REVIEWED: Added new examples to VS2022 solution

This commit is contained in:
Ray 2023-11-08 17:41:08 +01:00
parent fe757b6267
commit bbf0c3a46d
25 changed files with 4412 additions and 273 deletions

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@ -428,97 +428,99 @@ endif
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
core/core_basic_window \
core/core_2d_camera \
core/core_2d_camera_mouse_zoom \
core/core_2d_camera_platformer \
core/core_2d_camera_split_screen \
core/core_3d_camera_first_person \
core/core_3d_camera_free \
core/core_3d_camera_mode \
core/core_3d_camera_split_screen \
core/core_3d_picking \
core/core_automation_events \
core/core_basic_screen_manager \
core/core_basic_window \
core/core_custom_frame_control \
core/core_custom_logging \
core/core_drop_files \
core/core_input_gamepad \
core/core_input_gamepad_info \
core/core_input_gestures \
core/core_input_gestures_web \
core/core_input_keys \
core/core_input_mouse \
core/core_input_mouse_wheel \
core/core_input_gamepad \
core/core_input_gamepad_info \
core/core_input_multitouch \
core/core_input_gestures \
core/core_input_gestures_web \
core/core_2d_camera \
core/core_2d_camera_platformer \
core/core_2d_camera_mouse_zoom \
core/core_2d_camera_split_screen \
core/core_3d_camera_mode \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
core/core_3d_camera_split_screen \
core/core_3d_picking \
core/core_world_screen \
core/core_custom_logging \
core/core_drop_files \
core/core_loading_thread \
core/core_random_values \
core/core_scissor_test \
core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_vr_simulator \
core/core_loading_thread \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
core/core_smooth_pixelperfect \
core/core_custom_frame_control
core/core_world_screen
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_colors_palette \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_lines_bezier \
shapes/shapes_collision_area \
shapes/shapes_following_eyes \
shapes/shapes_colors_palette \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_draw_ring \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_following_eyes \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
TEXTURES = \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_srcrec_dstrec \
textures/textures_background_scrolling \
textures/textures_blend_modes \
textures/textures_bunnymark \
textures/textures_draw_tiled \
textures/textures_fog_of_war \
textures/textures_gif_player \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_rotate \
textures/textures_image_text \
textures/textures_to_image \
textures/textures_raw_data \
textures/textures_particles_blending \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_npatch_drawing \
textures/textures_background_scrolling \
textures/textures_particles_blending \
textures/textures_polygon \
textures/textures_raw_data \
textures/textures_sprite_anim \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_srcrec_dstrec \
textures/textures_svg_loading \
textures/textures_textured_curve \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled \
textures/textures_polygon \
textures/textures_gif_player \
textures/textures_fog_of_war \
textures/textures_svg_loading
textures/textures_to_image
TEXT = \
text/text_raylib_fonts \
text/text_font_spritefont \
text/text_font_loading \
text/text_codepoints_loading \
text/text_draw_3d \
text/text_font_filters \
text/text_font_loading \
text/text_font_sdf \
text/text_font_spritefont \
text/text_format_text \
text/text_input_box \
text/text_writing_anim \
text/text_raylib_fonts \
text/text_rectangle_bounds \
text/text_unicode \
text/text_draw_3d \
text/text_codepoints_loading
text/text_writing_anim
MODELS = \
models/models_animation \
@ -528,51 +530,52 @@ MODELS = \
models/models_draw_cube_texture \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_heightmap \
models/models_loading \
models/models_loading_vox \
models/models_loading_gltf \
models/models_loading_m3d \
models/models_loading_vox \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_yaw_pitch_roll \
models/models_heightmap \
models/models_waving_cubes
models/models_waving_cubes \
models/models_yaw_pitch_roll
SHADERS = \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
shaders/shaders_postprocessing \
shaders/shaders_palette_switch \
shaders/shaders_raymarching \
shaders/shaders_texture_drawing \
shaders/shaders_texture_waves \
shaders/shaders_texture_outline \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
shaders/shaders_basic_lighting \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_render \
shaders/shaders_eratosthenes \
shaders/shaders_fog \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_render \
shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
shaders/shaders_hybrid_render \
shaders/shaders_deferred_render
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_texture_drawing \
shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_write_depth
AUDIO = \
audio/audio_mixed_processor \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_sound_multi \
audio/audio_stream_effects \
audio/audio_mixed_processor
audio/audio_stream_effects
OTHERS = \
others/easings_testbed \

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@ -334,97 +334,99 @@ endif
# Define source code object files required
#------------------------------------------------------------------------------------------------
CORE = \
core/core_basic_window \
core/core_2d_camera \
core/core_2d_camera_mouse_zoom \
core/core_2d_camera_platformer \
core/core_2d_camera_split_screen \
core/core_3d_camera_first_person \
core/core_3d_camera_free \
core/core_3d_camera_mode \
core/core_3d_camera_split_screen \
core/core_3d_picking \
core/core_automation_events \
core/core_basic_screen_manager \
core/core_basic_window \
core/core_custom_frame_control \
core/core_custom_logging \
core/core_drop_files \
core/core_input_gamepad \
core/core_input_gamepad_info \
core/core_input_gestures \
core/core_input_gestures_web \
core/core_input_keys \
core/core_input_mouse \
core/core_input_mouse_wheel \
core/core_input_gamepad \
core/core_input_gamepad_info \
core/core_input_multitouch \
core/core_input_gestures \
core/core_input_gestures_web \
core/core_2d_camera \
core/core_2d_camera_platformer \
core/core_2d_camera_mouse_zoom \
core/core_2d_camera_split_screen \
core/core_3d_camera_mode \
core/core_3d_camera_free \
core/core_3d_camera_first_person \
core/core_3d_camera_split_screen \
core/core_3d_picking \
core/core_world_screen \
core/core_custom_logging \
core/core_drop_files \
core/core_loading_thread \
core/core_random_values \
core/core_scissor_test \
core/core_smooth_pixelperfect \
core/core_storage_values \
core/core_vr_simulator \
core/core_window_flags \
core/core_window_letterbox \
core/core_window_should_close \
core/core_smooth_pixelperfect \
core/core_custom_frame_control \
core/core_loading_thread
core/core_world_screen
SHAPES = \
shapes/shapes_basic_shapes \
shapes/shapes_bouncing_ball \
shapes/shapes_colors_palette \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_lines_bezier \
shapes/shapes_collision_area \
shapes/shapes_following_eyes \
shapes/shapes_colors_palette \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_draw_ring \
shapes/shapes_easings_ball_anim \
shapes/shapes_easings_box_anim \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_following_eyes \
shapes/shapes_lines_bezier \
shapes/shapes_logo_raylib \
shapes/shapes_logo_raylib_anim \
shapes/shapes_rectangle_scaling \
shapes/shapes_splines_drawing \
shapes/shapes_top_down_lights
TEXTURES = \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_srcrec_dstrec \
textures/textures_background_scrolling \
textures/textures_blend_modes \
textures/textures_bunnymark \
textures/textures_draw_tiled \
textures/textures_fog_of_war \
textures/textures_gif_player \
textures/textures_image_drawing \
textures/textures_image_generation \
textures/textures_image_loading \
textures/textures_image_processing \
textures/textures_image_rotate \
textures/textures_image_text \
textures/textures_to_image \
textures/textures_raw_data \
textures/textures_particles_blending \
textures/textures_logo_raylib \
textures/textures_mouse_painting \
textures/textures_npatch_drawing \
textures/textures_background_scrolling \
textures/textures_particles_blending \
textures/textures_polygon \
textures/textures_raw_data \
textures/textures_sprite_anim \
textures/textures_sprite_button \
textures/textures_sprite_explosion \
textures/textures_srcrec_dstrec \
textures/textures_svg_loading \
textures/textures_textured_curve \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled \
textures/textures_polygon \
textures/textures_gif_player \
textures/textures_fog_of_war \
textures/textures_svg_loading
textures/textures_to_image
TEXT = \
text/text_raylib_fonts \
text/text_font_spritefont \
text/text_font_loading \
text/text_codepoints_loading \
text/text_draw_3d \
text/text_font_filters \
text/text_font_loading \
text/text_font_sdf \
text/text_font_spritefont \
text/text_format_text \
text/text_input_box \
text/text_writing_anim \
text/text_raylib_fonts \
text/text_rectangle_bounds \
text/text_unicode \
text/text_draw_3d \
text/text_codepoints_loading
text/text_writing_anim
MODELS = \
models/models_animation \
@ -434,51 +436,52 @@ MODELS = \
models/models_draw_cube_texture \
models/models_first_person_maze \
models/models_geometric_shapes \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_heightmap \
models/models_loading \
models/models_loading_vox \
models/models_loading_gltf \
models/models_loading_m3d \
models/models_loading_vox \
models/models_mesh_generation \
models/models_mesh_picking \
models/models_orthographic_projection \
models/models_rlgl_solar_system \
models/models_skybox \
models/models_yaw_pitch_roll \
models/models_heightmap \
models/models_waving_cubes
models/models_waving_cubes \
models/models_yaw_pitch_roll
SHADERS = \
shaders/shaders_model_shader \
shaders/shaders_shapes_textures \
shaders/shaders_custom_uniform \
shaders/shaders_postprocessing \
shaders/shaders_palette_switch \
shaders/shaders_raymarching \
shaders/shaders_texture_drawing \
shaders/shaders_texture_waves \
shaders/shaders_texture_outline \
shaders/shaders_julia_set \
shaders/shaders_eratosthenes \
shaders/shaders_basic_lighting \
shaders/shaders_custom_uniform \
shaders/shaders_deferred_render \
shaders/shaders_eratosthenes \
shaders/shaders_fog \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_hybrid_render \
shaders/shaders_julia_set \
shaders/shaders_lightmap \
shaders/shaders_mesh_instancing \
shaders/shaders_model_shader \
shaders/shaders_multi_sample2d \
shaders/shaders_write_depth \
shaders/shaders_hybrid_render \
shaders/shaders_deferred_render
shaders/shaders_palette_switch \
shaders/shaders_postprocessing \
shaders/shaders_raymarching \
shaders/shaders_shapes_textures \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_texture_drawing \
shaders/shaders_texture_outline \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_write_depth
AUDIO = \
audio/audio_mixed_processor \
audio/audio_module_playing \
audio/audio_music_stream \
audio/audio_raw_stream \
audio/audio_sound_loading \
audio/audio_sound_multi \
audio/audio_stream_effects \
audio/audio_mixed_processor
audio/audio_stream_effects
OTHERS = \
others/easings_testbed \

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@ -47,7 +47,7 @@ int main(void)
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
//----------------------------------------------------------------------------------
// Draw

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@ -31,40 +31,49 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad information");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
while (!WindowShouldClose()) // Detect window close button or ESC key
{
int y = 10;
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
ClearBackground(RAYWHITE);
for (int i = 0; i < 4; i++) // by default rcore.h has a MAX_GAMEPADS of 4 so mimmic that here.
{
if (IsGamepadAvailable(i))
for (int i = 0, y = 10; i < 4; i++) // MAX_GAMEPADS = 4
{
DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
y += 30;
DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
y += 30;
for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
if (IsGamepadAvailable(i))
{
DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
DrawText(TextFormat("Gamepad name: %s", GetGamepadName(i)), 10, y, 20, BLACK);
y += 30;
}
for (int button = 0; button < 32; button++)
{
DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
DrawText(TextFormat("\tAxis count: %d", GetGamepadAxisCount(i)), 10, y, 20, BLACK);
y += 30;
for (int axis = 0; axis < GetGamepadAxisCount(i); axis++)
{
DrawText(TextFormat("\tAxis %d = %f", axis, GetGamepadAxisMovement(i, axis)), 10, y, 20, BLACK);
y += 30;
}
for (int button = 0; button < 32; button++)
{
DrawText(TextFormat("\tButton %d = %d", button, IsGamepadButtonDown(i, button)), 10, y, 20, BLACK);
y += 30;
}
}
}
}
DrawFPS(GetScreenWidth() - 100, 100);
DrawFPS(GetScreenWidth() - 100, 100);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization

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@ -1,94 +0,0 @@
/*******************************************************************************************
*
* raylib [textures] example - Texture Tiling
*
* Example demonstrates how to tile a texture on a 3D model using raylib.
*
* Example contributed by Luís Almeida (https://github.com/luis605)
*
* 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) 2023 Luís Almeida (https://github.com/luis605)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
const int screenWidth = 800;
const int screenHeight = 600;
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "Raylib Texture Tiling");
SetTargetFPS(60);
// Load a texture
Texture2D texture = LoadTexture("resources/raylib_logo.png");
// Create a cube mesh
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
// Load the texture onto the GPU
Model model = LoadModelFromMesh(cube);
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Set the tiling of the texture
float tiling[2] = {3.0f, 3.0f};
Shader shader = LoadShader(0, "resources/shaders/glsl330/tiling.fs"); // Create a custom shader in a .glsl file
SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
model.materials[0].shader = shader;
// Camera setup
Camera camera = { 0 };
camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
UpdateCamera(&camera, CAMERA_FREE);
// Draw the model
{
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 5.0f, WHITE);
EndShaderMode();
EndMode3D();
}
DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
EndDrawing();
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
return 0;
}

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@ -1,6 +1,6 @@
/*******************************************************************************************
*
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
* raylib [shaders] example - Postprocessing with custom uniform variable
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.

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@ -0,0 +1,105 @@
/*******************************************************************************************
*
* raylib [shaders] example - texture tiling
*
* Example demonstrates how to tile a texture on a 3D model using raylib.
*
* Example contributed by Luis Almeida (@luis605) 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) 2023 Luis Almeida (@luis605)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture tiling");
// Define the camera to look into our 3d world
Camera3D camera = { 0 };
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load a cube model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model model = LoadModelFromMesh(cube);
// Load a texture and assign to cube model
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
// Set the texture tiling using a shader
float tiling[2] = { 3.0f, 3.0f };
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/tiling.fs", GLSL_VERSION));
SetShaderValue(shader, GetShaderLocation(shader, "tiling"), tiling, SHADER_UNIFORM_VEC2);
model.materials[0].shader = shader;
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
if (IsKeyPressed('Z')) camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
EndShaderMode();
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Use mouse to rotate the camera", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); // Unload model
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -60,11 +60,11 @@ int main(void)
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
// Draw line cubic-bezier, in-out interpolation (easing), no control points
// Draw line Cubic Bezier, in-out interpolation (easing), no control points
DrawLineBezier(start, end, 3.0f, BLUE);
// Draw spline cubic-bezier with control points
DrawSplineBezierCubic(start, startControl, endControl, end, 2.0f, RED);
// Draw spline Cubic Bezier with control points
DrawSplineSegmentBezierCubic(start, startControl, endControl, end, 2.0f, RED);
DrawLineEx(start, startControl, 1.0, LIGHTGRAY);
DrawLineEx(end, endControl, 1.0, LIGHTGRAY);

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@ -167,7 +167,7 @@ int main(void)
// Draw spline: cubic-bezier (with control points)
for (int i = 0; i < pointCount - 1; i++)
{
DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 10.0f, RED);
// Every cubic bezier point should have two control points
DrawCircleV(control[i].start, 4, GOLD);

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@ -335,6 +335,7 @@ int main(void)
DrawFPS(screenWidth - 80, 10);
DrawText("Drag to move light #1", 10, 10, 10, DARKGREEN);
DrawText("Right click to add new light", 10, 30, 10, DARKGREEN);
EndDrawing();
//----------------------------------------------------------------------------------
}