REVIEWED: Added new examples to VS2022 solution
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25 changed files with 4412 additions and 273 deletions
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@ -428,97 +428,99 @@ endif
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# Define source code object files required
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#------------------------------------------------------------------------------------------------
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CORE = \
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core/core_basic_window \
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core/core_2d_camera \
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core/core_2d_camera_mouse_zoom \
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core/core_2d_camera_platformer \
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core/core_2d_camera_split_screen \
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core/core_3d_camera_first_person \
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core/core_3d_camera_free \
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core/core_3d_camera_mode \
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core/core_3d_camera_split_screen \
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core/core_3d_picking \
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core/core_automation_events \
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core/core_basic_screen_manager \
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core/core_basic_window \
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core/core_custom_frame_control \
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core/core_custom_logging \
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core/core_drop_files \
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core/core_input_gamepad \
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core/core_input_gamepad_info \
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core/core_input_gestures \
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core/core_input_gestures_web \
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core/core_input_keys \
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core/core_input_mouse \
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core/core_input_mouse_wheel \
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core/core_input_gamepad \
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core/core_input_gamepad_info \
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core/core_input_multitouch \
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core/core_input_gestures \
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core/core_input_gestures_web \
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core/core_2d_camera \
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core/core_2d_camera_platformer \
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core/core_2d_camera_mouse_zoom \
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core/core_2d_camera_split_screen \
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core/core_3d_camera_mode \
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core/core_3d_camera_free \
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core/core_3d_camera_first_person \
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core/core_3d_camera_split_screen \
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core/core_3d_picking \
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core/core_world_screen \
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core/core_custom_logging \
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core/core_drop_files \
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core/core_loading_thread \
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core/core_random_values \
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core/core_scissor_test \
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core/core_smooth_pixelperfect \
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core/core_storage_values \
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core/core_vr_simulator \
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core/core_loading_thread \
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core/core_window_flags \
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core/core_window_letterbox \
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core/core_window_should_close \
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core/core_smooth_pixelperfect \
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core/core_custom_frame_control
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core/core_world_screen
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SHAPES = \
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shapes/shapes_basic_shapes \
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shapes/shapes_bouncing_ball \
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shapes/shapes_colors_palette \
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shapes/shapes_logo_raylib \
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shapes/shapes_logo_raylib_anim \
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shapes/shapes_rectangle_scaling \
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shapes/shapes_lines_bezier \
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shapes/shapes_collision_area \
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shapes/shapes_following_eyes \
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shapes/shapes_colors_palette \
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shapes/shapes_draw_circle_sector \
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shapes/shapes_draw_rectangle_rounded \
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shapes/shapes_draw_ring \
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shapes/shapes_easings_ball_anim \
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shapes/shapes_easings_box_anim \
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shapes/shapes_easings_rectangle_array \
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shapes/shapes_draw_ring \
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shapes/shapes_draw_circle_sector \
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shapes/shapes_draw_rectangle_rounded \
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shapes/shapes_following_eyes \
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shapes/shapes_lines_bezier \
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shapes/shapes_logo_raylib \
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shapes/shapes_logo_raylib_anim \
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shapes/shapes_rectangle_scaling \
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shapes/shapes_splines_drawing \
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shapes/shapes_top_down_lights
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TEXTURES = \
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textures/textures_logo_raylib \
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textures/textures_mouse_painting \
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textures/textures_srcrec_dstrec \
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textures/textures_background_scrolling \
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textures/textures_blend_modes \
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textures/textures_bunnymark \
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textures/textures_draw_tiled \
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textures/textures_fog_of_war \
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textures/textures_gif_player \
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textures/textures_image_drawing \
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textures/textures_image_generation \
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textures/textures_image_loading \
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textures/textures_image_processing \
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textures/textures_image_rotate \
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textures/textures_image_text \
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textures/textures_to_image \
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textures/textures_raw_data \
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textures/textures_particles_blending \
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textures/textures_logo_raylib \
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textures/textures_mouse_painting \
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textures/textures_npatch_drawing \
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textures/textures_background_scrolling \
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textures/textures_particles_blending \
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textures/textures_polygon \
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textures/textures_raw_data \
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textures/textures_sprite_anim \
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textures/textures_sprite_button \
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textures/textures_sprite_explosion \
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textures/textures_srcrec_dstrec \
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textures/textures_svg_loading \
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textures/textures_textured_curve \
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textures/textures_bunnymark \
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textures/textures_blend_modes \
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textures/textures_draw_tiled \
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textures/textures_polygon \
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textures/textures_gif_player \
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textures/textures_fog_of_war \
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textures/textures_svg_loading
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textures/textures_to_image
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TEXT = \
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text/text_raylib_fonts \
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text/text_font_spritefont \
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text/text_font_loading \
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text/text_codepoints_loading \
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text/text_draw_3d \
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text/text_font_filters \
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text/text_font_loading \
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text/text_font_sdf \
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text/text_font_spritefont \
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text/text_format_text \
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text/text_input_box \
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text/text_writing_anim \
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text/text_raylib_fonts \
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text/text_rectangle_bounds \
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text/text_unicode \
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text/text_draw_3d \
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text/text_codepoints_loading
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text/text_writing_anim
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MODELS = \
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models/models_animation \
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@ -528,51 +530,52 @@ MODELS = \
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models/models_draw_cube_texture \
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models/models_first_person_maze \
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models/models_geometric_shapes \
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models/models_mesh_generation \
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models/models_mesh_picking \
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models/models_heightmap \
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models/models_loading \
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models/models_loading_vox \
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models/models_loading_gltf \
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models/models_loading_m3d \
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models/models_loading_vox \
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models/models_mesh_generation \
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models/models_mesh_picking \
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models/models_orthographic_projection \
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models/models_rlgl_solar_system \
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models/models_skybox \
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models/models_yaw_pitch_roll \
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models/models_heightmap \
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models/models_waving_cubes
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models/models_waving_cubes \
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models/models_yaw_pitch_roll
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SHADERS = \
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shaders/shaders_model_shader \
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shaders/shaders_shapes_textures \
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shaders/shaders_custom_uniform \
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shaders/shaders_postprocessing \
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shaders/shaders_palette_switch \
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shaders/shaders_raymarching \
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shaders/shaders_texture_drawing \
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shaders/shaders_texture_waves \
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shaders/shaders_texture_outline \
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shaders/shaders_julia_set \
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shaders/shaders_eratosthenes \
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shaders/shaders_basic_lighting \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_render \
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shaders/shaders_eratosthenes \
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shaders/shaders_fog \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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shaders/shaders_hot_reloading \
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shaders/shaders_hybrid_render \
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shaders/shaders_julia_set \
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shaders/shaders_lightmap \
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shaders/shaders_mesh_instancing \
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shaders/shaders_model_shader \
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shaders/shaders_multi_sample2d \
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shaders/shaders_write_depth \
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shaders/shaders_hybrid_render \
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shaders/shaders_deferred_render
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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shaders/shaders_raymarching \
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shaders/shaders_shapes_textures \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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shaders/shaders_texture_drawing \
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shaders/shaders_texture_outline \
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shaders/shaders_texture_tiling \
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shaders/shaders_texture_waves \
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shaders/shaders_write_depth
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AUDIO = \
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audio/audio_mixed_processor \
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audio/audio_module_playing \
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audio/audio_music_stream \
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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_stream_effects \
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audio/audio_mixed_processor
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audio/audio_stream_effects
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OTHERS = \
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others/easings_testbed \
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@ -334,97 +334,99 @@ endif
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# Define source code object files required
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#------------------------------------------------------------------------------------------------
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CORE = \
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core/core_basic_window \
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core/core_2d_camera \
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core/core_2d_camera_mouse_zoom \
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core/core_2d_camera_platformer \
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core/core_2d_camera_split_screen \
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core/core_3d_camera_first_person \
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core/core_3d_camera_free \
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core/core_3d_camera_mode \
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core/core_3d_camera_split_screen \
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core/core_3d_picking \
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core/core_automation_events \
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core/core_basic_screen_manager \
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core/core_basic_window \
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core/core_custom_frame_control \
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core/core_custom_logging \
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core/core_drop_files \
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core/core_input_gamepad \
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core/core_input_gamepad_info \
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core/core_input_gestures \
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core/core_input_gestures_web \
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core/core_input_keys \
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core/core_input_mouse \
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core/core_input_mouse_wheel \
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core/core_input_gamepad \
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core/core_input_gamepad_info \
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core/core_input_multitouch \
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core/core_input_gestures \
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core/core_input_gestures_web \
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core/core_2d_camera \
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core/core_2d_camera_platformer \
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core/core_2d_camera_mouse_zoom \
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core/core_2d_camera_split_screen \
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core/core_3d_camera_mode \
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core/core_3d_camera_free \
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core/core_3d_camera_first_person \
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core/core_3d_camera_split_screen \
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core/core_3d_picking \
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core/core_world_screen \
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core/core_custom_logging \
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core/core_drop_files \
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core/core_loading_thread \
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core/core_random_values \
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core/core_scissor_test \
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core/core_smooth_pixelperfect \
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core/core_storage_values \
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core/core_vr_simulator \
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core/core_window_flags \
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core/core_window_letterbox \
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core/core_window_should_close \
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core/core_smooth_pixelperfect \
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core/core_custom_frame_control \
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core/core_loading_thread
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core/core_world_screen
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SHAPES = \
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shapes/shapes_basic_shapes \
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shapes/shapes_bouncing_ball \
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shapes/shapes_colors_palette \
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shapes/shapes_logo_raylib \
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shapes/shapes_logo_raylib_anim \
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shapes/shapes_rectangle_scaling \
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shapes/shapes_lines_bezier \
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shapes/shapes_collision_area \
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shapes/shapes_following_eyes \
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shapes/shapes_colors_palette \
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shapes/shapes_draw_circle_sector \
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shapes/shapes_draw_rectangle_rounded \
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shapes/shapes_draw_ring \
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shapes/shapes_easings_ball_anim \
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shapes/shapes_easings_box_anim \
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shapes/shapes_easings_rectangle_array \
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shapes/shapes_draw_ring \
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shapes/shapes_draw_circle_sector \
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shapes/shapes_draw_rectangle_rounded \
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shapes/shapes_following_eyes \
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shapes/shapes_lines_bezier \
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shapes/shapes_logo_raylib \
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shapes/shapes_logo_raylib_anim \
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shapes/shapes_rectangle_scaling \
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shapes/shapes_splines_drawing \
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shapes/shapes_top_down_lights
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TEXTURES = \
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textures/textures_logo_raylib \
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textures/textures_mouse_painting \
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textures/textures_srcrec_dstrec \
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textures/textures_background_scrolling \
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textures/textures_blend_modes \
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textures/textures_bunnymark \
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textures/textures_draw_tiled \
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textures/textures_fog_of_war \
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textures/textures_gif_player \
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textures/textures_image_drawing \
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textures/textures_image_generation \
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textures/textures_image_loading \
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textures/textures_image_processing \
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textures/textures_image_rotate \
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textures/textures_image_text \
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textures/textures_to_image \
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textures/textures_raw_data \
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textures/textures_particles_blending \
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textures/textures_logo_raylib \
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textures/textures_mouse_painting \
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textures/textures_npatch_drawing \
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textures/textures_background_scrolling \
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textures/textures_particles_blending \
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textures/textures_polygon \
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textures/textures_raw_data \
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textures/textures_sprite_anim \
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textures/textures_sprite_button \
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textures/textures_sprite_explosion \
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textures/textures_srcrec_dstrec \
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textures/textures_svg_loading \
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textures/textures_textured_curve \
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textures/textures_bunnymark \
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textures/textures_blend_modes \
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textures/textures_draw_tiled \
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textures/textures_polygon \
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textures/textures_gif_player \
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textures/textures_fog_of_war \
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textures/textures_svg_loading
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textures/textures_to_image
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TEXT = \
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text/text_raylib_fonts \
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text/text_font_spritefont \
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text/text_font_loading \
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text/text_codepoints_loading \
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text/text_draw_3d \
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text/text_font_filters \
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text/text_font_loading \
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text/text_font_sdf \
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text/text_font_spritefont \
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text/text_format_text \
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text/text_input_box \
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text/text_writing_anim \
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text/text_raylib_fonts \
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text/text_rectangle_bounds \
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text/text_unicode \
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text/text_draw_3d \
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text/text_codepoints_loading
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text/text_writing_anim
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MODELS = \
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models/models_animation \
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@ -434,51 +436,52 @@ MODELS = \
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models/models_draw_cube_texture \
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models/models_first_person_maze \
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models/models_geometric_shapes \
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models/models_mesh_generation \
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models/models_mesh_picking \
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models/models_heightmap \
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models/models_loading \
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models/models_loading_vox \
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models/models_loading_gltf \
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models/models_loading_m3d \
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models/models_loading_vox \
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models/models_mesh_generation \
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models/models_mesh_picking \
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models/models_orthographic_projection \
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models/models_rlgl_solar_system \
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models/models_skybox \
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models/models_yaw_pitch_roll \
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models/models_heightmap \
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models/models_waving_cubes
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models/models_waving_cubes \
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models/models_yaw_pitch_roll
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SHADERS = \
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shaders/shaders_model_shader \
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shaders/shaders_shapes_textures \
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shaders/shaders_custom_uniform \
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shaders/shaders_postprocessing \
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shaders/shaders_palette_switch \
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shaders/shaders_raymarching \
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shaders/shaders_texture_drawing \
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shaders/shaders_texture_waves \
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shaders/shaders_texture_outline \
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shaders/shaders_julia_set \
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shaders/shaders_eratosthenes \
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shaders/shaders_basic_lighting \
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shaders/shaders_custom_uniform \
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shaders/shaders_deferred_render \
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shaders/shaders_eratosthenes \
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shaders/shaders_fog \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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shaders/shaders_hot_reloading \
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shaders/shaders_hybrid_render \
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shaders/shaders_julia_set \
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shaders/shaders_lightmap \
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shaders/shaders_mesh_instancing \
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||||
shaders/shaders_model_shader \
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shaders/shaders_multi_sample2d \
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shaders/shaders_write_depth \
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shaders/shaders_hybrid_render \
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shaders/shaders_deferred_render
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shaders/shaders_palette_switch \
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shaders/shaders_postprocessing \
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||||
shaders/shaders_raymarching \
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||||
shaders/shaders_shapes_textures \
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||||
shaders/shaders_simple_mask \
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||||
shaders/shaders_spotlight \
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||||
shaders/shaders_texture_drawing \
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||||
shaders/shaders_texture_outline \
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||||
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 \
|
||||
|
|
|
@ -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
|
||||
|
|
BIN
examples/core/core_automation_events.png
Normal file
BIN
examples/core/core_automation_events.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 KiB |
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
}
|
|
@ -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.
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 89 KiB After Width: | Height: | Size: 79 KiB |
105
examples/shaders/shaders_texture_tiling.c
Normal file
105
examples/shaders/shaders_texture_tiling.c
Normal file
|
@ -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;
|
||||
}
|
BIN
examples/shaders/shaders_texture_tiling.png
Normal file
BIN
examples/shaders/shaders_texture_tiling.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 136 KiB |
|
@ -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);
|
||||
|
|
|
@ -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);
|
||||
|
|
|
@ -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();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue