REVIEWED: Some PRs formating

This commit is contained in:
Ray 2025-04-13 20:55:38 +02:00
parent cb111ad15e
commit cc5739a6d7
11 changed files with 111 additions and 79 deletions

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@ -15,40 +15,12 @@
* *
********************************************************************************************/ ********************************************************************************************/
#include <raylib.h> #include "raylib.h"
#include <raymath.h>
#include "raymath.h"
//------------------------------------------------------------------------------------
// Sound positioning function // Sound positioning function
//------------------------------------------------------------------------------------ static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f / (1.0f + (distance / maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) {
attenuation *= (1.0f + dotProduct * 0.5f);
}
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f * Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
}
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
@ -57,11 +29,12 @@ int main(void)
{ {
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
InitWindow(800, 600, "Quick Spatial Sound"); const int screenWidth = 800;
InitAudioDevice(); const int screenHeight = 450;
SetTargetFPS(60); InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
DisableCursor();
InitAudioDevice();
Sound sound = LoadSound("resources/coin.wav"); Sound sound = LoadSound("resources/coin.wav");
@ -70,7 +43,12 @@ int main(void)
.target = (Vector3) { 0, 0, 0 }, .target = (Vector3) { 0, 0, 0 },
.up = (Vector3) { 0, 1, 0 }, .up = (Vector3) { 0, 1, 0 },
.fovy = 60, .fovy = 60,
.projection = CAMERA_PERSPECTIVE
}; };
DisableCursor();
SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -95,14 +73,14 @@ int main(void)
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
{
ClearBackground(BLACK); ClearBackground(RAYWHITE);
BeginMode3D(camera); BeginMode3D(camera);
DrawGrid(10, 2); DrawGrid(10, 2);
DrawSphere(spherePos, 0.5f, RED); DrawSphere(spherePos, 0.5f, RED);
EndMode3D(); EndMode3D();
}
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }
@ -110,6 +88,36 @@ int main(void)
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadSound(sound); UnloadSound(sound);
CloseAudioDevice(); CloseAudioDevice(); // Close audio device
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}
// Sound positioning function
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f/(1.0f + (distance/maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
} }

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@ -10,12 +10,6 @@ uniform bool flipY;
float nearPlane = 0.1; float nearPlane = 0.1;
float farPlane = 100.0; float farPlane = 100.0;
// Function to linearize depth from non-linear depth buffer
float linearizeDepth(float depth)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main() void main()
{ {
// Handle potential Y-flipping // Handle potential Y-flipping
@ -27,7 +21,7 @@ void main()
float depth = texture2D(depthTexture, texCoord).r; float depth = texture2D(depthTexture, texCoord).r;
// Linearize depth // Linearize depth
float linearDepth = linearizeDepth(depth); float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color // Output final color
gl_FragColor = vec4(vec3(linearDepth), 1.0); gl_FragColor = vec4(vec3(linearDepth), 1.0);

View file

@ -13,24 +13,17 @@ const float farPlane = 100.0;
// Output fragment color // Output fragment color
out vec4 finalColor; out vec4 finalColor;
// Linearizes the depth buffer value
float linearizeDepth(float depth)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main() void main()
{ {
// Handle potential Y-flipping // Handle potential Y-flipping
vec2 texCoord = fragTexCoord; vec2 texCoord = fragTexCoord;
if (flipY) if (flipY) texCoord.y = 1.0 - texCoord.y;
texCoord.y = 1.0 - texCoord.y;
// Sample depth // Sample depth
float depth = texture(depthTexture, texCoord).r; float depth = texture(depthTexture, texCoord).r;
// Linearize depth value // Linearize depth value
float linearDepth = linearizeDepth(depth); float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color // Output final color
finalColor = vec4(vec3(linearDepth), 1.0); finalColor = vec4(vec3(linearDepth), 1.0);

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@ -34,11 +34,11 @@ int main(void)
// Initialization // Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
const int screenWidth = 800; const int screenWidth = 800;
const int screenHeight = 600; const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture"); InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
// Load camera // Init camera
Camera camera = { 0 }; Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 1.0f, 5.0f }; camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
@ -75,25 +75,19 @@ int main(void)
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginTextureMode(target); BeginTextureMode(target);
ClearBackground(WHITE); ClearBackground(WHITE);
BeginMode3D(camera); BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW); DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED); DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
EndMode3D(); EndMode3D();
EndTextureMode(); EndTextureMode();
BeginDrawing(); BeginDrawing();
BeginShaderMode(depthShader); BeginShaderMode(depthShader);
SetShaderValueTexture(depthShader, depthLoc, target.depth); SetShaderValueTexture(depthShader, depthLoc, target.depth);
DrawTexture(target.depth, 0, 0, WHITE); DrawTexture(target.depth, 0, 0, WHITE);
EndShaderMode(); EndShaderMode();
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f)); DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));

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@ -74,7 +74,6 @@ int main(void)
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer) // Draw into our custom render texture (framebuffer)
BeginTextureMode(target); BeginTextureMode(target);
ClearBackground(WHITE); ClearBackground(WHITE);
@ -93,7 +92,6 @@ int main(void)
// Draw into screen our custom render texture // Draw into screen our custom render texture
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE); DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10); DrawFPS(10, 10);
EndDrawing(); EndDrawing();

View file

@ -51,7 +51,7 @@
</ProjectConfiguration> </ProjectConfiguration>
</ItemGroup> </ItemGroup>
<PropertyGroup Label="Globals"> <PropertyGroup Label="Globals">
<ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid> <ProjectGuid>{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}</ProjectGuid>
<Keyword>Win32Proj</Keyword> <Keyword>Win32Proj</Keyword>
<RootNamespace>shaders_view_depth</RootNamespace> <RootNamespace>shaders_view_depth</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion> <WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>

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@ -271,7 +271,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_view_depth", "examples\shaders_view_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_view_depth", "examples\shaders_view_depth.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
EndProject EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}" Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
EndProject EndProject
@ -761,6 +761,30 @@ Global
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{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x86.ActiveCfg = Release|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x86.Build.0 = Release|Win32
{8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64 {8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64 {8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 {8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
@ -3293,6 +3317,30 @@ Global
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{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.ActiveCfg = Release|Win32 {70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.ActiveCfg = Release|Win32
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.Build.0 = Release|Win32 {70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.Build.0 = Release|Win32
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{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64 {3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64 {3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64

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@ -1363,10 +1363,7 @@ void PollInputEvents(void)
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i]; for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Map touch position to mouse position for convenience // Map touch position to mouse position for convenience
if (CORE.Input.Touch.pointCount == 0) if (CORE.Input.Touch.pointCount == 0) CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
{
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
}
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones

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@ -1879,8 +1879,8 @@ void TakeScreenshot(const char *fileName)
// Security check to (partially) avoid malicious code // Security check to (partially) avoid malicious code
if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; } if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
// apply a scale if we are doing HIGHDPI auto-scaling // Apply a scale if we are doing HIGHDPI auto-scaling
Vector2 scale = { 1,1 }; Vector2 scale = { 1.0f, 1.0f };
if (IsWindowState(FLAG_WINDOW_HIGHDPI)) scale = GetWindowScaleDPI(); if (IsWindowState(FLAG_WINDOW_HIGHDPI)) scale = GetWindowScaleDPI();
unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y)); unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));