_rectangle.c
Normal file
238
examples/shaders/shaders_rounded_rectangle.c
Normal file
|
@ -0,0 +1,238 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* raylib [shaders] example - Rounded Rectangle
|
||||||
|
*
|
||||||
|
* Example complexity rating: [★★★☆] 3/4
|
||||||
|
*
|
||||||
|
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||||
|
*
|
||||||
|
* Example contributed by Anstro Pleuton (@anstropleuton) and reviewed by Ramon Santamaria (@raysan5)
|
||||||
|
*
|
||||||
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||||
|
* BSD-like license that allows static linking with closed source software
|
||||||
|
*
|
||||||
|
* Copyright (c) 2025-2025 Anstro Pleuton (@anstropleuton)
|
||||||
|
*
|
||||||
|
********************************************************************************************/
|
||||||
|
|
||||||
|
#include "raylib.h"
|
||||||
|
|
||||||
|
#if defined(PLATFORM_DESKTOP)
|
||||||
|
#define GLSL_VERSION 330
|
||||||
|
#else // PLATFORM_ANDROID, PLATFORM_WEB
|
||||||
|
#define GLSL_VERSION 100
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Declare custom Structs
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Rounded rectangle data
|
||||||
|
typedef struct {
|
||||||
|
Vector4 cornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
|
||||||
|
|
||||||
|
// Shadow variables
|
||||||
|
float shadowRadius;
|
||||||
|
Vector2 shadowOffset;
|
||||||
|
float shadowScale;
|
||||||
|
|
||||||
|
// Border variables
|
||||||
|
float borderThickness; // Inner-border thickness
|
||||||
|
|
||||||
|
// Shader locations
|
||||||
|
int rectangleLoc;
|
||||||
|
int radiusLoc;
|
||||||
|
int colorLoc;
|
||||||
|
int shadowRadiusLoc;
|
||||||
|
int shadowOffsetLoc;
|
||||||
|
int shadowScaleLoc;
|
||||||
|
int shadowColorLoc;
|
||||||
|
int borderThicknessLoc;
|
||||||
|
int borderColorLoc;
|
||||||
|
} RoundedRectangle;
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Declaration
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Create a rounded rectangle and set uniform locations
|
||||||
|
static RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader);
|
||||||
|
|
||||||
|
// Update rounded rectangle uniforms
|
||||||
|
static void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader);
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Program main entry point
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
int main(void)
|
||||||
|
{
|
||||||
|
// Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
const int screenWidth = 800;
|
||||||
|
const int screenHeight = 450;
|
||||||
|
|
||||||
|
const Color rectangleColor = BLUE;
|
||||||
|
const Color shadowColor = DARKBLUE;
|
||||||
|
const Color borderColor = SKYBLUE;
|
||||||
|
|
||||||
|
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle");
|
||||||
|
|
||||||
|
// Load the shader
|
||||||
|
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
|
||||||
|
TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION));
|
||||||
|
|
||||||
|
// Create a rounded rectangle
|
||||||
|
RoundedRectangle roundedRectangle = CreateRoundedRectangle(
|
||||||
|
(Vector4){ 5.0f, 10.0f, 15.0f, 20.0f }, // Corner radius
|
||||||
|
20.0f, // Shadow radius
|
||||||
|
(Vector2){ 0.0f, -5.0f }, // Shadow offset
|
||||||
|
0.95f, // Shadow scale
|
||||||
|
5.0f, // Border thickness
|
||||||
|
shader // Shader
|
||||||
|
);
|
||||||
|
|
||||||
|
// Update shader uniforms
|
||||||
|
UpdateRoundedRectangle(roundedRectangle, shader);
|
||||||
|
|
||||||
|
SetTargetFPS(60);
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Main game loop
|
||||||
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||||
|
{
|
||||||
|
// Draw
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
BeginDrawing();
|
||||||
|
|
||||||
|
ClearBackground(RAYWHITE);
|
||||||
|
|
||||||
|
// Draw rectangle box with rounded corners using shader
|
||||||
|
Rectangle rec = { 50, 70, 110, 60 };
|
||||||
|
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
|
||||||
|
DrawText("Rounded rectangle", rec.x - 20, rec.y - 35, 10, DARKGRAY);
|
||||||
|
|
||||||
|
// Flip Y axis to match shader coordinate system
|
||||||
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
|
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
// Only rectangle color
|
||||||
|
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
BeginShaderMode(shader);
|
||||||
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||||
|
EndShaderMode();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Draw rectangle shadow using shader
|
||||||
|
rec = (Rectangle){ 50, 200, 110, 60 };
|
||||||
|
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
|
||||||
|
DrawText("Rounded rectangle shadow", rec.x - 20, rec.y - 35, 10, DARKGRAY);
|
||||||
|
|
||||||
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
|
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
// Only shadow color
|
||||||
|
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
BeginShaderMode(shader);
|
||||||
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||||
|
EndShaderMode();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Draw rectangle's border using shader
|
||||||
|
rec = (Rectangle){ 50, 330, 110, 60 };
|
||||||
|
DrawRectangleLines(rec.x - 20, rec.y - 20, rec.width + 40, rec.height + 40, DARKGRAY);
|
||||||
|
DrawText("Rounded rectangle border", rec.x - 20, rec.y - 35, 10, DARKGRAY);
|
||||||
|
|
||||||
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
|
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
// Only border color
|
||||||
|
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { 0.0f, 0.0f, 0.0f, 0.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
BeginShaderMode(shader);
|
||||||
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||||
|
EndShaderMode();
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Draw one more rectangle with all three colors
|
||||||
|
rec = (Rectangle){ 240, 80, 500, 300 };
|
||||||
|
DrawRectangleLines(rec.x - 30, rec.y - 30, rec.width + 60, rec.height + 60, DARKGRAY);
|
||||||
|
DrawText("Rectangle with all three combined", rec.x - 30, rec.y - 45, 10, DARKGRAY);
|
||||||
|
|
||||||
|
rec.y = screenHeight - rec.y - rec.height;
|
||||||
|
SetShaderValue(shader, roundedRectangle.rectangleLoc, (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
// All three colors
|
||||||
|
SetShaderValue(shader, roundedRectangle.colorLoc, (float[]) { rectangleColor.r/255.0f, rectangleColor.g/255.0f, rectangleColor.b/255.0f, rectangleColor.a/255.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.shadowColorLoc, (float[]) { shadowColor.r/255.0f, shadowColor.g/255.0f, shadowColor.b/255.0f, shadowColor.a/255.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, roundedRectangle.borderColorLoc, (float[]) { borderColor.r/255.0f, borderColor.g/255.0f, borderColor.b/255.0f, borderColor.a/255.0f }, SHADER_UNIFORM_VEC4);
|
||||||
|
|
||||||
|
BeginShaderMode(shader);
|
||||||
|
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||||
|
EndShaderMode();
|
||||||
|
|
||||||
|
DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, BLACK);
|
||||||
|
|
||||||
|
EndDrawing();
|
||||||
|
//----------------------------------------------------------------------------------
|
||||||
|
}
|
||||||
|
|
||||||
|
// De-Initialization
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
UnloadShader(shader); // Unload shader
|
||||||
|
|
||||||
|
CloseWindow(); // Close window and OpenGL context
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
// Module Functions Definitions
|
||||||
|
//------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
// Create a rounded rectangle and set uniform locations
|
||||||
|
RoundedRectangle CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader)
|
||||||
|
{
|
||||||
|
RoundedRectangle rec;
|
||||||
|
rec.cornerRadius = cornerRadius;
|
||||||
|
rec.shadowRadius = shadowRadius;
|
||||||
|
rec.shadowOffset = shadowOffset;
|
||||||
|
rec.shadowScale = shadowScale;
|
||||||
|
rec.borderThickness = borderThickness;
|
||||||
|
|
||||||
|
// Get shader uniform locations
|
||||||
|
rec.rectangleLoc = GetShaderLocation(shader, "rectangle");
|
||||||
|
rec.radiusLoc = GetShaderLocation(shader, "radius");
|
||||||
|
rec.colorLoc = GetShaderLocation(shader, "color");
|
||||||
|
rec.shadowRadiusLoc = GetShaderLocation(shader, "shadowRadius");
|
||||||
|
rec.shadowOffsetLoc = GetShaderLocation(shader, "shadowOffset");
|
||||||
|
rec.shadowScaleLoc = GetShaderLocation(shader, "shadowScale");
|
||||||
|
rec.shadowColorLoc = GetShaderLocation(shader, "shadowColor");
|
||||||
|
rec.borderThicknessLoc = GetShaderLocation(shader, "borderThickness");
|
||||||
|
rec.borderColorLoc = GetShaderLocation(shader, "borderColor");
|
||||||
|
|
||||||
|
UpdateRoundedRectangle(rec, shader);
|
||||||
|
|
||||||
|
return rec;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update rounded rectangle uniforms
|
||||||
|
void UpdateRoundedRectangle(RoundedRectangle rec, Shader shader)
|
||||||
|
{
|
||||||
|
SetShaderValue(shader, rec.radiusLoc, (float[]){ rec.cornerRadius.x, rec.cornerRadius.y, rec.cornerRadius.z, rec.cornerRadius.w }, SHADER_UNIFORM_VEC4);
|
||||||
|
SetShaderValue(shader, rec.shadowRadiusLoc, &rec.shadowRadius, SHADER_UNIFORM_FLOAT);
|
||||||
|
SetShaderValue(shader, rec.shadowOffsetLoc, (float[]){ rec.shadowOffset.x, rec.shadowOffset.y }, SHADER_UNIFORM_VEC2);
|
||||||
|
SetShaderValue(shader, rec.shadowScaleLoc, &rec.shadowScale, SHADER_UNIFORM_FLOAT);
|
||||||
|
SetShaderValue(shader, rec.borderThicknessLoc, &rec.borderThickness, SHADER_UNIFORM_FLOAT);
|
||||||
|
}
|
BIN
examples/shaders/shaders_rounded_rectangle.png
Normal file
BIN
examples/shaders/shaders_rounded_rectangle.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 14 KiB |
387
projects/VS2022/examples/shaders_rounded_rectangle.vcxproj
Normal file
387
projects/VS2022/examples/shaders_rounded_rectangle.vcxproj
Normal file
|
@ -0,0 +1,387 @@
|
||||||
|
<?xml version="1.0" encoding="utf-8"?>
|
||||||
|
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||||
|
<ItemGroup Label="ProjectConfigurations">
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|Win32">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>Win32</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug.DLL|x64">
|
||||||
|
<Configuration>Debug.DLL</Configuration>
|
||||||
|
<Platform>x64</Platform>
|
||||||
|
</ProjectConfiguration>
|
||||||
|
<ProjectConfiguration Include="Debug|Win32">
|
||||||
|
<Configuration>Debug</Configuration>
|
||||||
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|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
|
||||||
|
<ClCompile>
|
||||||
|
<WarningLevel>Level3</WarningLevel>
|
||||||
|
<PrecompiledHeader>
|
||||||
|
</PrecompiledHeader>
|
||||||
|
<Optimization>MaxSpeed</Optimization>
|
||||||
|
<FunctionLevelLinking>true</FunctionLevelLinking>
|
||||||
|
<IntrinsicFunctions>true</IntrinsicFunctions>
|
||||||
|
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
|
||||||
|
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
|
||||||
|
<CompileAs>CompileAsC</CompileAs>
|
||||||
|
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
|
||||||
|
</ClCompile>
|
||||||
|
<Link>
|
||||||
|
<SubSystem>Console</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
|
||||||
|
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
|
||||||
|
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
|
||||||
|
</Link>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
|
||||||
|
</PostBuildEvent>
|
||||||
|
<PostBuildEvent>
|
||||||
|
<Message>Copy Release DLL to output directory</Message>
|
||||||
|
</PostBuildEvent>
|
||||||
|
</ItemDefinitionGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ClCompile Include="..\..\..\examples\shaders\shaders_rounded_rectangle.c" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="..\raylib\raylib.vcxproj">
|
||||||
|
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
|
||||||
|
</ProjectReference>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
|
@ -307,6 +307,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_bone_socket", "examp
|
||||||
EndProject
|
EndProject
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_vertex_displacement", "examples\shaders_vertex_displacement.vcxproj", "{CCA63A76-D9FC-4130-9F67-4D97F9770D53}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_vertex_displacement", "examples\shaders_vertex_displacement.vcxproj", "{CCA63A76-D9FC-4130-9F67-4D97F9770D53}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_rounded_rectangle", "examples\shaders_rounded_rectangle.vcxproj", "{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug.DLL|x64 = Debug.DLL|x64
|
Debug.DLL|x64 = Debug.DLL|x64
|
||||||
|
@ -2615,6 +2617,22 @@ Global
|
||||||
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x64.Build.0 = Release|x64
|
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x64.Build.0 = Release|x64
|
||||||
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.ActiveCfg = Release|Win32
|
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.ActiveCfg = Release|Win32
|
||||||
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.Build.0 = Release|Win32
|
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.Build.0 = Release|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x64.Build.0 = Release|x64
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x86.Build.0 = Release|Win32
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
@ -2771,6 +2789,7 @@ Global
|
||||||
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
|
||||||
{3A7FE53D-35F7-49DC-9C9A-A5204A53523F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
{3A7FE53D-35F7-49DC-9C9A-A5204A53523F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||||
{CCA63A76-D9FC-4130-9F67-4D97F9770D53} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
{CCA63A76-D9FC-4130-9F67-4D97F9770D53} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||||
|
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||||
|
|
|
@ -82,6 +82,7 @@ typedef struct {
|
||||||
SDL_GLContext glContext;
|
SDL_GLContext glContext;
|
||||||
|
|
||||||
SDL_GameController *gamepad[MAX_GAMEPADS];
|
SDL_GameController *gamepad[MAX_GAMEPADS];
|
||||||
|
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids
|
||||||
SDL_Cursor *cursor;
|
SDL_Cursor *cursor;
|
||||||
bool cursorRelative;
|
bool cursorRelative;
|
||||||
} PlatformData;
|
} PlatformData;
|
||||||
|
@ -1658,11 +1659,12 @@ void PollInputEvents(void)
|
||||||
// Check gamepad events
|
// Check gamepad events
|
||||||
case SDL_JOYDEVICEADDED:
|
case SDL_JOYDEVICEADDED:
|
||||||
{
|
{
|
||||||
int jid = event.jdevice.which;
|
int jid = event.jdevice.which; // Joystick device index
|
||||||
|
|
||||||
if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
|
if (!CORE.Input.Gamepad.ready[jid] && (jid < MAX_GAMEPADS))
|
||||||
{
|
{
|
||||||
platform.gamepad[jid] = SDL_GameControllerOpen(jid);
|
platform.gamepad[jid] = SDL_GameControllerOpen(jid);
|
||||||
|
platform.gamepadId[jid] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid]));
|
||||||
|
|
||||||
if (platform.gamepad[jid])
|
if (platform.gamepad[jid])
|
||||||
{
|
{
|
||||||
|
@ -1681,14 +1683,18 @@ void PollInputEvents(void)
|
||||||
} break;
|
} break;
|
||||||
case SDL_JOYDEVICEREMOVED:
|
case SDL_JOYDEVICEREMOVED:
|
||||||
{
|
{
|
||||||
int jid = event.jdevice.which;
|
int jid = event.jdevice.which; // Joystick instance id
|
||||||
|
|
||||||
if (jid == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[jid])))
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||||
{
|
{
|
||||||
SDL_GameControllerClose(platform.gamepad[jid]);
|
if (platform.gamepadId[i] == jid)
|
||||||
platform.gamepad[jid] = SDL_GameControllerOpen(0);
|
{
|
||||||
CORE.Input.Gamepad.ready[jid] = false;
|
SDL_GameControllerClose(platform.gamepad[i]);
|
||||||
memset(CORE.Input.Gamepad.name[jid], 0, MAX_GAMEPAD_NAME_LENGTH);
|
CORE.Input.Gamepad.ready[i] = false;
|
||||||
|
memset(CORE.Input.Gamepad.name[i], 0, MAX_GAMEPAD_NAME_LENGTH);
|
||||||
|
platform.gamepadId[i] = -1;
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
case SDL_CONTROLLERBUTTONDOWN:
|
case SDL_CONTROLLERBUTTONDOWN:
|
||||||
|
@ -1721,8 +1727,15 @@ void PollInputEvents(void)
|
||||||
|
|
||||||
if (button >= 0)
|
if (button >= 0)
|
||||||
{
|
{
|
||||||
CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 1;
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||||
CORE.Input.Gamepad.lastButtonPressed = button;
|
{
|
||||||
|
if (platform.gamepadId[i] == event.jbutton.which)
|
||||||
|
{
|
||||||
|
CORE.Input.Gamepad.currentButtonState[i][button] = 1;
|
||||||
|
CORE.Input.Gamepad.lastButtonPressed = button;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
case SDL_CONTROLLERBUTTONUP:
|
case SDL_CONTROLLERBUTTONUP:
|
||||||
|
@ -1755,8 +1768,15 @@ void PollInputEvents(void)
|
||||||
|
|
||||||
if (button >= 0)
|
if (button >= 0)
|
||||||
{
|
{
|
||||||
CORE.Input.Gamepad.currentButtonState[event.jbutton.which][button] = 0;
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||||
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
|
{
|
||||||
|
if (platform.gamepadId[i] == event.jbutton.which)
|
||||||
|
{
|
||||||
|
CORE.Input.Gamepad.currentButtonState[i][button] = 0;
|
||||||
|
if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
case SDL_CONTROLLERAXISMOTION:
|
case SDL_CONTROLLERAXISMOTION:
|
||||||
|
@ -1776,18 +1796,25 @@ void PollInputEvents(void)
|
||||||
|
|
||||||
if (axis >= 0)
|
if (axis >= 0)
|
||||||
{
|
{
|
||||||
// SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||||
float value = event.jaxis.value/(float)32767;
|
|
||||||
CORE.Input.Gamepad.axisState[event.jaxis.which][axis] = value;
|
|
||||||
|
|
||||||
// Register button state for triggers in addition to their axes
|
|
||||||
if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))
|
|
||||||
{
|
{
|
||||||
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
|
if (platform.gamepadId[i] == event.jaxis.which)
|
||||||
int pressed = (value > 0.1f);
|
{
|
||||||
CORE.Input.Gamepad.currentButtonState[event.jaxis.which][button] = pressed;
|
// SDL axis value range is -32768 to 32767, we normalize it to RayLib's -1.0 to 1.0f range
|
||||||
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
|
float value = event.jaxis.value/(float)32767;
|
||||||
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
|
CORE.Input.Gamepad.axisState[i][axis] = value;
|
||||||
|
|
||||||
|
// Register button state for triggers in addition to their axes
|
||||||
|
if ((axis == GAMEPAD_AXIS_LEFT_TRIGGER) || (axis == GAMEPAD_AXIS_RIGHT_TRIGGER))
|
||||||
|
{
|
||||||
|
int button = (axis == GAMEPAD_AXIS_LEFT_TRIGGER)? GAMEPAD_BUTTON_LEFT_TRIGGER_2 : GAMEPAD_BUTTON_RIGHT_TRIGGER_2;
|
||||||
|
int pressed = (value > 0.1f);
|
||||||
|
CORE.Input.Gamepad.currentButtonState[i][button] = pressed;
|
||||||
|
if (pressed) CORE.Input.Gamepad.lastButtonPressed = button;
|
||||||
|
else if (CORE.Input.Gamepad.lastButtonPressed == button) CORE.Input.Gamepad.lastButtonPressed = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} break;
|
} break;
|
||||||
|
@ -1967,9 +1994,15 @@ int InitPlatform(void)
|
||||||
// Initialize input events system
|
// Initialize input events system
|
||||||
//----------------------------------------------------------------------------
|
//----------------------------------------------------------------------------
|
||||||
// Initialize gamepads
|
// Initialize gamepads
|
||||||
|
for (int i = 0; i < MAX_GAMEPADS; i++)
|
||||||
|
{
|
||||||
|
platform.gamepadId[i] = -1; // Set all gamepad initial instance ids as invalid to not conflict with instance id zero
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
|
for (int i = 0; (i < SDL_NumJoysticks()) && (i < MAX_GAMEPADS); i++)
|
||||||
{
|
{
|
||||||
platform.gamepad[i] = SDL_GameControllerOpen(i);
|
platform.gamepad[i] = SDL_GameControllerOpen(i);
|
||||||
|
platform.gamepadId[i] = SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(platform.gamepad[i]));
|
||||||
|
|
||||||
if (platform.gamepad[i])
|
if (platform.gamepad[i])
|
||||||
{
|
{
|
||||||
|
|
|
@ -4208,8 +4208,11 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
|
||||||
|
|
||||||
Image mipmapped = ImageCopy(image);
|
Image mipmapped = ImageCopy(image);
|
||||||
#if defined(SUPPORT_IMAGE_MANIPULATION)
|
#if defined(SUPPORT_IMAGE_MANIPULATION)
|
||||||
ImageMipmaps(&mipmapped);
|
if (image.mipmaps > 1)
|
||||||
ImageMipmaps(&faces);
|
{
|
||||||
|
ImageMipmaps(&mipmapped);
|
||||||
|
ImageMipmaps(&faces);
|
||||||
|
}
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
// NOTE: Image formatting does not work with compressed textures
|
// NOTE: Image formatting does not work with compressed textures
|
||||||
|
@ -4226,7 +4229,7 @@ TextureCubemap LoadTextureCubemap(Image image, int layout)
|
||||||
if (cubemap.id != 0)
|
if (cubemap.id != 0)
|
||||||
{
|
{
|
||||||
cubemap.format = faces.format;
|
cubemap.format = faces.format;
|
||||||
cubemap.mipmaps = 1;
|
cubemap.mipmaps = faces.mipmaps;
|
||||||
}
|
}
|
||||||
else TRACELOG(LOG_WARNING, "IMAGE: Failed to load cubemap image");
|
else TRACELOG(LOG_WARNING, "IMAGE: Failed to load cubemap image");
|
||||||
|
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue