koffi 0.9.4 → 0.9.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (823) hide show
  1. package/LICENSE.txt +661 -0
  2. package/README.md +50 -8
  3. package/package.json +24 -6
  4. package/src/call.hh +2 -1
  5. package/src/call_arm32.cc +498 -0
  6. package/src/call_arm32_fwd.S +108 -0
  7. package/src/call_arm64.cc +57 -57
  8. package/src/call_arm64_fwd.S +24 -29
  9. package/src/call_x64_sysv.cc +29 -43
  10. package/src/call_x64_win.cc +37 -40
  11. package/src/call_x86.cc +46 -59
  12. package/src/ffi.cc +29 -27
  13. package/src/ffi.hh +19 -12
  14. package/src/util.cc +58 -24
  15. package/src/util.hh +103 -19
  16. package/test/qemu/.gitkeep +0 -0
  17. package/test/registry/machines.json +112 -0
  18. package/test/registry/sha256sum.txt +21 -0
  19. package/test/test.js +493 -0
  20. package/vendor/dragonbox/CMakeLists.txt +122 -122
  21. package/vendor/dragonbox/LICENSE-Apache2-LLVM +218 -218
  22. package/vendor/dragonbox/LICENSE-Boost +23 -23
  23. package/vendor/dragonbox/README.md +277 -277
  24. package/vendor/dragonbox/cmake/dragonboxConfig.cmake +1 -1
  25. package/vendor/dragonbox/include/dragonbox/dragonbox.h +6 -2
  26. package/vendor/dragonbox/include/dragonbox/dragonbox_to_chars.h +108 -108
  27. package/vendor/dragonbox/other_files/Dragonbox.pdf +0 -0
  28. package/vendor/dragonbox/other_files/unknown_win64_vc2019.html +539 -539
  29. package/vendor/dragonbox/source/dragonbox_to_chars.cpp +303 -303
  30. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/CMakeLists.txt +23 -23
  31. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.cpp +238 -238
  32. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/fp_to_chars.h +95 -95
  33. package/vendor/dragonbox/subproject/3rdparty/grisu_exact/grisu_exact.h +2666 -2666
  34. package/vendor/dragonbox/subproject/3rdparty/ryu/CMakeLists.txt +16 -16
  35. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/common.h +114 -114
  36. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s.c +509 -509
  37. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_full_table.h +367 -367
  38. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/d2s_intrinsics.h +357 -357
  39. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/digit_table.h +35 -35
  40. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s.c +345 -345
  41. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_full_table.h +55 -55
  42. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/f2s_intrinsics.h +128 -128
  43. package/vendor/dragonbox/subproject/3rdparty/ryu/ryu/ryu.h +46 -46
  44. package/vendor/dragonbox/subproject/3rdparty/schubfach/CMakeLists.txt +21 -21
  45. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.cc +699 -699
  46. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_32.h +31 -31
  47. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.cc +1354 -1354
  48. package/vendor/dragonbox/subproject/3rdparty/schubfach/schubfach_64.h +31 -31
  49. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/example_shaded_plots.m +68 -68
  50. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/license.txt +25 -25
  51. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution.m +92 -92
  52. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_distribution_prctile.m +121 -121
  53. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_histogram_shaded.m +99 -99
  54. package/vendor/dragonbox/subproject/3rdparty/shaded_plots/plot_shaded.m +93 -93
  55. package/vendor/dragonbox/subproject/benchmark/CMakeLists.txt +64 -64
  56. package/vendor/dragonbox/subproject/benchmark/include/benchmark.h +40 -40
  57. package/vendor/dragonbox/subproject/benchmark/matlab/plot_benchmarks.m +21 -21
  58. package/vendor/dragonbox/subproject/benchmark/matlab/plot_digit_benchmark.m +78 -78
  59. package/vendor/dragonbox/subproject/benchmark/matlab/plot_uniform_benchmark.m +95 -95
  60. package/vendor/dragonbox/subproject/benchmark/source/benchmark.cpp +237 -237
  61. package/vendor/dragonbox/subproject/benchmark/source/dragonbox.cpp +30 -30
  62. package/vendor/dragonbox/subproject/benchmark/source/grisu_exact.cpp +36 -36
  63. package/vendor/dragonbox/subproject/benchmark/source/ryu.cpp +27 -27
  64. package/vendor/dragonbox/subproject/benchmark/source/schubfach.cpp +31 -31
  65. package/vendor/dragonbox/subproject/common/CMakeLists.txt +41 -41
  66. package/vendor/dragonbox/subproject/common/include/best_rational_approx.h +96 -96
  67. package/vendor/dragonbox/subproject/common/include/big_uint.h +217 -217
  68. package/vendor/dragonbox/subproject/common/include/continued_fractions.h +173 -173
  69. package/vendor/dragonbox/subproject/common/include/good_rational_approx.h +266 -266
  70. package/vendor/dragonbox/subproject/common/include/random_float.h +182 -182
  71. package/vendor/dragonbox/subproject/common/include/rational_continued_fractions.h +56 -56
  72. package/vendor/dragonbox/subproject/common/source/big_uint.cpp +601 -601
  73. package/vendor/dragonbox/subproject/meta/CMakeLists.txt +40 -40
  74. package/vendor/dragonbox/subproject/meta/results/binary32_generated_cache.txt +81 -81
  75. package/vendor/dragonbox/subproject/meta/results/binary64_compressed_cache_error_table.txt +9 -9
  76. package/vendor/dragonbox/subproject/meta/results/binary64_generated_cache.txt +622 -622
  77. package/vendor/dragonbox/subproject/meta/source/generate_cache.cpp +126 -126
  78. package/vendor/dragonbox/subproject/meta/source/live_test.cpp +81 -81
  79. package/vendor/dragonbox/subproject/meta/source/perf_test.cpp +104 -104
  80. package/vendor/dragonbox/subproject/meta/source/sandbox.cpp +20 -20
  81. package/vendor/dragonbox/subproject/test/CMakeLists.txt +69 -69
  82. package/vendor/dragonbox/subproject/test/results/plot_required_bits.m +17 -17
  83. package/vendor/dragonbox/subproject/test/source/test_all_shorter_interval_cases.cpp +88 -88
  84. package/vendor/dragonbox/subproject/test/source/uniform_random_test.cpp +95 -95
  85. package/vendor/dragonbox/subproject/test/source/verify_cache_precision.cpp +337 -337
  86. package/vendor/dragonbox/subproject/test/source/verify_compressed_cache.cpp +154 -154
  87. package/vendor/dragonbox/subproject/test/source/verify_fast_multiplication.cpp +168 -168
  88. package/vendor/dragonbox/subproject/test/source/verify_log_computation.cpp +251 -251
  89. package/vendor/dragonbox/subproject/test/source/verify_magic_division.cpp +113 -113
  90. package/vendor/libcc/libcc.cc +36 -18
  91. package/vendor/libcc/libcc.hh +23 -1
  92. package/vendor/raylib/BINDINGS.md +123 -0
  93. package/vendor/raylib/CHANGELOG +1495 -0
  94. package/vendor/raylib/CMakeLists.txt +33 -0
  95. package/vendor/raylib/CMakeOptions.txt +87 -0
  96. package/vendor/raylib/CONTRIBUTING.md +76 -0
  97. package/vendor/raylib/CONTRIBUTORS.md +63 -0
  98. package/vendor/raylib/CONVENTIONS.md +95 -0
  99. package/vendor/raylib/HISTORY.md +364 -0
  100. package/vendor/raylib/LICENSE +16 -0
  101. package/vendor/raylib/README.md +141 -0
  102. package/vendor/raylib/ROADMAP.md +76 -0
  103. package/vendor/raylib/SPONSORS.md +68 -0
  104. package/vendor/raylib/cmake/AddIfFlagCompiles.cmake +12 -0
  105. package/vendor/raylib/cmake/BuildOptions.cmake +18 -0
  106. package/vendor/raylib/cmake/CompileDefinitions.cmake +110 -0
  107. package/vendor/raylib/cmake/CompilerFlags.cmake +79 -0
  108. package/vendor/raylib/cmake/EnumOption.cmake +9 -0
  109. package/vendor/raylib/cmake/GlfwImport.cmake +34 -0
  110. package/vendor/raylib/cmake/InstallConfigurations.cmake +29 -0
  111. package/vendor/raylib/cmake/JoinPaths.cmake +26 -0
  112. package/vendor/raylib/cmake/LibraryConfigurations.cmake +108 -0
  113. package/vendor/raylib/cmake/LibraryPathToLinkerFlags.cmake +24 -0
  114. package/vendor/raylib/cmake/PackConfigurations.cmake +13 -0
  115. package/vendor/raylib/cmake/PopulateConfigVariablesLocally.cmake +11 -0
  116. package/vendor/raylib/cmake/raylib-config-version.cmake +21 -0
  117. package/vendor/raylib/cmake/raylib-config.cmake +76 -0
  118. package/vendor/raylib/examples/CMakeLists.txt +139 -0
  119. package/vendor/raylib/examples/Makefile +565 -0
  120. package/vendor/raylib/examples/Makefile.Android +405 -0
  121. package/vendor/raylib/examples/Makefile.Web +1053 -0
  122. package/vendor/raylib/examples/README.md +203 -0
  123. package/vendor/raylib/examples/audio/audio_module_playing.c +146 -0
  124. package/vendor/raylib/examples/audio/audio_module_playing.png +0 -0
  125. package/vendor/raylib/examples/audio/audio_multichannel_sound.c +73 -0
  126. package/vendor/raylib/examples/audio/audio_multichannel_sound.png +0 -0
  127. package/vendor/raylib/examples/audio/audio_music_stream.c +93 -0
  128. package/vendor/raylib/examples/audio/audio_music_stream.png +0 -0
  129. package/vendor/raylib/examples/audio/audio_raw_stream.c +167 -0
  130. package/vendor/raylib/examples/audio/audio_raw_stream.png +0 -0
  131. package/vendor/raylib/examples/audio/audio_sound_loading.c +64 -0
  132. package/vendor/raylib/examples/audio/audio_sound_loading.png +0 -0
  133. package/vendor/raylib/examples/audio/resources/LICENSE.md +10 -0
  134. package/vendor/raylib/examples/audio/resources/coin.wav +0 -0
  135. package/vendor/raylib/examples/audio/resources/country.mp3 +0 -0
  136. package/vendor/raylib/examples/audio/resources/mini1111.xm +0 -0
  137. package/vendor/raylib/examples/audio/resources/sound.wav +0 -0
  138. package/vendor/raylib/examples/audio/resources/spring.wav +0 -0
  139. package/vendor/raylib/examples/audio/resources/target.flac +0 -0
  140. package/vendor/raylib/examples/audio/resources/target.ogg +0 -0
  141. package/vendor/raylib/examples/audio/resources/weird.wav +0 -0
  142. package/vendor/raylib/examples/build.zig +86 -0
  143. package/vendor/raylib/examples/core/core_2d_camera.c +132 -0
  144. package/vendor/raylib/examples/core/core_2d_camera.png +0 -0
  145. package/vendor/raylib/examples/core/core_2d_camera_platformer.c +293 -0
  146. package/vendor/raylib/examples/core/core_2d_camera_platformer.png +0 -0
  147. package/vendor/raylib/examples/core/core_2d_camera_smooth_pixelperfect.png +0 -0
  148. package/vendor/raylib/examples/core/core_3d_camera_first_person.c +97 -0
  149. package/vendor/raylib/examples/core/core_3d_camera_first_person.png +0 -0
  150. package/vendor/raylib/examples/core/core_3d_camera_free.c +83 -0
  151. package/vendor/raylib/examples/core/core_3d_camera_free.png +0 -0
  152. package/vendor/raylib/examples/core/core_3d_camera_mode.c +73 -0
  153. package/vendor/raylib/examples/core/core_3d_camera_mode.png +0 -0
  154. package/vendor/raylib/examples/core/core_3d_picking.c +107 -0
  155. package/vendor/raylib/examples/core/core_3d_picking.png +0 -0
  156. package/vendor/raylib/examples/core/core_basic_screen_manager.c +150 -0
  157. package/vendor/raylib/examples/core/core_basic_screen_manager.png +0 -0
  158. package/vendor/raylib/examples/core/core_basic_window.c +62 -0
  159. package/vendor/raylib/examples/core/core_basic_window.png +0 -0
  160. package/vendor/raylib/examples/core/core_basic_window_web.c +85 -0
  161. package/vendor/raylib/examples/core/core_custom_frame_control.c +125 -0
  162. package/vendor/raylib/examples/core/core_custom_frame_control.png +0 -0
  163. package/vendor/raylib/examples/core/core_custom_logging.c +84 -0
  164. package/vendor/raylib/examples/core/core_custom_logging.png +0 -0
  165. package/vendor/raylib/examples/core/core_drop_files.c +76 -0
  166. package/vendor/raylib/examples/core/core_drop_files.png +0 -0
  167. package/vendor/raylib/examples/core/core_input_gamepad.c +195 -0
  168. package/vendor/raylib/examples/core/core_input_gamepad.png +0 -0
  169. package/vendor/raylib/examples/core/core_input_gestures.c +115 -0
  170. package/vendor/raylib/examples/core/core_input_gestures.png +0 -0
  171. package/vendor/raylib/examples/core/core_input_keys.c +59 -0
  172. package/vendor/raylib/examples/core/core_input_keys.png +0 -0
  173. package/vendor/raylib/examples/core/core_input_mouse.c +65 -0
  174. package/vendor/raylib/examples/core/core_input_mouse.png +0 -0
  175. package/vendor/raylib/examples/core/core_input_mouse_wheel.c +58 -0
  176. package/vendor/raylib/examples/core/core_input_mouse_wheel.png +0 -0
  177. package/vendor/raylib/examples/core/core_input_multitouch.c +70 -0
  178. package/vendor/raylib/examples/core/core_input_multitouch.png +0 -0
  179. package/vendor/raylib/examples/core/core_loading_thread.c +147 -0
  180. package/vendor/raylib/examples/core/core_loading_thread.png +0 -0
  181. package/vendor/raylib/examples/core/core_quat_conversion.c +132 -0
  182. package/vendor/raylib/examples/core/core_quat_conversion.png +0 -0
  183. package/vendor/raylib/examples/core/core_random_values.c +67 -0
  184. package/vendor/raylib/examples/core/core_random_values.png +0 -0
  185. package/vendor/raylib/examples/core/core_scissor_test.c +71 -0
  186. package/vendor/raylib/examples/core/core_scissor_test.png +0 -0
  187. package/vendor/raylib/examples/core/core_smooth_pixelperfect.c +117 -0
  188. package/vendor/raylib/examples/core/core_smooth_pixelperfect.png +0 -0
  189. package/vendor/raylib/examples/core/core_split_screen.c +155 -0
  190. package/vendor/raylib/examples/core/core_split_screen.png +0 -0
  191. package/vendor/raylib/examples/core/core_storage_values.c +87 -0
  192. package/vendor/raylib/examples/core/core_storage_values.png +0 -0
  193. package/vendor/raylib/examples/core/core_vr_simulator.c +143 -0
  194. package/vendor/raylib/examples/core/core_vr_simulator.png +0 -0
  195. package/vendor/raylib/examples/core/core_window_flags.c +191 -0
  196. package/vendor/raylib/examples/core/core_window_flags.png +0 -0
  197. package/vendor/raylib/examples/core/core_window_letterbox.c +112 -0
  198. package/vendor/raylib/examples/core/core_window_letterbox.png +0 -0
  199. package/vendor/raylib/examples/core/core_world_screen.c +78 -0
  200. package/vendor/raylib/examples/core/core_world_screen.png +0 -0
  201. package/vendor/raylib/examples/core/resources/LICENSE.md +4 -0
  202. package/vendor/raylib/examples/core/resources/distortion100.fs +52 -0
  203. package/vendor/raylib/examples/core/resources/distortion330.fs +53 -0
  204. package/vendor/raylib/examples/core/resources/ps3.png +0 -0
  205. package/vendor/raylib/examples/core/resources/xbox.png +0 -0
  206. package/vendor/raylib/examples/examples_template.c +100 -0
  207. package/vendor/raylib/examples/models/models_animation.c +114 -0
  208. package/vendor/raylib/examples/models/models_animation.png +0 -0
  209. package/vendor/raylib/examples/models/models_billboard.c +75 -0
  210. package/vendor/raylib/examples/models/models_billboard.png +0 -0
  211. package/vendor/raylib/examples/models/models_box_collisions.c +121 -0
  212. package/vendor/raylib/examples/models/models_box_collisions.png +0 -0
  213. package/vendor/raylib/examples/models/models_cubicmap.c +87 -0
  214. package/vendor/raylib/examples/models/models_cubicmap.png +0 -0
  215. package/vendor/raylib/examples/models/models_first_person_maze.c +122 -0
  216. package/vendor/raylib/examples/models/models_first_person_maze.png +0 -0
  217. package/vendor/raylib/examples/models/models_geometric_shapes.c +80 -0
  218. package/vendor/raylib/examples/models/models_geometric_shapes.png +0 -0
  219. package/vendor/raylib/examples/models/models_heightmap.c +82 -0
  220. package/vendor/raylib/examples/models/models_heightmap.png +0 -0
  221. package/vendor/raylib/examples/models/models_loading.c +146 -0
  222. package/vendor/raylib/examples/models/models_loading.png +0 -0
  223. package/vendor/raylib/examples/models/models_loading_gltf.c +105 -0
  224. package/vendor/raylib/examples/models/models_loading_gltf.png +0 -0
  225. package/vendor/raylib/examples/models/models_loading_vox.c +130 -0
  226. package/vendor/raylib/examples/models/models_loading_vox.png +0 -0
  227. package/vendor/raylib/examples/models/models_mesh_generation.c +179 -0
  228. package/vendor/raylib/examples/models/models_mesh_generation.png +0 -0
  229. package/vendor/raylib/examples/models/models_mesh_picking.c +223 -0
  230. package/vendor/raylib/examples/models/models_mesh_picking.png +0 -0
  231. package/vendor/raylib/examples/models/models_orthographic_projection.c +99 -0
  232. package/vendor/raylib/examples/models/models_orthographic_projection.png +0 -0
  233. package/vendor/raylib/examples/models/models_rlgl_solar_system.c +172 -0
  234. package/vendor/raylib/examples/models/models_rlgl_solar_system.png +0 -0
  235. package/vendor/raylib/examples/models/models_skybox.c +262 -0
  236. package/vendor/raylib/examples/models/models_skybox.png +0 -0
  237. package/vendor/raylib/examples/models/models_waving_cubes.c +112 -0
  238. package/vendor/raylib/examples/models/models_waving_cubes.png +0 -0
  239. package/vendor/raylib/examples/models/models_yaw_pitch_roll.c +117 -0
  240. package/vendor/raylib/examples/models/models_yaw_pitch_roll.png +0 -0
  241. package/vendor/raylib/examples/models/resources/LICENSE.md +23 -0
  242. package/vendor/raylib/examples/models/resources/billboard.png +0 -0
  243. package/vendor/raylib/examples/models/resources/cubicmap.png +0 -0
  244. package/vendor/raylib/examples/models/resources/cubicmap_atlas.png +0 -0
  245. package/vendor/raylib/examples/models/resources/dresden_square_1k.hdr +0 -0
  246. package/vendor/raylib/examples/models/resources/dresden_square_2k.hdr +0 -0
  247. package/vendor/raylib/examples/models/resources/heightmap.png +0 -0
  248. package/vendor/raylib/examples/models/resources/models/gltf/AnimatedMorphCube.glb +0 -0
  249. package/vendor/raylib/examples/models/resources/models/gltf/AnimatedTriangle.gltf +118 -0
  250. package/vendor/raylib/examples/models/resources/models/gltf/BoxAnimated.glb +0 -0
  251. package/vendor/raylib/examples/models/resources/models/gltf/LICENSE +23 -0
  252. package/vendor/raylib/examples/models/resources/models/gltf/girl.glb +0 -0
  253. package/vendor/raylib/examples/models/resources/models/gltf/raylib_32x32.glb +0 -0
  254. package/vendor/raylib/examples/models/resources/models/gltf/rigged_figure.glb +0 -0
  255. package/vendor/raylib/examples/models/resources/models/gltf/vertex_colored_object.glb +0 -0
  256. package/vendor/raylib/examples/models/resources/models/iqm/guy.blend +0 -0
  257. package/vendor/raylib/examples/models/resources/models/iqm/guy.iqm +0 -0
  258. package/vendor/raylib/examples/models/resources/models/iqm/guyanim.iqm +0 -0
  259. package/vendor/raylib/examples/models/resources/models/iqm/guytex.png +0 -0
  260. package/vendor/raylib/examples/models/resources/models/iqm/vertex_colored_object.iqm +0 -0
  261. package/vendor/raylib/examples/models/resources/models/obj/bridge.obj +1725 -0
  262. package/vendor/raylib/examples/models/resources/models/obj/bridge_diffuse.png +0 -0
  263. package/vendor/raylib/examples/models/resources/models/obj/castle.obj +12919 -0
  264. package/vendor/raylib/examples/models/resources/models/obj/castle_diffuse.png +0 -0
  265. package/vendor/raylib/examples/models/resources/models/obj/cube.obj +68 -0
  266. package/vendor/raylib/examples/models/resources/models/obj/cube_diffuse.png +0 -0
  267. package/vendor/raylib/examples/models/resources/models/obj/house.obj +4564 -0
  268. package/vendor/raylib/examples/models/resources/models/obj/house_diffuse.png +0 -0
  269. package/vendor/raylib/examples/models/resources/models/obj/market.obj +7301 -0
  270. package/vendor/raylib/examples/models/resources/models/obj/market_diffuse.png +0 -0
  271. package/vendor/raylib/examples/models/resources/models/obj/plane.obj +10858 -0
  272. package/vendor/raylib/examples/models/resources/models/obj/plane_diffuse.png +0 -0
  273. package/vendor/raylib/examples/models/resources/models/obj/turret.obj +1888 -0
  274. package/vendor/raylib/examples/models/resources/models/obj/turret_diffuse.png +0 -0
  275. package/vendor/raylib/examples/models/resources/models/obj/well.obj +1030 -0
  276. package/vendor/raylib/examples/models/resources/models/obj/well_diffuse.png +0 -0
  277. package/vendor/raylib/examples/models/resources/models/vox/LICENSE +9 -0
  278. package/vendor/raylib/examples/models/resources/models/vox/chr_knight.vox +0 -0
  279. package/vendor/raylib/examples/models/resources/models/vox/chr_sword.vox +0 -0
  280. package/vendor/raylib/examples/models/resources/models/vox/monu9.vox +0 -0
  281. package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.fs +29 -0
  282. package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.vs +20 -0
  283. package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.fs +31 -0
  284. package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.vs +24 -0
  285. package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.fs +30 -0
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+ #version 330
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+
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+ // Input vertex attributes (from vertex shader)
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+ in vec2 fragTexCoord;
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+ in vec4 fragColor;
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+
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+ // Input uniform values
8
+ uniform sampler2D texture0;
9
+ uniform vec4 colDiffuse;
10
+
11
+ // Output fragment color
12
+ out vec4 finalColor;
13
+
14
+ uniform float secondes;
15
+
16
+ uniform vec2 size;
17
+
18
+ uniform float freqX;
19
+ uniform float freqY;
20
+ uniform float ampX;
21
+ uniform float ampY;
22
+ uniform float speedX;
23
+ uniform float speedY;
24
+
25
+ void main() {
26
+ float pixelWidth = 1.0 / size.x;
27
+ float pixelHeight = 1.0 / size.y;
28
+ float aspect = pixelHeight / pixelWidth;
29
+ float boxLeft = 0.0;
30
+ float boxTop = 0.0;
31
+
32
+ vec2 p = fragTexCoord;
33
+ p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
34
+ p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
35
+
36
+ finalColor = texture(texture0, p)*colDiffuse*fragColor;
37
+ }
@@ -0,0 +1,183 @@
1
+ /**********************************************************************************************
2
+ *
3
+ * raylib.lights - Some useful functions to deal with lights data
4
+ *
5
+ * CONFIGURATION:
6
+ *
7
+ * #define RLIGHTS_IMPLEMENTATION
8
+ * Generates the implementation of the library into the included file.
9
+ * If not defined, the library is in header only mode and can be included in other headers
10
+ * or source files without problems. But only ONE file should hold the implementation.
11
+ *
12
+ * LICENSE: zlib/libpng
13
+ *
14
+ * Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
15
+ *
16
+ * This software is provided "as-is", without any express or implied warranty. In no event
17
+ * will the authors be held liable for any damages arising from the use of this software.
18
+ *
19
+ * Permission is granted to anyone to use this software for any purpose, including commercial
20
+ * applications, and to alter it and redistribute it freely, subject to the following restrictions:
21
+ *
22
+ * 1. The origin of this software must not be misrepresented; you must not claim that you
23
+ * wrote the original software. If you use this software in a product, an acknowledgment
24
+ * in the product documentation would be appreciated but is not required.
25
+ *
26
+ * 2. Altered source versions must be plainly marked as such, and must not be misrepresented
27
+ * as being the original software.
28
+ *
29
+ * 3. This notice may not be removed or altered from any source distribution.
30
+ *
31
+ **********************************************************************************************/
32
+
33
+ #ifndef RLIGHTS_H
34
+ #define RLIGHTS_H
35
+
36
+ //----------------------------------------------------------------------------------
37
+ // Defines and Macros
38
+ //----------------------------------------------------------------------------------
39
+ #define MAX_LIGHTS 4 // Max dynamic lights supported by shader
40
+
41
+ //----------------------------------------------------------------------------------
42
+ // Types and Structures Definition
43
+ //----------------------------------------------------------------------------------
44
+
45
+ // Light data
46
+ typedef struct {
47
+ int type;
48
+ Vector3 position;
49
+ Vector3 target;
50
+ Color color;
51
+ bool enabled;
52
+
53
+ // Shader locations
54
+ int enabledLoc;
55
+ int typeLoc;
56
+ int posLoc;
57
+ int targetLoc;
58
+ int colorLoc;
59
+ } Light;
60
+
61
+ // Light type
62
+ typedef enum {
63
+ LIGHT_DIRECTIONAL,
64
+ LIGHT_POINT
65
+ } LightType;
66
+
67
+ #ifdef __cplusplus
68
+ extern "C" { // Prevents name mangling of functions
69
+ #endif
70
+
71
+ //----------------------------------------------------------------------------------
72
+ // Module Functions Declaration
73
+ //----------------------------------------------------------------------------------
74
+ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
75
+ void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
76
+
77
+ #ifdef __cplusplus
78
+ }
79
+ #endif
80
+
81
+ #endif // RLIGHTS_H
82
+
83
+
84
+ /***********************************************************************************
85
+ *
86
+ * RLIGHTS IMPLEMENTATION
87
+ *
88
+ ************************************************************************************/
89
+
90
+ #if defined(RLIGHTS_IMPLEMENTATION)
91
+
92
+ #include "raylib.h"
93
+
94
+ //----------------------------------------------------------------------------------
95
+ // Defines and Macros
96
+ //----------------------------------------------------------------------------------
97
+ // ...
98
+
99
+ //----------------------------------------------------------------------------------
100
+ // Types and Structures Definition
101
+ //----------------------------------------------------------------------------------
102
+ // ...
103
+
104
+ //----------------------------------------------------------------------------------
105
+ // Global Variables Definition
106
+ //----------------------------------------------------------------------------------
107
+ static int lightsCount = 0; // Current amount of created lights
108
+
109
+ //----------------------------------------------------------------------------------
110
+ // Module specific Functions Declaration
111
+ //----------------------------------------------------------------------------------
112
+ // ...
113
+
114
+ //----------------------------------------------------------------------------------
115
+ // Module Functions Definition
116
+ //----------------------------------------------------------------------------------
117
+
118
+ // Create a light and get shader locations
119
+ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
120
+ {
121
+ Light light = { 0 };
122
+
123
+ if (lightsCount < MAX_LIGHTS)
124
+ {
125
+ light.enabled = true;
126
+ light.type = type;
127
+ light.position = position;
128
+ light.target = target;
129
+ light.color = color;
130
+
131
+ // TODO: Below code doesn't look good to me,
132
+ // it assumes a specific shader naming and structure
133
+ // Probably this implementation could be improved
134
+ char enabledName[32] = "lights[x].enabled\0";
135
+ char typeName[32] = "lights[x].type\0";
136
+ char posName[32] = "lights[x].position\0";
137
+ char targetName[32] = "lights[x].target\0";
138
+ char colorName[32] = "lights[x].color\0";
139
+
140
+ // Set location name [x] depending on lights count
141
+ enabledName[7] = '0' + lightsCount;
142
+ typeName[7] = '0' + lightsCount;
143
+ posName[7] = '0' + lightsCount;
144
+ targetName[7] = '0' + lightsCount;
145
+ colorName[7] = '0' + lightsCount;
146
+
147
+ light.enabledLoc = GetShaderLocation(shader, enabledName);
148
+ light.typeLoc = GetShaderLocation(shader, typeName);
149
+ light.posLoc = GetShaderLocation(shader, posName);
150
+ light.targetLoc = GetShaderLocation(shader, targetName);
151
+ light.colorLoc = GetShaderLocation(shader, colorName);
152
+
153
+ UpdateLightValues(shader, light);
154
+
155
+ lightsCount++;
156
+ }
157
+
158
+ return light;
159
+ }
160
+
161
+ // Send light properties to shader
162
+ // NOTE: Light shader locations should be available
163
+ void UpdateLightValues(Shader shader, Light light)
164
+ {
165
+ // Send to shader light enabled state and type
166
+ SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
167
+ SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
168
+
169
+ // Send to shader light position values
170
+ float position[3] = { light.position.x, light.position.y, light.position.z };
171
+ SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
172
+
173
+ // Send to shader light target position values
174
+ float target[3] = { light.target.x, light.target.y, light.target.z };
175
+ SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
176
+
177
+ // Send to shader light color values
178
+ float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
179
+ (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
180
+ SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
181
+ }
182
+
183
+ #endif // RLIGHTS_IMPLEMENTATION
@@ -0,0 +1,152 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [shaders] example - basic lighting
4
+ *
5
+ * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
6
+ * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
7
+ *
8
+ * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
9
+ *
10
+ * This example has been created using raylib 3.8 (www.raylib.com)
11
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
12
+ *
13
+ * Example contributed by Chris Camacho (@codifies, http://bedroomcoders.co.uk/) and
14
+ * reviewed by Ramon Santamaria (@raysan5)
15
+ *
16
+ * Copyright (c) 2019-2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
17
+ *
18
+ ********************************************************************************************/
19
+
20
+ #include "raylib.h"
21
+
22
+ #include "raymath.h"
23
+
24
+ #define RLIGHTS_IMPLEMENTATION
25
+ #include "rlights.h"
26
+
27
+ #if defined(PLATFORM_DESKTOP)
28
+ #define GLSL_VERSION 330
29
+ #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
30
+ #define GLSL_VERSION 100
31
+ #endif
32
+
33
+ int main(void)
34
+ {
35
+ // Initialization
36
+ //--------------------------------------------------------------------------------------
37
+ const int screenWidth = 800;
38
+ const int screenHeight = 450;
39
+
40
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
41
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
42
+
43
+ // Define the camera to look into our 3d world
44
+ Camera camera = { 0 };
45
+ camera.position = (Vector3){ 2.0f, 4.0f, 6.0f }; // Camera position
46
+ camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
47
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
48
+ camera.fovy = 45.0f; // Camera field-of-view Y
49
+ camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
50
+
51
+ // Load plane model from a generated mesh
52
+ Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
53
+ Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
54
+
55
+ Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
56
+ TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
57
+
58
+ // Get some required shader loactions
59
+ shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
60
+ // NOTE: "matModel" location name is automatically assigned on shader loading,
61
+ // no need to get the location again if using that uniform name
62
+ //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
63
+
64
+ // Ambient light level (some basic lighting)
65
+ int ambientLoc = GetShaderLocation(shader, "ambient");
66
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
67
+
68
+ // Assign out lighting shader to model
69
+ model.materials[0].shader = shader;
70
+ cube.materials[0].shader = shader;
71
+
72
+ // Using 4 point lights: gold, red, green and blue
73
+ Light lights[MAX_LIGHTS] = { 0 };
74
+ lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
75
+ lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
76
+ lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
77
+ lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
78
+
79
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
80
+
81
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
82
+ //--------------------------------------------------------------------------------------
83
+
84
+ // Main game loop
85
+ while (!WindowShouldClose()) // Detect window close button or ESC key
86
+ {
87
+ // Update
88
+ //----------------------------------------------------------------------------------
89
+ UpdateCamera(&camera); // Update camera
90
+
91
+ // Check key inputs to enable/disable lights
92
+ if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
93
+ if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
94
+ if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
95
+ if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
96
+
97
+ // Update light values (actually, only enable/disable them)
98
+ UpdateLightValues(shader, lights[0]);
99
+ UpdateLightValues(shader, lights[1]);
100
+ UpdateLightValues(shader, lights[2]);
101
+ UpdateLightValues(shader, lights[3]);
102
+
103
+ // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
104
+ float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
105
+ SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
106
+ //----------------------------------------------------------------------------------
107
+
108
+ // Draw
109
+ //----------------------------------------------------------------------------------
110
+ BeginDrawing();
111
+
112
+ ClearBackground(RAYWHITE);
113
+
114
+ BeginMode3D(camera);
115
+
116
+ DrawModel(model, Vector3Zero(), 1.0f, WHITE);
117
+ DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
118
+
119
+ // Draw markers to show where the lights are
120
+ if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW);
121
+ else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
122
+ if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
123
+ else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
124
+ if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
125
+ else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
126
+ if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
127
+ else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
128
+
129
+ DrawGrid(10, 1.0f);
130
+
131
+ EndMode3D();
132
+
133
+ DrawFPS(10, 10);
134
+
135
+ DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
136
+
137
+ EndDrawing();
138
+ //----------------------------------------------------------------------------------
139
+ }
140
+
141
+ // De-Initialization
142
+ //--------------------------------------------------------------------------------------
143
+ UnloadModel(model); // Unload the model
144
+ UnloadModel(cube); // Unload the model
145
+ UnloadShader(shader); // Unload shader
146
+
147
+ CloseWindow(); // Close window and OpenGL context
148
+ //--------------------------------------------------------------------------------------
149
+
150
+ return 0;
151
+ }
152
+
@@ -0,0 +1,127 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
4
+ *
5
+ * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
6
+ * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
7
+ *
8
+ * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
9
+ * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
10
+ * raylib comes with shaders ready for both versions, check raylib/shaders install folder
11
+ *
12
+ * This example has been created using raylib 1.3 (www.raylib.com)
13
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
14
+ *
15
+ * Copyright (c) 2015 Ramon Santamaria (@raysan5)
16
+ *
17
+ ********************************************************************************************/
18
+
19
+ #include "raylib.h"
20
+
21
+ #if defined(PLATFORM_DESKTOP)
22
+ #define GLSL_VERSION 330
23
+ #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
24
+ #define GLSL_VERSION 100
25
+ #endif
26
+
27
+ int main(void)
28
+ {
29
+ // Initialization
30
+ //--------------------------------------------------------------------------------------
31
+ const int screenWidth = 800;
32
+ const int screenHeight = 450;
33
+
34
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
35
+
36
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
37
+
38
+ // Define the camera to look into our 3d world
39
+ Camera camera = { 0 };
40
+ camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
41
+ camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
42
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
43
+ camera.fovy = 45.0f;
44
+ camera.projection = CAMERA_PERSPECTIVE;
45
+
46
+ Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
47
+ Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
48
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
49
+
50
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
51
+
52
+ // Load postprocessing shader
53
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
54
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
55
+
56
+ // Get variable (uniform) location on the shader to connect with the program
57
+ // NOTE: If uniform variable could not be found in the shader, function returns -1
58
+ int swirlCenterLoc = GetShaderLocation(shader, "center");
59
+
60
+ float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
61
+
62
+ // Create a RenderTexture2D to be used for render to texture
63
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
64
+
65
+ // Setup orbital camera
66
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
67
+
68
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
69
+ //--------------------------------------------------------------------------------------
70
+
71
+ // Main game loop
72
+ while (!WindowShouldClose()) // Detect window close button or ESC key
73
+ {
74
+ // Update
75
+ //----------------------------------------------------------------------------------
76
+ Vector2 mousePosition = GetMousePosition();
77
+
78
+ swirlCenter[0] = mousePosition.x;
79
+ swirlCenter[1] = screenHeight - mousePosition.y;
80
+
81
+ // Send new value to the shader to be used on drawing
82
+ SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
83
+
84
+ UpdateCamera(&camera); // Update camera
85
+ //----------------------------------------------------------------------------------
86
+
87
+ // Draw
88
+ //----------------------------------------------------------------------------------
89
+ BeginTextureMode(target); // Enable drawing to texture
90
+ ClearBackground(RAYWHITE); // Clear texture background
91
+
92
+ BeginMode3D(camera); // Begin 3d mode drawing
93
+ DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
94
+ DrawGrid(10, 1.0f); // Draw a grid
95
+ EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
96
+
97
+ DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
98
+ EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
99
+
100
+ BeginDrawing();
101
+ ClearBackground(RAYWHITE); // Clear screen background
102
+
103
+ // Enable shader using the custom uniform
104
+ BeginShaderMode(shader);
105
+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
106
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
107
+ EndShaderMode();
108
+
109
+ // Draw some 2d text over drawn texture
110
+ DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
111
+ DrawFPS(10, 10);
112
+ EndDrawing();
113
+ //----------------------------------------------------------------------------------
114
+ }
115
+
116
+ // De-Initialization
117
+ //--------------------------------------------------------------------------------------
118
+ UnloadShader(shader); // Unload shader
119
+ UnloadTexture(texture); // Unload texture
120
+ UnloadModel(model); // Unload model
121
+ UnloadRenderTexture(target); // Unload render texture
122
+
123
+ CloseWindow(); // Close window and OpenGL context
124
+ //--------------------------------------------------------------------------------------
125
+
126
+ return 0;
127
+ }
@@ -0,0 +1,92 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [shaders] example - Sieve of Eratosthenes
4
+ *
5
+ * Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
6
+ *
7
+ * "Sift the twos and sift the threes,
8
+ * The Sieve of Eratosthenes.
9
+ * When the multiples sublime,
10
+ * the numbers that are left are prime."
11
+ *
12
+ * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
13
+ * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
14
+ *
15
+ * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
16
+ *
17
+ * This example has been created using raylib 2.5 (www.raylib.com)
18
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
19
+ *
20
+ * Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
21
+ *
22
+ * Copyright (c) 2019 ProfJski and Ramon Santamaria (@raysan5)
23
+ *
24
+ ********************************************************************************************/
25
+
26
+ #include "raylib.h"
27
+
28
+ #if defined(PLATFORM_DESKTOP)
29
+ #define GLSL_VERSION 330
30
+ #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
31
+ #define GLSL_VERSION 100
32
+ #endif
33
+
34
+ int main(void)
35
+ {
36
+ // Initialization
37
+ //--------------------------------------------------------------------------------------
38
+ const int screenWidth = 800;
39
+ const int screenHeight = 450;
40
+
41
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
42
+
43
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
44
+
45
+ // Load Eratosthenes shader
46
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
47
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
48
+
49
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
50
+ //--------------------------------------------------------------------------------------
51
+
52
+ // Main game loop
53
+ while (!WindowShouldClose()) // Detect window close button or ESC key
54
+ {
55
+ // Update
56
+ //----------------------------------------------------------------------------------
57
+ // Nothing to do here, everything is happening in the shader
58
+ //----------------------------------------------------------------------------------
59
+
60
+ // Draw
61
+ //----------------------------------------------------------------------------------
62
+ BeginTextureMode(target); // Enable drawing to texture
63
+ ClearBackground(BLACK); // Clear the render texture
64
+
65
+ // Draw a rectangle in shader mode to be used as shader canvas
66
+ // NOTE: Rectangle uses font white character texture coordinates,
67
+ // so shader can not be applied here directly because input vertexTexCoord
68
+ // do not represent full screen coordinates (space where want to apply shader)
69
+ DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
70
+ EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
71
+
72
+ BeginDrawing();
73
+ ClearBackground(RAYWHITE); // Clear screen background
74
+
75
+ BeginShaderMode(shader);
76
+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
77
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
78
+ EndShaderMode();
79
+ EndDrawing();
80
+ //----------------------------------------------------------------------------------
81
+ }
82
+
83
+ // De-Initialization
84
+ //--------------------------------------------------------------------------------------
85
+ UnloadShader(shader); // Unload shader
86
+ UnloadRenderTexture(target); // Unload render texture
87
+
88
+ CloseWindow(); // Close window and OpenGL context
89
+ //--------------------------------------------------------------------------------------
90
+
91
+ return 0;
92
+ }