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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+ /*******************************************************************************************
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+ *
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+ * raylib [shaders] example - Apply a postprocessing shader to a scene
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+ *
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+ * 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
+ #define MAX_POSTPRO_SHADERS 12
28
+
29
+ typedef enum {
30
+ FX_GRAYSCALE = 0,
31
+ FX_POSTERIZATION,
32
+ FX_DREAM_VISION,
33
+ FX_PIXELIZER,
34
+ FX_CROSS_HATCHING,
35
+ FX_CROSS_STITCHING,
36
+ FX_PREDATOR_VIEW,
37
+ FX_SCANLINES,
38
+ FX_FISHEYE,
39
+ FX_SOBEL,
40
+ FX_BLOOM,
41
+ FX_BLUR,
42
+ //FX_FXAA
43
+ } PostproShader;
44
+
45
+ static const char *postproShaderText[] = {
46
+ "GRAYSCALE",
47
+ "POSTERIZATION",
48
+ "DREAM_VISION",
49
+ "PIXELIZER",
50
+ "CROSS_HATCHING",
51
+ "CROSS_STITCHING",
52
+ "PREDATOR_VIEW",
53
+ "SCANLINES",
54
+ "FISHEYE",
55
+ "SOBEL",
56
+ "BLOOM",
57
+ "BLUR",
58
+ //"FXAA"
59
+ };
60
+
61
+ int main(void)
62
+ {
63
+ // Initialization
64
+ //--------------------------------------------------------------------------------------
65
+ const int screenWidth = 800;
66
+ const int screenHeight = 450;
67
+
68
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
69
+
70
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
71
+
72
+ // Define the camera to look into our 3d world
73
+ Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
74
+
75
+ Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
76
+ Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
77
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
78
+
79
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
80
+
81
+ // Load all postpro shaders
82
+ // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
83
+ // NOTE 2: We load the correct shader depending on GLSL version
84
+ Shader shaders[MAX_POSTPRO_SHADERS] = { 0 };
85
+
86
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
87
+ shaders[FX_GRAYSCALE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
88
+ shaders[FX_POSTERIZATION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
89
+ shaders[FX_DREAM_VISION] = LoadShader(0, TextFormat("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
90
+ shaders[FX_PIXELIZER] = LoadShader(0, TextFormat("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
91
+ shaders[FX_CROSS_HATCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
92
+ shaders[FX_CROSS_STITCHING] = LoadShader(0, TextFormat("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
93
+ shaders[FX_PREDATOR_VIEW] = LoadShader(0, TextFormat("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
94
+ shaders[FX_SCANLINES] = LoadShader(0, TextFormat("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
95
+ shaders[FX_FISHEYE] = LoadShader(0, TextFormat("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
96
+ shaders[FX_SOBEL] = LoadShader(0, TextFormat("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
97
+ shaders[FX_BLOOM] = LoadShader(0, TextFormat("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
98
+ shaders[FX_BLUR] = LoadShader(0, TextFormat("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
99
+
100
+ int currentShader = FX_GRAYSCALE;
101
+
102
+ // Create a RenderTexture2D to be used for render to texture
103
+ RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
104
+
105
+ // Setup orbital camera
106
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
107
+
108
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
109
+ //--------------------------------------------------------------------------------------
110
+
111
+ // Main game loop
112
+ while (!WindowShouldClose()) // Detect window close button or ESC key
113
+ {
114
+ // Update
115
+ //----------------------------------------------------------------------------------
116
+ UpdateCamera(&camera); // Update camera
117
+
118
+ if (IsKeyPressed(KEY_RIGHT)) currentShader++;
119
+ else if (IsKeyPressed(KEY_LEFT)) currentShader--;
120
+
121
+ if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
122
+ else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
123
+ //----------------------------------------------------------------------------------
124
+
125
+ // Draw
126
+ //----------------------------------------------------------------------------------
127
+ BeginTextureMode(target); // Enable drawing to texture
128
+ ClearBackground(RAYWHITE); // Clear texture background
129
+
130
+ BeginMode3D(camera); // Begin 3d mode drawing
131
+ DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
132
+ DrawGrid(10, 1.0f); // Draw a grid
133
+ EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
134
+ EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
135
+
136
+ BeginDrawing();
137
+ ClearBackground(RAYWHITE); // Clear screen background
138
+
139
+ // Render generated texture using selected postprocessing shader
140
+ BeginShaderMode(shaders[currentShader]);
141
+ // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
142
+ DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
143
+ EndShaderMode();
144
+
145
+ // Draw 2d shapes and text over drawn texture
146
+ DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
147
+
148
+ DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
149
+ DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
150
+ DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
151
+ DrawText("< >", 540, 10, 30, DARKBLUE);
152
+ DrawFPS(700, 15);
153
+ EndDrawing();
154
+ //----------------------------------------------------------------------------------
155
+ }
156
+
157
+ // De-Initialization
158
+ //--------------------------------------------------------------------------------------
159
+ // Unload all postpro shaders
160
+ for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
161
+
162
+ UnloadTexture(texture); // Unload texture
163
+ UnloadModel(model); // Unload model
164
+ UnloadRenderTexture(target); // Unload render texture
165
+
166
+ CloseWindow(); // Close window and OpenGL context
167
+ //--------------------------------------------------------------------------------------
168
+
169
+ return 0;
170
+ }
@@ -0,0 +1,113 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [shaders] example - Raymarching shapes generation
4
+ *
5
+ * NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
6
+ * is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
7
+ *
8
+ * This example has been created using raylib 2.0 (www.raylib.com)
9
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
10
+ *
11
+ * Copyright (c) 2018 Ramon Santamaria (@raysan5)
12
+ *
13
+ ********************************************************************************************/
14
+
15
+ #include "raylib.h"
16
+
17
+ #if defined(PLATFORM_DESKTOP)
18
+ #define GLSL_VERSION 330
19
+ #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB -> Not supported at this moment
20
+ #define GLSL_VERSION 100
21
+ #endif
22
+
23
+ int main(void)
24
+ {
25
+ // Initialization
26
+ //--------------------------------------------------------------------------------------
27
+ int screenWidth = 800;
28
+ int screenHeight = 450;
29
+
30
+ SetConfigFlags(FLAG_WINDOW_RESIZABLE);
31
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
32
+
33
+ Camera camera = { 0 };
34
+ camera.position = (Vector3){ 2.5f, 2.5f, 3.0f }; // Camera position
35
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
36
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
37
+ camera.fovy = 65.0f; // Camera field-of-view Y
38
+
39
+ SetCameraMode(camera, CAMERA_FREE); // Set camera mode
40
+
41
+ // Load raymarching shader
42
+ // NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
43
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
44
+
45
+ // Get shader locations for required uniforms
46
+ int viewEyeLoc = GetShaderLocation(shader, "viewEye");
47
+ int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
48
+ int runTimeLoc = GetShaderLocation(shader, "runTime");
49
+ int resolutionLoc = GetShaderLocation(shader, "resolution");
50
+
51
+ float resolution[2] = { (float)screenWidth, (float)screenHeight };
52
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
53
+
54
+ float runTime = 0.0f;
55
+
56
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
57
+ //--------------------------------------------------------------------------------------
58
+
59
+ // Main game loop
60
+ while (!WindowShouldClose()) // Detect window close button or ESC key
61
+ {
62
+ // Update
63
+ //----------------------------------------------------------------------------------
64
+ UpdateCamera(&camera); // Update camera
65
+
66
+ float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
67
+ float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
68
+
69
+ float deltaTime = GetFrameTime();
70
+ runTime += deltaTime;
71
+
72
+ // Set shader required uniform values
73
+ SetShaderValue(shader, viewEyeLoc, cameraPos, SHADER_UNIFORM_VEC3);
74
+ SetShaderValue(shader, viewCenterLoc, cameraTarget, SHADER_UNIFORM_VEC3);
75
+ SetShaderValue(shader, runTimeLoc, &runTime, SHADER_UNIFORM_FLOAT);
76
+
77
+ // Check if screen is resized
78
+ if (IsWindowResized())
79
+ {
80
+ screenWidth = GetScreenWidth();
81
+ screenHeight = GetScreenHeight();
82
+ float resolution[2] = { (float)screenWidth, (float)screenHeight };
83
+ SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
84
+ }
85
+ //----------------------------------------------------------------------------------
86
+
87
+ // Draw
88
+ //----------------------------------------------------------------------------------
89
+ BeginDrawing();
90
+
91
+ ClearBackground(RAYWHITE);
92
+
93
+ // We only draw a white full-screen rectangle,
94
+ // frame is generated in shader using raymarching
95
+ BeginShaderMode(shader);
96
+ DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
97
+ EndShaderMode();
98
+
99
+ DrawText("(c) Raymarching shader by Iñigo Quilez. MIT License.", screenWidth - 280, screenHeight - 20, 10, BLACK);
100
+
101
+ EndDrawing();
102
+ //----------------------------------------------------------------------------------
103
+ }
104
+
105
+ // De-Initialization
106
+ //--------------------------------------------------------------------------------------
107
+ UnloadShader(shader); // Unload shader
108
+
109
+ CloseWindow(); // Close window and OpenGL context
110
+ //--------------------------------------------------------------------------------------
111
+
112
+ return 0;
113
+ }
@@ -0,0 +1,116 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [shaders] example - Apply a shader to some shape or texture
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 1.7 (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
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
35
+
36
+ Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
37
+
38
+ // Load shader to be used on some parts drawing
39
+ // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
40
+ // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
41
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
42
+
43
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
44
+ //--------------------------------------------------------------------------------------
45
+
46
+ // Main game loop
47
+ while (!WindowShouldClose()) // Detect window close button or ESC key
48
+ {
49
+ // Update
50
+ //----------------------------------------------------------------------------------
51
+ // TODO: Update your variables here
52
+ //----------------------------------------------------------------------------------
53
+
54
+ // Draw
55
+ //----------------------------------------------------------------------------------
56
+ BeginDrawing();
57
+
58
+ ClearBackground(RAYWHITE);
59
+
60
+ // Start drawing with default shader
61
+
62
+ DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
63
+
64
+ DrawCircle(80, 120, 35, DARKBLUE);
65
+ DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
66
+ DrawCircleLines(80, 340, 80, DARKBLUE);
67
+
68
+
69
+ // Activate our custom shader to be applied on next shapes/textures drawings
70
+ BeginShaderMode(shader);
71
+
72
+ DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
73
+
74
+ DrawRectangle(250 - 60, 90, 120, 60, RED);
75
+ DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
76
+ DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
77
+
78
+ // Activate our default shader for next drawings
79
+ EndShaderMode();
80
+
81
+ DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
82
+
83
+ DrawTriangle((Vector2){430, 80},
84
+ (Vector2){430 - 60, 150},
85
+ (Vector2){430 + 60, 150}, VIOLET);
86
+
87
+ DrawTriangleLines((Vector2){430, 160},
88
+ (Vector2){430 - 20, 230},
89
+ (Vector2){430 + 20, 230}, DARKBLUE);
90
+
91
+ DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
92
+
93
+ // Activate our custom shader to be applied on next shapes/textures drawings
94
+ BeginShaderMode(shader);
95
+
96
+ DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
97
+
98
+ // Activate our default shader for next drawings
99
+ EndShaderMode();
100
+
101
+ DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
102
+
103
+ EndDrawing();
104
+ //----------------------------------------------------------------------------------
105
+ }
106
+
107
+ // De-Initialization
108
+ //--------------------------------------------------------------------------------------
109
+ UnloadShader(shader); // Unload shader
110
+ UnloadTexture(fudesumi); // Unload texture
111
+
112
+ CloseWindow(); // Close window and OpenGL context
113
+ //--------------------------------------------------------------------------------------
114
+
115
+ return 0;
116
+ }
@@ -0,0 +1,144 @@
1
+ /*******************************************************************************************
2
+ *
3
+ * raylib [shaders] example - Simple shader mask
4
+ *
5
+ * This example has been created using raylib 2.5 (www.raylib.com)
6
+ * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
7
+ *
8
+ * Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
9
+ *
10
+ * Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
11
+ *
12
+ ********************************************************************************************
13
+ *
14
+ * After a model is loaded it has a default material, this material can be
15
+ * modified in place rather than creating one from scratch...
16
+ * While all of the maps have particular names, they can be used for any purpose
17
+ * except for three maps that are applied as cubic maps (see below)
18
+ *
19
+ ********************************************************************************************/
20
+
21
+ #include "raylib.h"
22
+ #include "raymath.h"
23
+
24
+ #if defined(PLATFORM_DESKTOP)
25
+ #define GLSL_VERSION 330
26
+ #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
27
+ #define GLSL_VERSION 100
28
+ #endif
29
+
30
+ int main(void)
31
+ {
32
+ // Initialization
33
+ //--------------------------------------------------------------------------------------
34
+ const int screenWidth = 800;
35
+ const int screenHeight = 450;
36
+
37
+ InitWindow(screenWidth, screenHeight, "raylib - simple shader mask");
38
+
39
+ // Define the camera to look into our 3d world
40
+ Camera camera = { 0 };
41
+ camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };
42
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
43
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
44
+ camera.fovy = 45.0f;
45
+ camera.projection = CAMERA_PERSPECTIVE;
46
+
47
+ // Define our three models to show the shader on
48
+ Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
49
+ Model model1 = LoadModelFromMesh(torus);
50
+
51
+ Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
52
+ Model model2 = LoadModelFromMesh(cube);
53
+
54
+ // Generate model to be shaded just to see the gaps in the other two
55
+ Mesh sphere = GenMeshSphere(1, 16, 16);
56
+ Model model3 = LoadModelFromMesh(sphere);
57
+
58
+ // Load the shader
59
+ Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/mask.fs", GLSL_VERSION));
60
+
61
+ // Load and apply the diffuse texture (colour map)
62
+ Texture texDiffuse = LoadTexture("resources/plasma.png");
63
+ model1.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
64
+ model2.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texDiffuse;
65
+
66
+ // Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
67
+ // NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
68
+ Texture texMask = LoadTexture("resources/mask.png");
69
+ model1.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
70
+ model2.materials[0].maps[MATERIAL_MAP_EMISSION].texture = texMask;
71
+ shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
72
+
73
+ // Frame is incremented each frame to animate the shader
74
+ int shaderFrame = GetShaderLocation(shader, "frame");
75
+
76
+ // Apply the shader to the two models
77
+ model1.materials[0].shader = shader;
78
+ model2.materials[0].shader = shader;
79
+
80
+ int framesCounter = 0;
81
+ Vector3 rotation = { 0 }; // Model rotation angles
82
+
83
+ SetTargetFPS(60); // Set to run at 60 frames-per-second
84
+ //--------------------------------------------------------------------------------------
85
+
86
+ // Main game loop
87
+ while (!WindowShouldClose()) // Detect window close button or ESC key
88
+ {
89
+ // Update
90
+ //----------------------------------------------------------------------------------
91
+ framesCounter++;
92
+ rotation.x += 0.01f;
93
+ rotation.y += 0.005f;
94
+ rotation.z -= 0.0025f;
95
+
96
+ // Send frames counter to shader for animation
97
+ SetShaderValue(shader, shaderFrame, &framesCounter, SHADER_UNIFORM_INT);
98
+
99
+ // Rotate one of the models
100
+ model1.transform = MatrixRotateXYZ(rotation);
101
+
102
+ UpdateCamera(&camera);
103
+ //----------------------------------------------------------------------------------
104
+
105
+ // Draw
106
+ //----------------------------------------------------------------------------------
107
+ BeginDrawing();
108
+
109
+ ClearBackground(DARKBLUE);
110
+
111
+ BeginMode3D(camera);
112
+
113
+ DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
114
+ DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
115
+ DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
116
+ DrawGrid(10, 1.0f); // Draw a grid
117
+
118
+ EndMode3D();
119
+
120
+ DrawRectangle(16, 698, MeasureText(TextFormat("Frame: %i", framesCounter), 20) + 8, 42, BLUE);
121
+ DrawText(TextFormat("Frame: %i", framesCounter), 20, 700, 20, WHITE);
122
+
123
+ DrawFPS(10, 10);
124
+
125
+ EndDrawing();
126
+ //----------------------------------------------------------------------------------
127
+ }
128
+
129
+ // De-Initialization
130
+ //--------------------------------------------------------------------------------------
131
+ UnloadModel(model1);
132
+ UnloadModel(model2);
133
+ UnloadModel(model3);
134
+
135
+ UnloadTexture(texDiffuse); // Unload default diffuse texture
136
+ UnloadTexture(texMask); // Unload texture mask
137
+
138
+ UnloadShader(shader); // Unload shader
139
+
140
+ CloseWindow(); // Close window and OpenGL context
141
+ //--------------------------------------------------------------------------------------
142
+
143
+ return 0;
144
+ }