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263
OTRGui/libs/raylib/examples/others/easings.h
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263
OTRGui/libs/raylib/examples/others/easings.h
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/*******************************************************************************************
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*
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* raylib easings (header only file)
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*
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* Useful easing functions for values animation
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*
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* This header uses:
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* #define EASINGS_STATIC_INLINE // Inlines all functions code, so it runs faster.
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* // This requires lots of memory on system.
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* How to use:
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* The four inputs t,b,c,d are defined as follows:
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* t = current time (in any unit measure, but same unit as duration)
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* b = starting value to interpolate
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* c = the total change in value of b that needs to occur
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* d = total time it should take to complete (duration)
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*
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* Example:
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*
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* int currentTime = 0;
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* int duration = 100;
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* float startPositionX = 0.0f;
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* float finalPositionX = 30.0f;
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* float currentPositionX = startPositionX;
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*
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* while (currentPositionX < finalPositionX)
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* {
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* currentPositionX = EaseSineIn(currentTime, startPositionX, finalPositionX - startPositionX, duration);
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* currentTime++;
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* }
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*
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* A port of Robert Penner's easing equations to C (http://robertpenner.com/easing/)
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*
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* Robert Penner License
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* ---------------------------------------------------------------------------------
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* Open source under the BSD License.
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*
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* Copyright (c) 2001 Robert Penner. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
|
||||
*
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||||
* - Redistributions of source code must retain the above copyright notice,
|
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* this list of conditions and the following disclaimer.
|
||||
* - Redistributions in binary form must reproduce the above copyright notice,
|
||||
* this list of conditions and the following disclaimer in the documentation
|
||||
* and/or other materials provided with the distribution.
|
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* - Neither the name of the author nor the names of contributors may be used
|
||||
* to endorse or promote products derived from this software without specific
|
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
|
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
* IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
|
||||
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
|
||||
* BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
||||
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
||||
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE
|
||||
* OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
|
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* OF THE POSSIBILITY OF SUCH DAMAGE.
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* ---------------------------------------------------------------------------------
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*
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* Copyright (c) 2015 Ramon Santamaria
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
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||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
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* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef EASINGS_H
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#define EASINGS_H
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#define EASINGS_STATIC_INLINE // NOTE: By default, compile functions as static inline
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#if defined(EASINGS_STATIC_INLINE)
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#define EASEDEF static inline
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#else
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#define EASEDEF extern
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#endif
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#include <math.h> // Required for: sinf(), cosf(), sqrt(), pow()
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#ifndef PI
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#define PI 3.14159265358979323846f //Required as PI is not always defined in math.h
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#endif
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|
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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// Linear Easing functions
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EASEDEF float EaseLinearNone(float t, float b, float c, float d) { return (c*t/d + b); }
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EASEDEF float EaseLinearIn(float t, float b, float c, float d) { return (c*t/d + b); }
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EASEDEF float EaseLinearOut(float t, float b, float c, float d) { return (c*t/d + b); }
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EASEDEF float EaseLinearInOut(float t,float b, float c, float d) { return (c*t/d + b); }
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|
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// Sine Easing functions
|
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EASEDEF float EaseSineIn(float t, float b, float c, float d) { return (-c*cosf(t/d*(PI/2.0f)) + c + b); }
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EASEDEF float EaseSineOut(float t, float b, float c, float d) { return (c*sinf(t/d*(PI/2.0f)) + b); }
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EASEDEF float EaseSineInOut(float t, float b, float c, float d) { return (-c/2.0f*(cosf(PI*t/d) - 1.0f) + b); }
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// Circular Easing functions
|
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EASEDEF float EaseCircIn(float t, float b, float c, float d) { t /= d; return (-c*(sqrtf(1.0f - t*t) - 1.0f) + b); }
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EASEDEF float EaseCircOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*sqrtf(1.0f - t*t) + b); }
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EASEDEF float EaseCircInOut(float t, float b, float c, float d)
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{
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if ((t/=d/2.0f) < 1.0f) return (-c/2.0f*(sqrtf(1.0f - t*t) - 1.0f) + b);
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t -= 2.0f; return (c/2.0f*(sqrtf(1.0f - t*t) + 1.0f) + b);
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}
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// Cubic Easing functions
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EASEDEF float EaseCubicIn(float t, float b, float c, float d) { t /= d; return (c*t*t*t + b); }
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EASEDEF float EaseCubicOut(float t, float b, float c, float d) { t = t/d - 1.0f; return (c*(t*t*t + 1.0f) + b); }
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EASEDEF float EaseCubicInOut(float t, float b, float c, float d)
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{
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if ((t/=d/2.0f) < 1.0f) return (c/2.0f*t*t*t + b);
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t -= 2.0f; return (c/2.0f*(t*t*t + 2.0f) + b);
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}
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// Quadratic Easing functions
|
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EASEDEF float EaseQuadIn(float t, float b, float c, float d) { t /= d; return (c*t*t + b); }
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EASEDEF float EaseQuadOut(float t, float b, float c, float d) { t /= d; return (-c*t*(t - 2.0f) + b); }
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EASEDEF float EaseQuadInOut(float t, float b, float c, float d)
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{
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if ((t/=d/2) < 1) return (((c/2)*(t*t)) + b);
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return (-c/2.0f*(((t - 1.0f)*(t - 3.0f)) - 1.0f) + b);
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}
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// Exponential Easing functions
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EASEDEF float EaseExpoIn(float t, float b, float c, float d) { return (t == 0.0f) ? b : (c * powf(2.0f, 10.0f*(t/d - 1.0f)) + b); }
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EASEDEF float EaseExpoOut(float t, float b, float c, float d) { return (t == d) ? (b + c) : (c * (-powf(2.0f, -10.0f*t/d) + 1.0f) + b); }
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EASEDEF float EaseExpoInOut(float t, float b, float c, float d)
|
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{
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if (t == 0.0f) return b;
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if (t == d) return (b + c);
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if ((t/=d/2.0f) < 1.0f) return (c/2.0f* powf(2.0f, 10.0f*(t - 1.0f)) + b);
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return (c/2.0f*(-powf(2.0f, -10.0f*(t - 1.0f)) + 2.0f) + b);
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}
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||||
|
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// Back Easing functions
|
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EASEDEF float EaseBackIn(float t, float b, float c, float d)
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||||
{
|
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float s = 1.70158f;
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float postFix = t/=d;
|
||||
return (c*(postFix)*t*((s + 1.0f)*t - s) + b);
|
||||
}
|
||||
|
||||
EASEDEF float EaseBackOut(float t, float b, float c, float d)
|
||||
{
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float s = 1.70158f;
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t = t/d - 1.0f;
|
||||
return (c*(t*t*((s + 1.0f)*t + s) + 1.0f) + b);
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}
|
||||
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EASEDEF float EaseBackInOut(float t, float b, float c, float d)
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||||
{
|
||||
float s = 1.70158f;
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if ((t/=d/2.0f) < 1.0f)
|
||||
{
|
||||
s *= 1.525f;
|
||||
return (c/2.0f*(t*t*((s + 1.0f)*t - s)) + b);
|
||||
}
|
||||
|
||||
float postFix = t-=2.0f;
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||||
s *= 1.525f;
|
||||
return (c/2.0f*((postFix)*t*((s + 1.0f)*t + s) + 2.0f) + b);
|
||||
}
|
||||
|
||||
// Bounce Easing functions
|
||||
EASEDEF float EaseBounceOut(float t, float b, float c, float d)
|
||||
{
|
||||
if ((t/=d) < (1.0f/2.75f))
|
||||
{
|
||||
return (c*(7.5625f*t*t) + b);
|
||||
}
|
||||
else if (t < (2.0f/2.75f))
|
||||
{
|
||||
float postFix = t-=(1.5f/2.75f);
|
||||
return (c*(7.5625f*(postFix)*t + 0.75f) + b);
|
||||
}
|
||||
else if (t < (2.5/2.75))
|
||||
{
|
||||
float postFix = t-=(2.25f/2.75f);
|
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return (c*(7.5625f*(postFix)*t + 0.9375f) + b);
|
||||
}
|
||||
else
|
||||
{
|
||||
float postFix = t-=(2.625f/2.75f);
|
||||
return (c*(7.5625f*(postFix)*t + 0.984375f) + b);
|
||||
}
|
||||
}
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||||
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EASEDEF float EaseBounceIn(float t, float b, float c, float d) { return (c - EaseBounceOut(d - t, 0.0f, c, d) + b); }
|
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EASEDEF float EaseBounceInOut(float t, float b, float c, float d)
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{
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if (t < d/2.0f) return (EaseBounceIn(t*2.0f, 0.0f, c, d)*0.5f + b);
|
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else return (EaseBounceOut(t*2.0f - d, 0.0f, c, d)*0.5f + c*0.5f + b);
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}
|
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// Elastic Easing functions
|
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EASEDEF float EaseElasticIn(float t, float b, float c, float d)
|
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{
|
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if (t == 0.0f) return b;
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if ((t/=d) == 1.0f) return (b + c);
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float p = d*0.3f;
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float a = c;
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float s = p/4.0f;
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float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
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|
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return (-(postFix*sinf((t*d-s)*(2.0f*PI)/p )) + b);
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}
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||||
|
||||
EASEDEF float EaseElasticOut(float t, float b, float c, float d)
|
||||
{
|
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if (t == 0.0f) return b;
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if ((t/=d) == 1.0f) return (b + c);
|
||||
|
||||
float p = d*0.3f;
|
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float a = c;
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float s = p/4.0f;
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||||
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return (a*powf(2.0f,-10.0f*t)*sinf((t*d-s)*(2.0f*PI)/p) + c + b);
|
||||
}
|
||||
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||||
EASEDEF float EaseElasticInOut(float t, float b, float c, float d)
|
||||
{
|
||||
if (t == 0.0f) return b;
|
||||
if ((t/=d/2.0f) == 2.0f) return (b + c);
|
||||
|
||||
float p = d*(0.3f*1.5f);
|
||||
float a = c;
|
||||
float s = p/4.0f;
|
||||
|
||||
if (t < 1.0f)
|
||||
{
|
||||
float postFix = a*powf(2.0f, 10.0f*(t-=1.0f));
|
||||
return -0.5f*(postFix*sinf((t*d-s)*(2.0f*PI)/p)) + b;
|
||||
}
|
||||
|
||||
float postFix = a*powf(2.0f, -10.0f*(t-=1.0f));
|
||||
|
||||
return (postFix*sinf((t*d-s)*(2.0f*PI)/p)*0.5f + c + b);
|
||||
}
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // EASINGS_H
|
227
OTRGui/libs/raylib/examples/others/easings_testbed.c
Normal file
227
OTRGui/libs/raylib/examples/others/easings_testbed.c
Normal file
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/*******************************************************************************************
|
||||
*
|
||||
* raylib [easings] example - Easings Testbed
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Juan Miguel López (@flashback-fx) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Juan Miguel López (@flashback-fx ) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include <raylib.h>
|
||||
|
||||
#include "easings.h"
|
||||
|
||||
#define FONT_SIZE 20
|
||||
|
||||
#define D_STEP 20.0f
|
||||
#define D_STEP_FINE 2.0f
|
||||
#define D_MIN 1.0f
|
||||
#define D_MAX 10000.0f
|
||||
|
||||
// Easing types
|
||||
enum EasingTypes {
|
||||
EASE_LINEAR_NONE = 0,
|
||||
EASE_LINEAR_IN,
|
||||
EASE_LINEAR_OUT,
|
||||
EASE_LINEAR_IN_OUT,
|
||||
EASE_SINE_IN,
|
||||
EASE_SINE_OUT,
|
||||
EASE_SINE_IN_OUT,
|
||||
EASE_CIRC_IN,
|
||||
EASE_CIRC_OUT,
|
||||
EASE_CIRC_IN_OUT,
|
||||
EASE_CUBIC_IN,
|
||||
EASE_CUBIC_OUT,
|
||||
EASE_CUBIC_IN_OUT,
|
||||
EASE_QUAD_IN,
|
||||
EASE_QUAD_OUT,
|
||||
EASE_QUAD_IN_OUT,
|
||||
EASE_EXPO_IN,
|
||||
EASE_EXPO_OUT,
|
||||
EASE_EXPO_IN_OUT,
|
||||
EASE_BACK_IN,
|
||||
EASE_BACK_OUT,
|
||||
EASE_BACK_IN_OUT,
|
||||
EASE_BOUNCE_OUT,
|
||||
EASE_BOUNCE_IN,
|
||||
EASE_BOUNCE_IN_OUT,
|
||||
EASE_ELASTIC_IN,
|
||||
EASE_ELASTIC_OUT,
|
||||
EASE_ELASTIC_IN_OUT,
|
||||
NUM_EASING_TYPES,
|
||||
EASING_NONE = NUM_EASING_TYPES
|
||||
};
|
||||
|
||||
|
||||
static float NoEase(float t, float b, float c, float d); // NoEase function declaration, function used when "no easing" is selected for any axis
|
||||
|
||||
|
||||
// Easing functions reference data
|
||||
static const struct {
|
||||
const char *name;
|
||||
float (*func)(float, float, float, float);
|
||||
} Easings[] = {
|
||||
[EASE_LINEAR_NONE] = { .name = "EaseLinearNone", .func = EaseLinearNone },
|
||||
[EASE_LINEAR_IN] = { .name = "EaseLinearIn", .func = EaseLinearIn },
|
||||
[EASE_LINEAR_OUT] = { .name = "EaseLinearOut", .func = EaseLinearOut },
|
||||
[EASE_LINEAR_IN_OUT] = { .name = "EaseLinearInOut", .func = EaseLinearInOut },
|
||||
[EASE_SINE_IN] = { .name = "EaseSineIn", .func = EaseSineIn },
|
||||
[EASE_SINE_OUT] = { .name = "EaseSineOut", .func = EaseSineOut },
|
||||
[EASE_SINE_IN_OUT] = { .name = "EaseSineInOut", .func = EaseSineInOut },
|
||||
[EASE_CIRC_IN] = { .name = "EaseCircIn", .func = EaseCircIn },
|
||||
[EASE_CIRC_OUT] = { .name = "EaseCircOut", .func = EaseCircOut },
|
||||
[EASE_CIRC_IN_OUT] = { .name = "EaseCircInOut", .func = EaseCircInOut },
|
||||
[EASE_CUBIC_IN] = { .name = "EaseCubicIn", .func = EaseCubicIn },
|
||||
[EASE_CUBIC_OUT] = { .name = "EaseCubicOut", .func = EaseCubicOut },
|
||||
[EASE_CUBIC_IN_OUT] = { .name = "EaseCubicInOut", .func = EaseCubicInOut },
|
||||
[EASE_QUAD_IN] = { .name = "EaseQuadIn", .func = EaseQuadIn },
|
||||
[EASE_QUAD_OUT] = { .name = "EaseQuadOut", .func = EaseQuadOut },
|
||||
[EASE_QUAD_IN_OUT] = { .name = "EaseQuadInOut", .func = EaseQuadInOut },
|
||||
[EASE_EXPO_IN] = { .name = "EaseExpoIn", .func = EaseExpoIn },
|
||||
[EASE_EXPO_OUT] = { .name = "EaseExpoOut", .func = EaseExpoOut },
|
||||
[EASE_EXPO_IN_OUT] = { .name = "EaseExpoInOut", .func = EaseExpoInOut },
|
||||
[EASE_BACK_IN] = { .name = "EaseBackIn", .func = EaseBackIn },
|
||||
[EASE_BACK_OUT] = { .name = "EaseBackOut", .func = EaseBackOut },
|
||||
[EASE_BACK_IN_OUT] = { .name = "EaseBackInOut", .func = EaseBackInOut },
|
||||
[EASE_BOUNCE_OUT] = { .name = "EaseBounceOut", .func = EaseBounceOut },
|
||||
[EASE_BOUNCE_IN] = { .name = "EaseBounceIn", .func = EaseBounceIn },
|
||||
[EASE_BOUNCE_IN_OUT] = { .name = "EaseBounceInOut", .func = EaseBounceInOut },
|
||||
[EASE_ELASTIC_IN] = { .name = "EaseElasticIn", .func = EaseElasticIn },
|
||||
[EASE_ELASTIC_OUT] = { .name = "EaseElasticOut", .func = EaseElasticOut },
|
||||
[EASE_ELASTIC_IN_OUT] = { .name = "EaseElasticInOut", .func = EaseElasticInOut },
|
||||
[EASING_NONE] = { .name = "None", .func = NoEase },
|
||||
};
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [easings] example - easings testbed");
|
||||
|
||||
Vector2 ballPosition = { 100.0f, 200.0f };
|
||||
|
||||
float t = 0.0f; // Current time (in any unit measure, but same unit as duration)
|
||||
float d = 300.0f; // Total time it should take to complete (duration)
|
||||
bool paused = true;
|
||||
bool boundedT = true; // If true, t will stop when d >= td, otherwise t will keep adding td to its value every loop
|
||||
|
||||
int easingX = EASING_NONE; // Easing selected for x axis
|
||||
int easingY = EASING_NONE; // Easing selected for y axis
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_T)) boundedT = !boundedT;
|
||||
|
||||
// Choose easing for the X axis
|
||||
if (IsKeyPressed(KEY_RIGHT))
|
||||
{
|
||||
easingX++;
|
||||
|
||||
if (easingX > EASING_NONE) easingX = 0;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_LEFT))
|
||||
{
|
||||
if (easingX == 0) easingX = EASING_NONE;
|
||||
else easingX--;
|
||||
}
|
||||
|
||||
// Choose easing for the Y axis
|
||||
if (IsKeyPressed(KEY_DOWN))
|
||||
{
|
||||
easingY++;
|
||||
|
||||
if (easingY > EASING_NONE) easingY = 0;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_UP))
|
||||
{
|
||||
if (easingY == 0) easingY = EASING_NONE;
|
||||
else easingY--;
|
||||
}
|
||||
|
||||
// Change d (duration) value
|
||||
if (IsKeyPressed(KEY_W) && d < D_MAX - D_STEP) d += D_STEP;
|
||||
else if (IsKeyPressed(KEY_Q) && d > D_MIN + D_STEP) d -= D_STEP;
|
||||
|
||||
if (IsKeyDown(KEY_S) && d < D_MAX - D_STEP_FINE) d += D_STEP_FINE;
|
||||
else if (IsKeyDown(KEY_A) && d > D_MIN + D_STEP_FINE) d -= D_STEP_FINE;
|
||||
|
||||
// Play, pause and restart controls
|
||||
if (IsKeyPressed(KEY_SPACE) || IsKeyPressed(KEY_T) ||
|
||||
IsKeyPressed(KEY_RIGHT) || IsKeyPressed(KEY_LEFT) ||
|
||||
IsKeyPressed(KEY_DOWN) || IsKeyPressed(KEY_UP) ||
|
||||
IsKeyPressed(KEY_W) || IsKeyPressed(KEY_Q) ||
|
||||
IsKeyDown(KEY_S) || IsKeyDown(KEY_A) ||
|
||||
(IsKeyPressed(KEY_ENTER) && (boundedT == true) && (t >= d)))
|
||||
{
|
||||
t = 0.0f;
|
||||
ballPosition.x = 100.0f;
|
||||
ballPosition.y = 100.0f;
|
||||
paused = true;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ENTER)) paused = !paused;
|
||||
|
||||
// Movement computation
|
||||
if (!paused && ((boundedT && t < d) || !boundedT))
|
||||
{
|
||||
ballPosition.x = Easings[easingX].func(t, 100.0f, 700.0f - 100.0f, d);
|
||||
ballPosition.y = Easings[easingY].func(t, 100.0f, 400.0f - 100.0f, d);
|
||||
t += 1.0f;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw information text
|
||||
DrawText(TextFormat("Easing x: %s", Easings[easingX].name), 0, FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("Easing y: %s", Easings[easingY].name), 0, FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText(TextFormat("t (%c) = %.2f d = %.2f", (boundedT == true)? 'b' : 'u', t, d), 0, FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
|
||||
|
||||
// Draw instructions text
|
||||
DrawText("Use ENTER to play or pause movement, use SPACE to restart", 0, GetScreenHeight() - FONT_SIZE*2, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText("Use D and W or A and S keys to change duration", 0, GetScreenHeight() - FONT_SIZE*3, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText("Use LEFT or RIGHT keys to choose easing for the x axis", 0, GetScreenHeight() - FONT_SIZE*4, FONT_SIZE, LIGHTGRAY);
|
||||
DrawText("Use UP or DOWN keys to choose easing for the y axis", 0, GetScreenHeight() - FONT_SIZE*5, FONT_SIZE, LIGHTGRAY);
|
||||
|
||||
// Draw ball
|
||||
DrawCircleV(ballPosition, 16.0f, MAROON);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// NoEase function, used when "no easing" is selected for any axis. It just ignores all parameters besides b.
|
||||
static float NoEase(float t, float b, float c, float d)
|
||||
{
|
||||
float burn = t + b + c + d; // Hack to avoid compiler warning (about unused variables)
|
||||
d += burn;
|
||||
|
||||
return b;
|
||||
}
|
103
OTRGui/libs/raylib/examples/others/embedded_files_loading.c
Normal file
103
OTRGui/libs/raylib/examples/others/embedded_files_loading.c
Normal file
|
@ -0,0 +1,103 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [others] example - Embedded files loading (Wave and Image)
|
||||
*
|
||||
* This example has been created using raylib 3.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Kristian Holmgren (@defutura) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2020 Kristian Holmgren (@defutura) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "resources/audio_data.h" // Wave file exported with ExportWaveAsCode()
|
||||
#include "resources/image_data.h" // Image file exported with ExportImageAsCode()
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [others] example - embedded files loading");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
// Loaded in CPU memory (RAM) from header file (audio_data.h)
|
||||
// Same as: Wave wave = LoadWave("sound.wav");
|
||||
Wave wave = {
|
||||
.data = AUDIO_DATA,
|
||||
.frameCount = AUDIO_FRAME_COUNT,
|
||||
.sampleRate = AUDIO_SAMPLE_RATE,
|
||||
.sampleSize = AUDIO_SAMPLE_SIZE,
|
||||
.channels = AUDIO_CHANNELS
|
||||
};
|
||||
|
||||
// Wave converted to Sound to be played
|
||||
Sound sound = LoadSoundFromWave(wave);
|
||||
|
||||
// With a Wave loaded from file, after Sound is loaded, we can unload Wave
|
||||
// but in our case, Wave is embedded in executable, in program .data segment
|
||||
// we can not (and should not) try to free that private memory region
|
||||
//UnloadWave(wave); // Do not unload wave data!
|
||||
|
||||
// Loaded in CPU memory (RAM) from header file (image_data.h)
|
||||
// Same as: Image image = LoadImage("raylib_logo.png");
|
||||
Image image = {
|
||||
.data = IMAGE_DATA,
|
||||
.width = IMAGE_WIDTH,
|
||||
.height = IMAGE_HEIGHT,
|
||||
.format = IMAGE_FORMAT,
|
||||
.mipmaps = 1
|
||||
};
|
||||
|
||||
// Image converted to Texture (VRAM) to be drawn
|
||||
Texture2D texture = LoadTextureFromImage(image);
|
||||
|
||||
// With an Image loaded from file, after Texture is loaded, we can unload Image
|
||||
// but in our case, Image is embedded in executable, in program .data segment
|
||||
// we can not (and should not) try to free that private memory region
|
||||
//UnloadImage(image); // Do not unload image data!
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KEY_SPACE)) PlaySound(sound); // Play sound
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, 40, WHITE);
|
||||
|
||||
DrawText("raylib logo and sound loaded from header files", 65, 320, 20, LIGHTGRAY);
|
||||
DrawText("Press SPACE to PLAY the sound!", 200, 360, 20, LIGHTGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(sound); // Unload sound from VRAM
|
||||
UnloadTexture(texture); // Unload texture from VRAM
|
||||
|
||||
CloseAudioDevice(); // Close audio device
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
5538
OTRGui/libs/raylib/examples/others/external/include/GLFW/glfw3.h
vendored
Normal file
5538
OTRGui/libs/raylib/examples/others/external/include/GLFW/glfw3.h
vendored
Normal file
File diff suppressed because it is too large
Load diff
572
OTRGui/libs/raylib/examples/others/external/include/GLFW/glfw3native.h
vendored
Normal file
572
OTRGui/libs/raylib/examples/others/external/include/GLFW/glfw3native.h
vendored
Normal file
|
@ -0,0 +1,572 @@
|
|||
/*************************************************************************
|
||||
* GLFW 3.3 - www.glfw.org
|
||||
* A library for OpenGL, window and input
|
||||
*------------------------------------------------------------------------
|
||||
* Copyright (c) 2002-2006 Marcus Geelnard
|
||||
* Copyright (c) 2006-2016 Camilla Löwy <elmindreda@glfw.org>
|
||||
*
|
||||
* This software is provided 'as-is', without any express or implied
|
||||
* warranty. In no event will the authors be held liable for any damages
|
||||
* arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose,
|
||||
* including commercial applications, and to alter it and redistribute it
|
||||
* freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not
|
||||
* claim that you wrote the original software. If you use this software
|
||||
* in a product, an acknowledgment in the product documentation would
|
||||
* be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not
|
||||
* be misrepresented as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source
|
||||
* distribution.
|
||||
*
|
||||
*************************************************************************/
|
||||
|
||||
#ifndef _glfw3_native_h_
|
||||
#define _glfw3_native_h_
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" {
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Doxygen documentation
|
||||
*************************************************************************/
|
||||
|
||||
/*! @file glfw3native.h
|
||||
* @brief The header of the native access functions.
|
||||
*
|
||||
* This is the header file of the native access functions. See @ref native for
|
||||
* more information.
|
||||
*/
|
||||
/*! @defgroup native Native access
|
||||
* @brief Functions related to accessing native handles.
|
||||
*
|
||||
* **By using the native access functions you assert that you know what you're
|
||||
* doing and how to fix problems caused by using them. If you don't, you
|
||||
* shouldn't be using them.**
|
||||
*
|
||||
* Before the inclusion of @ref glfw3native.h, you may define zero or more
|
||||
* window system API macro and zero or more context creation API macros.
|
||||
*
|
||||
* The chosen backends must match those the library was compiled for. Failure
|
||||
* to do this will cause a link-time error.
|
||||
*
|
||||
* The available window API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WIN32`
|
||||
* * `GLFW_EXPOSE_NATIVE_COCOA`
|
||||
* * `GLFW_EXPOSE_NATIVE_X11`
|
||||
* * `GLFW_EXPOSE_NATIVE_WAYLAND`
|
||||
* * `GLFW_EXPOSE_NATIVE_MIR`
|
||||
*
|
||||
* The available context API macros are:
|
||||
* * `GLFW_EXPOSE_NATIVE_WGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_NSGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_GLX`
|
||||
* * `GLFW_EXPOSE_NATIVE_EGL`
|
||||
* * `GLFW_EXPOSE_NATIVE_OSMESA`
|
||||
*
|
||||
* These macros select which of the native access functions that are declared
|
||||
* and which platform-specific headers to include. It is then up your (by
|
||||
* definition platform-specific) code to handle which of these should be
|
||||
* defined.
|
||||
*/
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* System headers and types
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
// This is a workaround for the fact that glfw3.h needs to export APIENTRY (for
|
||||
// example to allow applications to correctly declare a GL_ARB_debug_output
|
||||
// callback) but windows.h assumes no one will define APIENTRY before it does
|
||||
#if defined(GLFW_APIENTRY_DEFINED)
|
||||
#undef APIENTRY
|
||||
#undef GLFW_APIENTRY_DEFINED
|
||||
#endif
|
||||
#include <windows.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
#include <ApplicationServices/ApplicationServices.h>
|
||||
#if defined(__OBJC__)
|
||||
#import <Cocoa/Cocoa.h>
|
||||
#else
|
||||
typedef void* id;
|
||||
#endif
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/extensions/Xrandr.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
#include <wayland-client.h>
|
||||
#elif defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
#include <mir_toolkit/mir_client_library.h>
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/* WGL is declared by windows.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/* NSGL is declared by Cocoa.h */
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
#include <GL/glx.h>
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
#include <EGL/egl.h>
|
||||
#endif
|
||||
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
|
||||
#include <GL/osmesa.h>
|
||||
#endif
|
||||
|
||||
|
||||
/*************************************************************************
|
||||
* Functions
|
||||
*************************************************************************/
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WIN32)
|
||||
/*! @brief Returns the adapter device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded adapter device name (for example `\\.\DISPLAY1`)
|
||||
* of the specified monitor, or `NULL` if an [error](@ref error_handling)
|
||||
* occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the display device name of the specified monitor.
|
||||
*
|
||||
* @return The UTF-8 encoded display device name (for example
|
||||
* `\\.\DISPLAY1\Monitor0`) of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetWin32Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `HWND` of the specified window.
|
||||
*
|
||||
* @return The `HWND` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HWND glfwGetWin32Window(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WGL)
|
||||
/*! @brief Returns the `HGLRC` of the specified window.
|
||||
*
|
||||
* @return The `HGLRC` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI HGLRC glfwGetWGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_COCOA)
|
||||
/*! @brief Returns the `CGDirectDisplayID` of the specified monitor.
|
||||
*
|
||||
* @return The `CGDirectDisplayID` of the specified monitor, or
|
||||
* `kCGNullDirectDisplay` if an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI CGDirectDisplayID glfwGetCocoaMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `NSWindow` of the specified window.
|
||||
*
|
||||
* @return The `NSWindow` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetCocoaWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_NSGL)
|
||||
/*! @brief Returns the `NSOpenGLContext` of the specified window.
|
||||
*
|
||||
* @return The `NSOpenGLContext` of the specified window, or `nil` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI id glfwGetNSGLContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_X11)
|
||||
/*! @brief Returns the `Display` used by GLFW.
|
||||
*
|
||||
* @return The `Display` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Display* glfwGetX11Display(void);
|
||||
|
||||
/*! @brief Returns the `RRCrtc` of the specified monitor.
|
||||
*
|
||||
* @return The `RRCrtc` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RRCrtc glfwGetX11Adapter(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `RROutput` of the specified monitor.
|
||||
*
|
||||
* @return The `RROutput` of the specified monitor, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.1.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI RROutput glfwGetX11Monitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `Window` of the specified window.
|
||||
*
|
||||
* @return The `Window` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI Window glfwGetX11Window(GLFWwindow* window);
|
||||
|
||||
/*! @brief Sets the current primary selection to the specified string.
|
||||
*
|
||||
* @param[in] string A UTF-8 encoded string.
|
||||
*
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
|
||||
* GLFW_PLATFORM_ERROR.
|
||||
*
|
||||
* @pointer_lifetime The specified string is copied before this function
|
||||
* returns.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
* @sa @ref clipboard
|
||||
* @sa glfwGetX11SelectionString
|
||||
* @sa glfwSetClipboardString
|
||||
*
|
||||
* @since Added in version 3.3.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI void glfwSetX11SelectionString(const char* string);
|
||||
|
||||
/*! @brief Returns the contents of the current primary selection as a string.
|
||||
*
|
||||
* If the selection is empty or if its contents cannot be converted, `NULL`
|
||||
* is returned and a @ref GLFW_FORMAT_UNAVAILABLE error is generated.
|
||||
*
|
||||
* @return The contents of the selection as a UTF-8 encoded string, or `NULL`
|
||||
* if an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
|
||||
* GLFW_PLATFORM_ERROR.
|
||||
*
|
||||
* @pointer_lifetime The returned string is allocated and freed by GLFW. You
|
||||
* should not free it yourself. It is valid until the next call to @ref
|
||||
* glfwGetX11SelectionString or @ref glfwSetX11SelectionString, or until the
|
||||
* library is terminated.
|
||||
*
|
||||
* @thread_safety This function must only be called from the main thread.
|
||||
*
|
||||
* @sa @ref clipboard
|
||||
* @sa glfwSetX11SelectionString
|
||||
* @sa glfwGetClipboardString
|
||||
*
|
||||
* @since Added in version 3.3.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI const char* glfwGetX11SelectionString(void);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_GLX)
|
||||
/*! @brief Returns the `GLXContext` of the specified window.
|
||||
*
|
||||
* @return The `GLXContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXContext glfwGetGLXContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `GLXWindow` of the specified window.
|
||||
*
|
||||
* @return The `GLXWindow` of the specified window, or `None` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI GLXWindow glfwGetGLXWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_WAYLAND)
|
||||
/*! @brief Returns the `struct wl_display*` used by GLFW.
|
||||
*
|
||||
* @return The `struct wl_display*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_display* glfwGetWaylandDisplay(void);
|
||||
|
||||
/*! @brief Returns the `struct wl_output*` of the specified monitor.
|
||||
*
|
||||
* @return The `struct wl_output*` of the specified monitor, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_output* glfwGetWaylandMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the main `struct wl_surface*` of the specified window.
|
||||
*
|
||||
* @return The main `struct wl_surface*` of the specified window, or `NULL` if
|
||||
* an [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI struct wl_surface* glfwGetWaylandWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_MIR)
|
||||
/*! @brief Returns the `MirConnection*` used by GLFW.
|
||||
*
|
||||
* @return The `MirConnection*` used by GLFW, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirConnection* glfwGetMirDisplay(void);
|
||||
|
||||
/*! @brief Returns the Mir output ID of the specified monitor.
|
||||
*
|
||||
* @return The Mir output ID of the specified monitor, or zero if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI int glfwGetMirMonitor(GLFWmonitor* monitor);
|
||||
|
||||
/*! @brief Returns the `MirWindow*` of the specified window.
|
||||
*
|
||||
* @return The `MirWindow*` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.2.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI MirWindow* glfwGetMirWindow(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_EGL)
|
||||
/*! @brief Returns the `EGLDisplay` used by GLFW.
|
||||
*
|
||||
* @return The `EGLDisplay` used by GLFW, or `EGL_NO_DISPLAY` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLDisplay glfwGetEGLDisplay(void);
|
||||
|
||||
/*! @brief Returns the `EGLContext` of the specified window.
|
||||
*
|
||||
* @return The `EGLContext` of the specified window, or `EGL_NO_CONTEXT` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLContext glfwGetEGLContext(GLFWwindow* window);
|
||||
|
||||
/*! @brief Returns the `EGLSurface` of the specified window.
|
||||
*
|
||||
* @return The `EGLSurface` of the specified window, or `EGL_NO_SURFACE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.0.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI EGLSurface glfwGetEGLSurface(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#if defined(GLFW_EXPOSE_NATIVE_OSMESA)
|
||||
/*! @brief Retrieves the color buffer associated with the specified window.
|
||||
*
|
||||
* @param[in] window The window whose color buffer to retrieve.
|
||||
* @param[out] width Where to store the width of the color buffer, or `NULL`.
|
||||
* @param[out] height Where to store the height of the color buffer, or `NULL`.
|
||||
* @param[out] format Where to store the OSMesa pixel format of the color
|
||||
* buffer, or `NULL`.
|
||||
* @param[out] buffer Where to store the address of the color buffer, or
|
||||
* `NULL`.
|
||||
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.3.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI int glfwGetOSMesaColorBuffer(GLFWwindow* window, int* width, int* height, int* format, void** buffer);
|
||||
|
||||
/*! @brief Retrieves the depth buffer associated with the specified window.
|
||||
*
|
||||
* @param[in] window The window whose depth buffer to retrieve.
|
||||
* @param[out] width Where to store the width of the depth buffer, or `NULL`.
|
||||
* @param[out] height Where to store the height of the depth buffer, or `NULL`.
|
||||
* @param[out] bytesPerValue Where to store the number of bytes per depth
|
||||
* buffer element, or `NULL`.
|
||||
* @param[out] buffer Where to store the address of the depth buffer, or
|
||||
* `NULL`.
|
||||
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.3.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI int glfwGetOSMesaDepthBuffer(GLFWwindow* window, int* width, int* height, int* bytesPerValue, void** buffer);
|
||||
|
||||
/*! @brief Returns the `OSMesaContext` of the specified window.
|
||||
*
|
||||
* @return The `OSMesaContext` of the specified window, or `NULL` if an
|
||||
* [error](@ref error_handling) occurred.
|
||||
*
|
||||
* @thread_safety This function may be called from any thread. Access is not
|
||||
* synchronized.
|
||||
*
|
||||
* @since Added in version 3.3.
|
||||
*
|
||||
* @ingroup native
|
||||
*/
|
||||
GLFWAPI OSMesaContext glfwGetOSMesaContext(GLFWwindow* window);
|
||||
#endif
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif /* _glfw3_native_h_ */
|
||||
|
5466
OTRGui/libs/raylib/examples/others/external/include/glad.h
vendored
Normal file
5466
OTRGui/libs/raylib/examples/others/external/include/glad.h
vendored
Normal file
File diff suppressed because it is too large
Load diff
152
OTRGui/libs/raylib/examples/others/raudio_standalone.c
Normal file
152
OTRGui/libs/raylib/examples/others/raudio_standalone.c
Normal file
|
@ -0,0 +1,152 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Using raudio module as standalone module
|
||||
*
|
||||
* NOTE: This example does not require any graphic device, it can run directly on console.
|
||||
*
|
||||
* DEPENDENCIES:
|
||||
* miniaudio.h - Audio device management lib (https://github.com/dr-soft/miniaudio)
|
||||
* stb_vorbis.h - Ogg audio files loading (http://www.nothings.org/stb_vorbis/)
|
||||
* dr_wav.h - WAV audio file loading (https://github.com/mackron/dr_libs)
|
||||
* dr_mp3.h - MP3 audio file loading (https://github.com/mackron/dr_libs)
|
||||
* dr_flac.h - FLAC audio file loading (https://github.com/mackron/dr_libs)
|
||||
* jar_xm.h - XM module file loading
|
||||
* jar_mod.h - MOD audio file loading
|
||||
*
|
||||
* COMPILATION:
|
||||
* gcc -o raudio_standalone.exe raudio_standalone.c ..\..\src\raudio.c /
|
||||
* -I..\..\src -I..\..\src\external -L. -Wall -std=c99 -DRAUDIO_STANDALONE /
|
||||
* -DSUPPORT_FILEFORMAT_WAV -DSUPPORT_FILEFORMAT_OGG -DSUPPORT_FILEFORMAT_MP3
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* This example is 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) 2014-2020 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raudio.h" // raylib audio library
|
||||
|
||||
#include <stdio.h> // Required for: printf()
|
||||
|
||||
#if defined(_WIN32)
|
||||
#include <conio.h> // Windows only, no stardard library
|
||||
#else
|
||||
// Required for kbhit() function in non-Windows platforms
|
||||
#include <stdio.h>
|
||||
#include <termios.h>
|
||||
#include <unistd.h>
|
||||
#include <fcntl.h>
|
||||
#endif
|
||||
|
||||
#define KEY_ESCAPE 27
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
#if !defined(_WIN32)
|
||||
static int kbhit(void); // Check if a key has been pressed
|
||||
static char getch(); // Get pressed character
|
||||
#else
|
||||
#define kbhit _kbhit
|
||||
#define getch _getch
|
||||
#endif
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(int argc, char *argv[])
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
static unsigned char key = 0;
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
|
||||
Sound fxOgg = LoadSound("resources/audio/target.ogg"); // Load OGG audio file
|
||||
|
||||
Music music = LoadMusicStream("resources/audio/country.mp3");
|
||||
PlayMusicStream(music);
|
||||
|
||||
printf("\nPress s or d to play sounds, ESC to stop...\n");
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main loop
|
||||
while (key != KEY_ESCAPE)
|
||||
{
|
||||
if (kbhit()) key = getch();
|
||||
|
||||
if ((key == 's') || (key == 'S')) PlaySound(fxWav);
|
||||
if ((key == 'd') || (key == 'D')) PlaySound(fxOgg);
|
||||
|
||||
key = 0;
|
||||
|
||||
UpdateMusicStream(music);
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(fxWav); // Unload sound data
|
||||
UnloadSound(fxOgg); // Unload sound data
|
||||
|
||||
UnloadMusicStream(music); // Unload music stream data
|
||||
|
||||
CloseAudioDevice();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
#if !defined(_WIN32)
|
||||
// Check if a key has been pressed
|
||||
static int kbhit(void)
|
||||
{
|
||||
struct termios oldt, newt;
|
||||
int ch;
|
||||
int oldf;
|
||||
|
||||
tcgetattr(STDIN_FILENO, &oldt);
|
||||
newt = oldt;
|
||||
newt.c_lflag &= ~(ICANON | ECHO);
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &newt);
|
||||
oldf = fcntl(STDIN_FILENO, F_GETFL, 0);
|
||||
fcntl(STDIN_FILENO, F_SETFL, oldf | O_NONBLOCK);
|
||||
|
||||
ch = getchar();
|
||||
|
||||
tcsetattr(STDIN_FILENO, TCSANOW, &oldt);
|
||||
fcntl(STDIN_FILENO, F_SETFL, oldf);
|
||||
|
||||
if (ch != EOF)
|
||||
{
|
||||
ungetc(ch, stdin);
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Get pressed character
|
||||
static char getch() { return getchar(); }
|
||||
#endif
|
152
OTRGui/libs/raylib/examples/others/raylib_opengl_interop.c
Normal file
152
OTRGui/libs/raylib/examples/others/raylib_opengl_interop.c
Normal file
|
@ -0,0 +1,152 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - OpenGL point particle system
|
||||
*
|
||||
* This example has been created using raylib 3.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/)
|
||||
* and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
|
||||
* primary point is to demonstrate raylib and OpenGL interop.
|
||||
*
|
||||
* rlgl batched draw operations internally so we have to flush the current batch before
|
||||
* doing our own OpenGL work (rlDrawRenderBatchActive()).
|
||||
*
|
||||
* The example also demonstrates how to get the current model view projection matrix of
|
||||
* raylib. That way raylib cameras and so on work as expected.
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
|
||||
#if defined(__APPLE__)
|
||||
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
||||
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
|
||||
#else
|
||||
#include "glad.h" // Required for: OpenGL functionality
|
||||
#endif
|
||||
#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
#define MAX_PARTICLES 1000
|
||||
|
||||
// Particle type
|
||||
typedef struct Particle {
|
||||
float x;
|
||||
float y;
|
||||
float period;
|
||||
} Particle;
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib - point particles");
|
||||
|
||||
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
|
||||
|
||||
int currentTimeLoc = GetShaderLocation(shader, "currentTime");
|
||||
int colorLoc = GetShaderLocation(shader, "color");
|
||||
|
||||
// Initialize the vertex buffer for the particles and assign each particle random values
|
||||
Particle particles[MAX_PARTICLES] = { 0 };
|
||||
|
||||
for (int i = 0; i < MAX_PARTICLES; i++)
|
||||
{
|
||||
particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
|
||||
particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
|
||||
|
||||
// Give each particle a slightly different period. But don't spread it to much.
|
||||
// This way the particles line up every so often and you get a glimps of what is going on.
|
||||
particles[i].period = (float)GetRandomValue(10, 30)/10.0f;
|
||||
}
|
||||
|
||||
// Create a plain OpenGL vertex buffer with the data and an vertex array object
|
||||
// that feeds the data from the buffer into the vertexPosition shader attribute.
|
||||
GLuint vao = 0;
|
||||
GLuint vbo = 0;
|
||||
glGenVertexArrays(1, &vao);
|
||||
glBindVertexArray(vao);
|
||||
glGenBuffers(1, &vbo);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES*sizeof(Particle), particles, GL_STATIC_DRAW);
|
||||
// Note: LoadShader() automatically fetches the attribute index of "vertexPosition" and saves it in shader.locs[SHADER_LOC_VERTEX_POSITION]
|
||||
glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Allows the vertex shader to set the point size of each particle individually
|
||||
glEnable(GL_PROGRAM_POINT_SIZE);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(WHITE);
|
||||
|
||||
DrawRectangle(10, 10, 210, 30, MAROON);
|
||||
DrawText(TextFormat("%zu particles in one vertex buffer", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
|
||||
|
||||
rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls)
|
||||
|
||||
// Switch to plain OpenGL
|
||||
//------------------------------------------------------------------------------
|
||||
glUseProgram(shader.id);
|
||||
|
||||
glUniform1f(currentTimeLoc, GetTime());
|
||||
|
||||
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
|
||||
glUniform4fv(colorLoc, 1, (float *)&color);
|
||||
|
||||
// Get the current modelview and projection matrix so the particle system is displayed and transformed
|
||||
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
|
||||
|
||||
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
|
||||
|
||||
glBindVertexArray(vao);
|
||||
glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glUseProgram(0);
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
DrawFPS(screenWidth - 100, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
glDeleteBuffers(1, &vbo);
|
||||
glDeleteVertexArrays(1, &vao);
|
||||
|
||||
UnloadShader(shader); // Unload shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
BIN
OTRGui/libs/raylib/examples/others/raylib_opengl_interop.png
Normal file
BIN
OTRGui/libs/raylib/examples/others/raylib_opengl_interop.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 263 KiB |
BIN
OTRGui/libs/raylib/examples/others/resources/audio/country.mp3
Normal file
BIN
OTRGui/libs/raylib/examples/others/resources/audio/country.mp3
Normal file
Binary file not shown.
BIN
OTRGui/libs/raylib/examples/others/resources/audio/target.ogg
Normal file
BIN
OTRGui/libs/raylib/examples/others/resources/audio/target.ogg
Normal file
Binary file not shown.
BIN
OTRGui/libs/raylib/examples/others/resources/audio/weird.wav
Normal file
BIN
OTRGui/libs/raylib/examples/others/resources/audio/weird.wav
Normal file
Binary file not shown.
4893
OTRGui/libs/raylib/examples/others/resources/audio_data.h
Normal file
4893
OTRGui/libs/raylib/examples/others/resources/audio_data.h
Normal file
File diff suppressed because it is too large
Load diff
9848
OTRGui/libs/raylib/examples/others/resources/image_data.h
Normal file
9848
OTRGui/libs/raylib/examples/others/resources/image_data.h
Normal file
File diff suppressed because it is too large
Load diff
|
@ -0,0 +1,16 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input uniform values
|
||||
uniform vec4 color;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
|
||||
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
|
||||
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
|
||||
gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
#version 100
|
||||
|
||||
// Input vertex attributes
|
||||
attribute vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform float currentTime;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Unpack data from vertexPosition
|
||||
vec2 pos = vertexPosition.xy;
|
||||
float period = vertexPosition.z;
|
||||
|
||||
// Calculate final vertex position (jiggle it around a bit horizontally)
|
||||
pos += vec2(100.0, 0.0) * sin(period * currentTime);
|
||||
gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
|
||||
|
||||
// Calculate the screen space size of this particle (also vary it over time)
|
||||
gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
#version 330
|
||||
|
||||
// Input uniform values
|
||||
uniform vec4 color;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
|
||||
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
|
||||
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
|
||||
finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform float currentTime;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Unpack data from vertexPosition
|
||||
vec2 pos = vertexPosition.xy;
|
||||
float period = vertexPosition.z;
|
||||
|
||||
// Calculate final vertex position (jiggle it around a bit horizontally)
|
||||
pos += vec2(100, 0) * sin(period * currentTime);
|
||||
gl_Position = mvp * vec4(pos, 0.0, 1.0);
|
||||
|
||||
// Calculate the screen space size of this particle (also vary it over time)
|
||||
gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
|
||||
}
|
|
@ -0,0 +1,41 @@
|
|||
#version 430
|
||||
|
||||
// Game of Life logic shader
|
||||
|
||||
#define GOL_WIDTH 768
|
||||
|
||||
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
|
||||
|
||||
layout(std430, binding = 1) readonly restrict buffer golLayout {
|
||||
uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + gl_NumWorkGroups.x * y]
|
||||
};
|
||||
|
||||
layout(std430, binding = 2) writeonly restrict buffer golLayout2 {
|
||||
uint golBufferDest[]; // golBufferDest[x, y] = golBufferDest[x + gl_NumWorkGroups.x * y]
|
||||
};
|
||||
|
||||
#define fetchGol(x, y) ((((x) < 0) || ((y) < 0) || ((x) > GOL_WIDTH) || ((y) > GOL_WIDTH)) \
|
||||
? (0) \
|
||||
: golBuffer[(x) + GOL_WIDTH * (y)])
|
||||
|
||||
#define setGol(x, y, value) golBufferDest[(x) + GOL_WIDTH*(y)] = value
|
||||
|
||||
void main()
|
||||
{
|
||||
uint neighbourCount = 0;
|
||||
uint x = gl_GlobalInvocationID.x;
|
||||
uint y = gl_GlobalInvocationID.y;
|
||||
|
||||
neighbourCount += fetchGol(x - 1, y - 1); // Top left
|
||||
neighbourCount += fetchGol(x, y - 1); // Top middle
|
||||
neighbourCount += fetchGol(x + 1, y - 1); // Top right
|
||||
neighbourCount += fetchGol(x - 1, y); // Left
|
||||
neighbourCount += fetchGol(x + 1, y); // Right
|
||||
neighbourCount += fetchGol(x - 1, y + 1); // Bottom left
|
||||
neighbourCount += fetchGol(x, y + 1); // Bottom middle
|
||||
neighbourCount += fetchGol(x + 1, y + 1); // Bottom right
|
||||
|
||||
if (neighbourCount == 3) setGol(x, y, 1);
|
||||
else if (neighbourCount == 2) setGol(x, y, fetchGol(x, y));
|
||||
else setGol(x, y, 0);
|
||||
}
|
|
@ -0,0 +1,29 @@
|
|||
#version 430
|
||||
|
||||
// Game of Life rendering shader
|
||||
// Just renders the content of the ssbo at binding 1 to screen
|
||||
|
||||
#define GOL_WIDTH 768
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Input game of life grid.
|
||||
layout(std430, binding = 1) readonly buffer golLayout
|
||||
{
|
||||
uint golBuffer[];
|
||||
};
|
||||
|
||||
// Output resolution
|
||||
uniform vec2 resolution;
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 coords = ivec2(fragTexCoord*resolution);
|
||||
|
||||
if ((golBuffer[coords.x + coords.y*uvec2(resolution).x]) == 1) finalColor = vec4(1.0);
|
||||
else finalColor = vec4(0.0, 0.0, 0.0, 1.0);
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
#version 430
|
||||
|
||||
// Game of life transfert shader
|
||||
|
||||
#define GOL_WIDTH 768
|
||||
|
||||
// Game Of Life Update Command
|
||||
// NOTE: matches the structure defined on main program
|
||||
struct GolUpdateCmd {
|
||||
uint x; // x coordinate of the gol command
|
||||
uint y; // y coordinate of the gol command
|
||||
uint w; // width of the filled zone
|
||||
uint enabled; // whether to enable or disable zone
|
||||
};
|
||||
|
||||
// Local compute unit size
|
||||
layout (local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
// Output game of life grid buffer
|
||||
layout(std430, binding = 1) buffer golBufferLayout
|
||||
{
|
||||
uint golBuffer[]; // golBuffer[x, y] = golBuffer[x + GOL_WIDTH * y]
|
||||
};
|
||||
|
||||
// Command buffer
|
||||
layout(std430, binding = 3) readonly restrict buffer golUpdateLayout
|
||||
{
|
||||
uint count;
|
||||
GolUpdateCmd commands[];
|
||||
};
|
||||
|
||||
#define isInside(x, y) (((x) >= 0) && ((y) >= 0) && ((x) < GOL_WIDTH) && ((y) < GOL_WIDTH))
|
||||
#define getBufferIndex(x, y) ((x) + GOL_WIDTH * (y))
|
||||
|
||||
void main()
|
||||
{
|
||||
uint cmdIndex = gl_GlobalInvocationID.x;
|
||||
GolUpdateCmd cmd = commands[cmdIndex];
|
||||
|
||||
for (uint x = cmd.x; x < (cmd.x + cmd.w); x++)
|
||||
{
|
||||
for (uint y = cmd.y; y < (cmd.y + cmd.w); y++)
|
||||
{
|
||||
if (isInside(x, y))
|
||||
{
|
||||
if (cmd.enabled != 0) atomicOr(golBuffer[getBufferIndex(x, y)], 1);
|
||||
else atomicAnd(golBuffer[getBufferIndex(x, y)], 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
173
OTRGui/libs/raylib/examples/others/rlgl_compute_shader.c
Normal file
173
OTRGui/libs/raylib/examples/others/rlgl_compute_shader.c
Normal file
|
@ -0,0 +1,173 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [rlgl] example - compute shader - Conway's Game of Life
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 4.3 versions for compute shaders support,
|
||||
* shaders used in this example are #version 430 (OpenGL 4.3)
|
||||
*
|
||||
* This example has been created using raylib 4.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Teddy Astie (@tsnake41) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Teddy Astie (@tsnake41)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "rlgl.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
// IMPORTANT: This must match gol*.glsl GOL_WIDTH constant.
|
||||
// This must be a multiple of 16 (check golLogic compute dispatch).
|
||||
#define GOL_WIDTH 768
|
||||
|
||||
// Maximum amount of queued draw commands (squares draw from mouse down events).
|
||||
#define MAX_BUFFERED_TRANSFERTS 48
|
||||
|
||||
// Game Of Life Update Command
|
||||
typedef struct GolUpdateCmd {
|
||||
unsigned int x; // x coordinate of the gol command
|
||||
unsigned int y; // y coordinate of the gol command
|
||||
unsigned int w; // width of the filled zone
|
||||
unsigned int enabled; // whether to enable or disable zone
|
||||
} GolUpdateCmd;
|
||||
|
||||
// Game Of Life Update Commands SSBO
|
||||
typedef struct GolUpdateSSBO {
|
||||
unsigned int count;
|
||||
GolUpdateCmd commands[MAX_BUFFERED_TRANSFERTS];
|
||||
} GolUpdateSSBO;
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(GOL_WIDTH, GOL_WIDTH, "raylib [rlgl] example - compute shader - game of life");
|
||||
|
||||
const Vector2 resolution = { GOL_WIDTH, GOL_WIDTH };
|
||||
unsigned int brushSize = 8;
|
||||
|
||||
// Game of Life logic compute shader
|
||||
char *golLogicCode = LoadFileText("resources/shaders/glsl430/gol.glsl");
|
||||
unsigned int golLogicShader = rlCompileShader(golLogicCode, RL_COMPUTE_SHADER);
|
||||
unsigned int golLogicProgram = rlLoadComputeShaderProgram(golLogicShader);
|
||||
UnloadFileText(golLogicCode);
|
||||
|
||||
// Game of Life logic compute shader
|
||||
Shader golRenderShader = LoadShader(NULL, "resources/shaders/glsl430/gol_render.glsl");
|
||||
int resUniformLoc = GetShaderLocation(golRenderShader, "resolution");
|
||||
|
||||
// Game of Life transfert shader
|
||||
char *golTransfertCode = LoadFileText("resources/shaders/glsl430/gol_transfert.glsl");
|
||||
unsigned int golTransfertShader = rlCompileShader(golTransfertCode, RL_COMPUTE_SHADER);
|
||||
unsigned int golTransfertProgram = rlLoadComputeShaderProgram(golTransfertShader);
|
||||
UnloadFileText(golTransfertCode);
|
||||
|
||||
// SSBOs
|
||||
unsigned int ssboA = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
|
||||
unsigned int ssboB = rlLoadShaderBuffer(GOL_WIDTH*GOL_WIDTH*sizeof(unsigned int), NULL, RL_DYNAMIC_COPY);
|
||||
|
||||
struct GolUpdateSSBO transfertBuffer;
|
||||
transfertBuffer.count = 0;
|
||||
|
||||
int transfertSSBO = rlLoadShaderBuffer(sizeof(struct GolUpdateSSBO), NULL, RL_DYNAMIC_COPY);
|
||||
|
||||
// Create a white texture of the size of the window to update
|
||||
// each pixel of the window using the fragment shader
|
||||
Image whiteImage = GenImageColor(GOL_WIDTH, GOL_WIDTH, WHITE);
|
||||
Texture whiteTex = LoadTextureFromImage(whiteImage);
|
||||
UnloadImage(whiteImage);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
brushSize += (int)GetMouseWheelMove();
|
||||
|
||||
if ((IsMouseButtonDown(MOUSE_BUTTON_LEFT) || IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
&& (transfertBuffer.count < MAX_BUFFERED_TRANSFERTS))
|
||||
{
|
||||
// Buffer a new command
|
||||
transfertBuffer.commands[transfertBuffer.count].x = GetMouseX() - brushSize/2;
|
||||
transfertBuffer.commands[transfertBuffer.count].y = GetMouseY() - brushSize/2;
|
||||
transfertBuffer.commands[transfertBuffer.count].w = brushSize;
|
||||
transfertBuffer.commands[transfertBuffer.count].enabled = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
transfertBuffer.count++;
|
||||
}
|
||||
else if (transfertBuffer.count > 0)
|
||||
{
|
||||
// Process transfert buffer
|
||||
|
||||
// Send SSBO buffer to GPU
|
||||
rlUpdateShaderBufferElements(transfertSSBO, &transfertBuffer, sizeof(struct GolUpdateSSBO), 0);
|
||||
|
||||
// Process ssbo command
|
||||
rlEnableShader(golTransfertProgram);
|
||||
rlBindShaderBuffer(ssboA, 1);
|
||||
rlBindShaderBuffer(transfertSSBO, 3);
|
||||
rlComputeShaderDispatch(transfertBuffer.count, 1, 1); // each GPU unit will process a command
|
||||
rlDisableShader();
|
||||
|
||||
transfertBuffer.count = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Process game of life logic
|
||||
rlEnableShader(golLogicProgram);
|
||||
rlBindShaderBuffer(ssboA, 1);
|
||||
rlBindShaderBuffer(ssboB, 2);
|
||||
rlComputeShaderDispatch(GOL_WIDTH/16, GOL_WIDTH/16, 1);
|
||||
rlDisableShader();
|
||||
|
||||
// ssboA <-> ssboB
|
||||
int temp = ssboA;
|
||||
ssboA = ssboB;
|
||||
ssboB = temp;
|
||||
}
|
||||
|
||||
rlBindShaderBuffer(ssboA, 1);
|
||||
SetShaderValue(golRenderShader, resUniformLoc, &resolution, SHADER_UNIFORM_VEC2);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(BLANK);
|
||||
|
||||
BeginShaderMode(golRenderShader);
|
||||
DrawTexture(whiteTex, 0, 0, WHITE);
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangleLines(GetMouseX() - brushSize/2, GetMouseY() - brushSize/2, brushSize, brushSize, RED);
|
||||
|
||||
DrawText("Use Mouse wheel to increase/decrease brush size", 10, 10, 20, WHITE);
|
||||
DrawFPS(GetScreenWidth() - 100, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload shader buffers objects.
|
||||
rlUnloadShaderBuffer(ssboA);
|
||||
rlUnloadShaderBuffer(ssboB);
|
||||
rlUnloadShaderBuffer(transfertSSBO);
|
||||
|
||||
// Unload compute shader programs
|
||||
rlUnloadShaderProgram(golTransfertProgram);
|
||||
rlUnloadShaderProgram(golLogicProgram);
|
||||
|
||||
UnloadTexture(whiteTex); // Unload white texture
|
||||
UnloadShader(golRenderShader); // Unload rendering fragment shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
469
OTRGui/libs/raylib/examples/others/rlgl_standalone.c
Normal file
469
OTRGui/libs/raylib/examples/others/rlgl_standalone.c
Normal file
|
@ -0,0 +1,469 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [rlgl] example - Using rlgl module as standalone module
|
||||
*
|
||||
* rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0)
|
||||
* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
|
||||
*
|
||||
* NOTE: This example requires OpenGL 3.3 or OpenGL ES 2.0 for shaders support,
|
||||
* OpenGL 1.1 does not support shaders but it can also be used.
|
||||
*
|
||||
* DEPENDENCIES:
|
||||
* glfw3 - Windows and context initialization library
|
||||
* rlgl.h - OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
|
||||
* glad.h - OpenGL extensions initialization library (required by rlgl)
|
||||
* raymath.h - 3D math library
|
||||
*
|
||||
* WINDOWS COMPILATION:
|
||||
* gcc -o rlgl_standalone.exe rlgl_standalone.c -s -Iexternal\include -I..\..\src \
|
||||
* -L. -Lexternal\lib -lglfw3 -lopengl32 -lgdi32 -Wall -std=c99 -DGRAPHICS_API_OPENGL_33
|
||||
*
|
||||
* APPLE COMPILATION:
|
||||
* gcc -o rlgl_standalone rlgl_standalone.c -I../../src -Iexternal/include -Lexternal/lib \
|
||||
* -lglfw3 -framework CoreVideo -framework OpenGL -framework IOKit -framework Cocoa
|
||||
* -Wno-deprecated-declarations -std=c99 -DGRAPHICS_API_OPENGL_33
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* This example is 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) 2014-2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
// NOTE: rlgl can be configured just re-defining the following values:
|
||||
//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
|
||||
//#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
|
||||
//#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
|
||||
//#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
|
||||
//#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
|
||||
//#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
|
||||
//#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
|
||||
//#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
|
||||
|
||||
#define RLGL_IMPLEMENTATION
|
||||
#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
|
||||
|
||||
#define RAYMATH_STATIC_INLINE
|
||||
#include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality
|
||||
|
||||
#if defined(__EMSCRIPTEN__)
|
||||
#define GLFW_INCLUDE_ES2
|
||||
#endif
|
||||
#include "GLFW/glfw3.h" // Windows/Context and inputs management
|
||||
|
||||
#include <stdio.h> // Required for: printf()
|
||||
|
||||
#define RED (Color){ 230, 41, 55, 255 } // Red
|
||||
#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
|
||||
#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Color, 4 components, R8G8B8A8 (32bit)
|
||||
typedef struct Color {
|
||||
unsigned char r; // Color red value
|
||||
unsigned char g; // Color green value
|
||||
unsigned char b; // Color blue value
|
||||
unsigned char a; // Color alpha value
|
||||
} Color;
|
||||
|
||||
// Camera type, defines a camera position/orientation in 3d space
|
||||
typedef struct Camera {
|
||||
Vector3 position; // Camera position
|
||||
Vector3 target; // Camera target it looks-at
|
||||
Vector3 up; // Camera up vector (rotation over its axis)
|
||||
float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
|
||||
int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
||||
} Camera;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static void ErrorCallback(int error, const char *description);
|
||||
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
|
||||
|
||||
// Drawing functions (uses rlgl functionality)
|
||||
static void DrawGrid(int slices, float spacing);
|
||||
static void DrawCube(Vector3 position, float width, float height, float length, Color color);
|
||||
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
|
||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
|
||||
|
||||
// NOTE: We use raymath to get this functionality but it could be implemented in this module
|
||||
//static Matrix MatrixIdentity(void);
|
||||
//static Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
|
||||
//static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
|
||||
//static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main Entry point
|
||||
//----------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
|
||||
//--------------------------------------------------------
|
||||
glfwSetErrorCallback(ErrorCallback);
|
||||
|
||||
if (!glfwInit())
|
||||
{
|
||||
printf("GLFW3: Can not initialize GLFW\n");
|
||||
return 1;
|
||||
}
|
||||
else printf("GLFW3: GLFW initialized successfully\n");
|
||||
|
||||
glfwWindowHint(GLFW_SAMPLES, 4);
|
||||
glfwWindowHint(GLFW_DEPTH_BITS, 16);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
|
||||
#if defined(__APPLE__)
|
||||
glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
|
||||
#endif
|
||||
|
||||
GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
glfwTerminate();
|
||||
return 2;
|
||||
}
|
||||
else printf("GLFW3: Window created successfully\n");
|
||||
|
||||
glfwSetWindowPos(window, 200, 200);
|
||||
|
||||
glfwSetKeyCallback(window, KeyCallback);
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
glfwSwapInterval(0);
|
||||
|
||||
// Load OpenGL 3.3 supported extensions
|
||||
rlLoadExtensions(glfwGetProcAddress);
|
||||
//--------------------------------------------------------
|
||||
|
||||
// Initialize OpenGL context (states and resources)
|
||||
rlglInit(screenWidth, screenHeight);
|
||||
|
||||
// Initialize viewport and internal projection/modelview matrices
|
||||
rlViewport(0, 0, screenWidth, screenHeight);
|
||||
rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
|
||||
rlLoadIdentity(); // Reset current matrix (PROJECTION)
|
||||
rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
|
||||
rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
|
||||
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
|
||||
|
||||
rlClearColor(245, 245, 245, 255); // Define clear color
|
||||
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
|
||||
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 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
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!glfwWindowShouldClose(window))
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
//camera.position.x += 0.01f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
rlClearScreenBuffers(); // Clear current framebuffer
|
||||
|
||||
// Draw '3D' elements in the scene
|
||||
//-----------------------------------------------
|
||||
// Calculate projection matrix (from perspective) and view matrix from camera look at
|
||||
Matrix matProj = MatrixPerspective((double)(camera.fovy*DEG2RAD), (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
|
||||
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
|
||||
|
||||
rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
|
||||
rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
|
||||
|
||||
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
|
||||
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
// Draw internal render batch buffers (3D data)
|
||||
rlDrawRenderBatchActive();
|
||||
//-----------------------------------------------
|
||||
|
||||
// Draw '2D' elements in the scene (GUI)
|
||||
//-----------------------------------------------
|
||||
#define RLGL_SET_MATRIX_MANUALLY
|
||||
#if defined(RLGL_SET_MATRIX_MANUALLY)
|
||||
matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
|
||||
matView = MatrixIdentity();
|
||||
|
||||
rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
|
||||
rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
|
||||
|
||||
#else // Let rlgl generate and multiply matrix internally
|
||||
|
||||
rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
|
||||
rlLoadIdentity(); // Reset internal projection matrix
|
||||
rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
|
||||
rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
|
||||
rlLoadIdentity(); // Reset internal modelview matrix
|
||||
#endif
|
||||
DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
|
||||
|
||||
// Draw internal render batch buffers (2D data)
|
||||
rlDrawRenderBatchActive();
|
||||
//-----------------------------------------------
|
||||
|
||||
glfwSwapBuffers(window);
|
||||
glfwPollEvents();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
rlglClose(); // Unload rlgl internal buffers and default shader/texture
|
||||
|
||||
glfwDestroyWindow(window); // Close window
|
||||
glfwTerminate(); // Free GLFW3 resources
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Definitions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// GLFW3: Error callback
|
||||
static void ErrorCallback(int error, const char *description)
|
||||
{
|
||||
fprintf(stderr, "%s", description);
|
||||
}
|
||||
|
||||
// GLFW3: Keyboard callback
|
||||
static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
|
||||
{
|
||||
glfwSetWindowShouldClose(window, GL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
|
||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
|
||||
{
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
rlVertex2f(position.x, position.y);
|
||||
rlVertex2f(position.x, position.y + size.y);
|
||||
rlVertex2f(position.x + size.x, position.y + size.y);
|
||||
|
||||
rlVertex2f(position.x, position.y);
|
||||
rlVertex2f(position.x + size.x, position.y + size.y);
|
||||
rlVertex2f(position.x + size.x, position.y);
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
// Draw a grid centered at (0, 0, 0)
|
||||
static void DrawGrid(int slices, float spacing)
|
||||
{
|
||||
int halfSlices = slices / 2;
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
for (int i = -halfSlices; i <= halfSlices; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
}
|
||||
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
||||
|
||||
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
// NOTE: Cube position is the center position
|
||||
static void DrawCube(Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
rlPushMatrix();
|
||||
|
||||
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
//rlScalef(2.0f, 2.0f, 2.0f);
|
||||
//rlRotatef(45, 0, 1, 0);
|
||||
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front Face -----------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Back Face ------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
|
||||
// Top Face -------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Bottom Face ----------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left
|
||||
|
||||
// Right face -----------------------------------------------------
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
// Left Face ------------------------------------------------------
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right
|
||||
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw cube wires
|
||||
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
|
||||
{
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
rlPushMatrix();
|
||||
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
//rlRotatef(45, 0, 1, 0);
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front Face -----------------------------------------------------
|
||||
// Bottom Line
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
|
||||
// Left Line
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
|
||||
// Top Line
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
|
||||
|
||||
// Back Face ------------------------------------------------------
|
||||
// Bottom Line
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
|
||||
// Left Line
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
|
||||
// Top Line
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
||||
|
||||
// Top Face -------------------------------------------------------
|
||||
// Left Line
|
||||
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
|
||||
|
||||
// Bottom Face ---------------------------------------------------
|
||||
// Left Line
|
||||
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
|
||||
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
|
||||
|
||||
// Right Line
|
||||
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
|
||||
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue