Merge branch 'master' into master
This commit is contained in:
commit
db4efbce74
11 changed files with 113 additions and 81 deletions
|
@ -15,40 +15,12 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
#include <raymath.h>
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// 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);
|
||||
}
|
||||
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
|
@ -57,11 +29,12 @@ int main(void)
|
|||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(800, 600, "Quick Spatial Sound");
|
||||
InitAudioDevice();
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetTargetFPS(60);
|
||||
DisableCursor();
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
Sound sound = LoadSound("resources/coin.wav");
|
||||
|
||||
|
@ -70,7 +43,12 @@ int main(void)
|
|||
.target = (Vector3) { 0, 0, 0 },
|
||||
.up = (Vector3) { 0, 1, 0 },
|
||||
.fovy = 60,
|
||||
.projection = CAMERA_PERSPECTIVE
|
||||
};
|
||||
|
||||
DisableCursor();
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -83,9 +61,9 @@ int main(void)
|
|||
float th = GetTime();
|
||||
|
||||
Vector3 spherePos = {
|
||||
.x = 5.0f * cosf(th),
|
||||
.x = 5.0f*cosf(th),
|
||||
.y = 0.0f,
|
||||
.z = 5.0f * sinf(th)
|
||||
.z = 5.0f*sinf(th)
|
||||
};
|
||||
|
||||
SetSoundPosition(camera, sound, spherePos, 20.0f);
|
||||
|
@ -95,14 +73,14 @@ int main(void)
|
|||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
{
|
||||
ClearBackground(BLACK);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawGrid(10, 2);
|
||||
DrawSphere(spherePos, 0.5f, RED);
|
||||
EndMode3D();
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
@ -110,6 +88,36 @@ int main(void)
|
|||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(sound);
|
||||
CloseAudioDevice();
|
||||
CloseWindow();
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
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);
|
||||
}
|
Binary file not shown.
Before Width: | Height: | Size: 12 KiB After Width: | Height: | Size: 26 KiB |
|
@ -10,12 +10,6 @@ uniform bool flipY;
|
|||
float nearPlane = 0.1;
|
||||
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()
|
||||
{
|
||||
// Handle potential Y-flipping
|
||||
|
@ -27,7 +21,7 @@ void main()
|
|||
float depth = texture2D(depthTexture, texCoord).r;
|
||||
|
||||
// Linearize depth
|
||||
float linearDepth = linearizeDepth(depth);
|
||||
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
|
||||
|
||||
// Output final color
|
||||
gl_FragColor = vec4(vec3(linearDepth), 1.0);
|
||||
|
|
|
@ -13,24 +13,17 @@ const float farPlane = 100.0;
|
|||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Linearizes the depth buffer value
|
||||
float linearizeDepth(float depth)
|
||||
{
|
||||
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Handle potential Y-flipping
|
||||
vec2 texCoord = fragTexCoord;
|
||||
if (flipY)
|
||||
texCoord.y = 1.0 - texCoord.y;
|
||||
if (flipY) texCoord.y = 1.0 - texCoord.y;
|
||||
|
||||
// Sample depth
|
||||
float depth = texture(depthTexture, texCoord).r;
|
||||
|
||||
// Linearize depth value
|
||||
float linearDepth = linearizeDepth(depth);
|
||||
float linearDepth = (2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
|
||||
|
||||
// Output final color
|
||||
finalColor = vec4(vec3(linearDepth), 1.0);
|
||||
|
|
|
@ -34,11 +34,11 @@ int main(void)
|
|||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 600;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
|
||||
|
||||
// Load camera
|
||||
// Init camera
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
|
@ -75,25 +75,19 @@ int main(void)
|
|||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
|
||||
ClearBackground(WHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
|
||||
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
|
||||
BeginShaderMode(depthShader);
|
||||
|
||||
SetShaderValueTexture(depthShader, depthLoc, target.depth);
|
||||
DrawTexture(target.depth, 0, 0, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));
|
||||
|
|
Binary file not shown.
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 30 KiB |
|
@ -74,7 +74,6 @@ int main(void)
|
|||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
UnloadRenderTexture(target);
|
||||
target = LoadRenderTextureDepthTex(GetScreenWidth(), GetScreenHeight());
|
||||
// Draw into our custom render texture (framebuffer)
|
||||
|
@ -95,7 +94,6 @@ int main(void)
|
|||
// Draw into screen our custom render texture
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)GetScreenWidth(), (float)-GetScreenHeight() }, (Vector2) { 0, 0 }, WHITE);
|
||||
DrawFPS(10, 10);
|
||||
EndDrawing();
|
||||
|
|
|
@ -51,7 +51,7 @@
|
|||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid>
|
||||
<ProjectGuid>{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}</ProjectGuid>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>shaders_view_depth</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
|
|
|
@ -271,7 +271,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
|
||||
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
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
|
||||
EndProject
|
||||
|
@ -761,6 +761,30 @@ Global
|
|||
{0199E349-0701-40BC-8A7F-06A54FFA3E7C}.Release|x64.Build.0 = Release|x64
|
||||
{0199E349-0701-40BC-8A7F-06A54FFA3E7C}.Release|x86.ActiveCfg = Release|Win32
|
||||
{0199E349-0701-40BC-8A7F-06A54FFA3E7C}.Release|x86.Build.0 = Release|Win32
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x64.Build.0 = Debug|x64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x86.Build.0 = Debug|Win32
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x64.ActiveCfg = Release|x64
|
||||
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x64.Build.0 = Release|x64
|
||||
{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.Build.0 = Debug.DLL|ARM64
|
||||
{8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
|
@ -3293,6 +3317,30 @@ Global
|
|||
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x64.Build.0 = Release|x64
|
||||
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.ActiveCfg = Release|Win32
|
||||
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.Build.0 = Release|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x64.Build.0 = Debug|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x86.Build.0 = Debug|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|ARM64.Build.0 = Release|ARM64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x64.ActiveCfg = Release|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x64.Build.0 = Release|x64
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x86.ActiveCfg = Release|Win32
|
||||
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x86.Build.0 = Release|Win32
|
||||
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|ARM64.ActiveCfg = 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
|
||||
|
|
|
@ -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];
|
||||
|
||||
// Map touch position to mouse position for convenience
|
||||
if (CORE.Input.Touch.pointCount == 0)
|
||||
{
|
||||
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
}
|
||||
if (CORE.Input.Touch.pointCount == 0) CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
|
||||
|
||||
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
|
||||
|
|
|
@ -1879,8 +1879,8 @@ void TakeScreenshot(const char *fileName)
|
|||
// Security check to (partially) avoid malicious code
|
||||
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
|
||||
Vector2 scale = { 1,1 };
|
||||
// Apply a scale if we are doing HIGHDPI auto-scaling
|
||||
Vector2 scale = { 1.0f, 1.0f };
|
||||
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));
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue