koffi 0.9.5 → 0.9.8
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.
- package/LICENSE.txt +661 -0
- package/README.md +74 -9
- package/package.json +27 -7
- package/src/call.hh +2 -1
- package/src/call_arm32.cc +525 -0
- package/src/call_arm32_fwd.S +108 -0
- package/src/call_arm64.cc +90 -63
- package/src/call_arm64_fwd.S +24 -29
- package/src/call_x64_sysv.cc +61 -48
- package/src/call_x64_win.cc +69 -43
- package/src/call_x86.cc +83 -62
- package/src/ffi.cc +166 -37
- package/src/ffi.hh +43 -12
- package/src/util.cc +72 -32
- package/src/util.hh +127 -18
- package/test/files/node32.cmd +6 -0
- package/test/files/node64.cmd +6 -0
- package/test/registry/machines.json +185 -0
- package/test/registry/sha256sum.txt +24 -0
- package/test/test.js +625 -0
- package/test/tests/misc.c +40 -0
- package/test/tests/misc.js +54 -0
- package/test/tests/raylib.js +167 -0
- package/vendor/dragonbox/include/dragonbox/dragonbox.h +6 -2
- package/vendor/dragonbox/other_files/Dragonbox.pdf +0 -0
- package/vendor/libcc/libcc.cc +36 -18
- package/vendor/libcc/libcc.hh +23 -1
- package/vendor/raylib/BINDINGS.md +123 -0
- package/vendor/raylib/CHANGELOG +1495 -0
- package/vendor/raylib/CMakeLists.txt +33 -0
- package/vendor/raylib/CMakeOptions.txt +87 -0
- package/vendor/raylib/CONTRIBUTING.md +76 -0
- package/vendor/raylib/CONTRIBUTORS.md +63 -0
- package/vendor/raylib/CONVENTIONS.md +95 -0
- package/vendor/raylib/HISTORY.md +364 -0
- package/vendor/raylib/LICENSE +16 -0
- package/vendor/raylib/README.md +141 -0
- package/vendor/raylib/ROADMAP.md +76 -0
- package/vendor/raylib/SPONSORS.md +68 -0
- package/vendor/raylib/cmake/AddIfFlagCompiles.cmake +12 -0
- package/vendor/raylib/cmake/BuildOptions.cmake +18 -0
- package/vendor/raylib/cmake/CompileDefinitions.cmake +110 -0
- package/vendor/raylib/cmake/CompilerFlags.cmake +79 -0
- package/vendor/raylib/cmake/EnumOption.cmake +9 -0
- package/vendor/raylib/cmake/GlfwImport.cmake +34 -0
- package/vendor/raylib/cmake/InstallConfigurations.cmake +29 -0
- package/vendor/raylib/cmake/JoinPaths.cmake +26 -0
- package/vendor/raylib/cmake/LibraryConfigurations.cmake +108 -0
- package/vendor/raylib/cmake/LibraryPathToLinkerFlags.cmake +24 -0
- package/vendor/raylib/cmake/PackConfigurations.cmake +13 -0
- package/vendor/raylib/cmake/PopulateConfigVariablesLocally.cmake +11 -0
- package/vendor/raylib/cmake/raylib-config-version.cmake +21 -0
- package/vendor/raylib/cmake/raylib-config.cmake +76 -0
- package/vendor/raylib/examples/CMakeLists.txt +139 -0
- package/vendor/raylib/examples/Makefile +565 -0
- package/vendor/raylib/examples/Makefile.Android +405 -0
- package/vendor/raylib/examples/Makefile.Web +1053 -0
- package/vendor/raylib/examples/README.md +203 -0
- package/vendor/raylib/examples/audio/audio_module_playing.c +146 -0
- package/vendor/raylib/examples/audio/audio_module_playing.png +0 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.c +73 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.png +0 -0
- package/vendor/raylib/examples/audio/audio_music_stream.c +93 -0
- package/vendor/raylib/examples/audio/audio_music_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.c +167 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.c +64 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.png +0 -0
- package/vendor/raylib/examples/audio/resources/LICENSE.md +10 -0
- package/vendor/raylib/examples/audio/resources/coin.wav +0 -0
- package/vendor/raylib/examples/audio/resources/country.mp3 +0 -0
- package/vendor/raylib/examples/audio/resources/mini1111.xm +0 -0
- package/vendor/raylib/examples/audio/resources/sound.wav +0 -0
- package/vendor/raylib/examples/audio/resources/spring.wav +0 -0
- package/vendor/raylib/examples/audio/resources/target.flac +0 -0
- package/vendor/raylib/examples/audio/resources/target.ogg +0 -0
- package/vendor/raylib/examples/audio/resources/weird.wav +0 -0
- package/vendor/raylib/examples/build.zig +86 -0
- package/vendor/raylib/examples/core/core_2d_camera.c +132 -0
- package/vendor/raylib/examples/core/core_2d_camera.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.c +293 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.c +97 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.c +83 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.c +73 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.png +0 -0
- package/vendor/raylib/examples/core/core_3d_picking.c +107 -0
- package/vendor/raylib/examples/core/core_3d_picking.png +0 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.c +150 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window.c +62 -0
- package/vendor/raylib/examples/core/core_basic_window.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window_web.c +85 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.c +125 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.png +0 -0
- package/vendor/raylib/examples/core/core_custom_logging.c +84 -0
- package/vendor/raylib/examples/core/core_custom_logging.png +0 -0
- package/vendor/raylib/examples/core/core_drop_files.c +76 -0
- package/vendor/raylib/examples/core/core_drop_files.png +0 -0
- package/vendor/raylib/examples/core/core_input_gamepad.c +195 -0
- package/vendor/raylib/examples/core/core_input_gamepad.png +0 -0
- package/vendor/raylib/examples/core/core_input_gestures.c +115 -0
- package/vendor/raylib/examples/core/core_input_gestures.png +0 -0
- package/vendor/raylib/examples/core/core_input_keys.c +59 -0
- package/vendor/raylib/examples/core/core_input_keys.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse.c +65 -0
- package/vendor/raylib/examples/core/core_input_mouse.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.c +58 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.png +0 -0
- package/vendor/raylib/examples/core/core_input_multitouch.c +70 -0
- package/vendor/raylib/examples/core/core_input_multitouch.png +0 -0
- package/vendor/raylib/examples/core/core_loading_thread.c +147 -0
- package/vendor/raylib/examples/core/core_loading_thread.png +0 -0
- package/vendor/raylib/examples/core/core_quat_conversion.c +132 -0
- package/vendor/raylib/examples/core/core_quat_conversion.png +0 -0
- package/vendor/raylib/examples/core/core_random_values.c +67 -0
- package/vendor/raylib/examples/core/core_random_values.png +0 -0
- package/vendor/raylib/examples/core/core_scissor_test.c +71 -0
- package/vendor/raylib/examples/core/core_scissor_test.png +0 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.c +117 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_split_screen.c +155 -0
- package/vendor/raylib/examples/core/core_split_screen.png +0 -0
- package/vendor/raylib/examples/core/core_storage_values.c +87 -0
- package/vendor/raylib/examples/core/core_storage_values.png +0 -0
- package/vendor/raylib/examples/core/core_vr_simulator.c +143 -0
- package/vendor/raylib/examples/core/core_vr_simulator.png +0 -0
- package/vendor/raylib/examples/core/core_window_flags.c +191 -0
- package/vendor/raylib/examples/core/core_window_flags.png +0 -0
- package/vendor/raylib/examples/core/core_window_letterbox.c +112 -0
- package/vendor/raylib/examples/core/core_window_letterbox.png +0 -0
- package/vendor/raylib/examples/core/core_world_screen.c +78 -0
- package/vendor/raylib/examples/core/core_world_screen.png +0 -0
- package/vendor/raylib/examples/core/resources/LICENSE.md +4 -0
- package/vendor/raylib/examples/core/resources/distortion100.fs +52 -0
- package/vendor/raylib/examples/core/resources/distortion330.fs +53 -0
- package/vendor/raylib/examples/core/resources/ps3.png +0 -0
- package/vendor/raylib/examples/core/resources/xbox.png +0 -0
- package/vendor/raylib/examples/examples_template.c +100 -0
- package/vendor/raylib/examples/models/models_animation.c +114 -0
- package/vendor/raylib/examples/models/models_animation.png +0 -0
- package/vendor/raylib/examples/models/models_billboard.c +75 -0
- package/vendor/raylib/examples/models/models_billboard.png +0 -0
- package/vendor/raylib/examples/models/models_box_collisions.c +121 -0
- package/vendor/raylib/examples/models/models_box_collisions.png +0 -0
- package/vendor/raylib/examples/models/models_cubicmap.c +87 -0
- package/vendor/raylib/examples/models/models_cubicmap.png +0 -0
- package/vendor/raylib/examples/models/models_first_person_maze.c +122 -0
- package/vendor/raylib/examples/models/models_first_person_maze.png +0 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.c +80 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.png +0 -0
- package/vendor/raylib/examples/models/models_heightmap.c +82 -0
- package/vendor/raylib/examples/models/models_heightmap.png +0 -0
- package/vendor/raylib/examples/models/models_loading.c +146 -0
- package/vendor/raylib/examples/models/models_loading.png +0 -0
- package/vendor/raylib/examples/models/models_loading_gltf.c +105 -0
- package/vendor/raylib/examples/models/models_loading_gltf.png +0 -0
- package/vendor/raylib/examples/models/models_loading_vox.c +130 -0
- package/vendor/raylib/examples/models/models_loading_vox.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_generation.c +179 -0
- package/vendor/raylib/examples/models/models_mesh_generation.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_picking.c +223 -0
- package/vendor/raylib/examples/models/models_mesh_picking.png +0 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.c +99 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.png +0 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.c +172 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.png +0 -0
- package/vendor/raylib/examples/models/models_skybox.c +262 -0
- package/vendor/raylib/examples/models/models_skybox.png +0 -0
- package/vendor/raylib/examples/models/models_waving_cubes.c +112 -0
- package/vendor/raylib/examples/models/models_waving_cubes.png +0 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.c +117 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.png +0 -0
- package/vendor/raylib/examples/models/resources/LICENSE.md +23 -0
- package/vendor/raylib/examples/models/resources/billboard.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap_atlas.png +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_1k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_2k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/heightmap.png +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedMorphCube.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedTriangle.gltf +118 -0
- package/vendor/raylib/examples/models/resources/models/gltf/BoxAnimated.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/LICENSE +23 -0
- package/vendor/raylib/examples/models/resources/models/gltf/girl.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/raylib_32x32.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/rigged_figure.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/vertex_colored_object.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.blend +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guyanim.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guytex.png +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/vertex_colored_object.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge.obj +1725 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle.obj +12919 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube.obj +68 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/house.obj +4564 -0
- package/vendor/raylib/examples/models/resources/models/obj/house_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/market.obj +7301 -0
- package/vendor/raylib/examples/models/resources/models/obj/market_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane.obj +10858 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret.obj +1888 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/well.obj +1030 -0
- package/vendor/raylib/examples/models/resources/models/obj/well_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/LICENSE +9 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_knight.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_sword.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/monu9.vox +0 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.fs +29 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.fs +31 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/skybox.png +0 -0
- package/vendor/raylib/examples/models/rlights.h +183 -0
- package/vendor/raylib/examples/others/easings.h +263 -0
- package/vendor/raylib/examples/others/easings_testbed.c +227 -0
- package/vendor/raylib/examples/others/embedded_files_loading.c +103 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3.h +5538 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3native.h +572 -0
- package/vendor/raylib/examples/others/external/include/glad.h +5466 -0
- package/vendor/raylib/examples/others/external/lib/libglfw3.a +0 -0
- package/vendor/raylib/examples/others/raudio_standalone.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.png +0 -0
- package/vendor/raylib/examples/others/resources/audio/country.mp3 +0 -0
- package/vendor/raylib/examples/others/resources/audio/target.ogg +0 -0
- package/vendor/raylib/examples/others/resources/audio/weird.wav +0 -0
- package/vendor/raylib/examples/others/resources/audio_data.h +4893 -0
- package/vendor/raylib/examples/others/resources/image_data.h +9848 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl100/point_particle.fs +16 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl100/point_particle.vs +24 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl330/point_particle.fs +17 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl330/point_particle.vs +24 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol.glsl +41 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl +29 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl +51 -0
- package/vendor/raylib/examples/others/rlgl_compute_shader.c +173 -0
- package/vendor/raylib/examples/others/rlgl_standalone.c +469 -0
- package/vendor/raylib/examples/physics/physics_demo.c +128 -0
- package/vendor/raylib/examples/physics/physics_demo.png +0 -0
- package/vendor/raylib/examples/physics/physics_friction.c +142 -0
- package/vendor/raylib/examples/physics/physics_friction.png +0 -0
- package/vendor/raylib/examples/physics/physics_movement.c +128 -0
- package/vendor/raylib/examples/physics/physics_movement.png +0 -0
- package/vendor/raylib/examples/physics/physics_restitution.c +129 -0
- package/vendor/raylib/examples/physics/physics_restitution.png +0 -0
- package/vendor/raylib/examples/physics/physics_shatter.c +111 -0
- package/vendor/raylib/examples/physics/physics_shatter.png +0 -0
- package/vendor/raylib/examples/raylib_compile_execute.bat +32 -0
- package/vendor/raylib/examples/raylib_makefile_example.bat +27 -0
- package/vendor/raylib/examples/shaders/resources/LICENSE.md +11 -0
- package/vendor/raylib/examples/shaders/resources/fudesumi.png +0 -0
- package/vendor/raylib/examples/shaders/resources/mask.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/barracks.obj +22251 -0
- package/vendor/raylib/examples/shaders/resources/models/barracks_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/church.obj +5116 -0
- package/vendor/raylib/examples/shaders/resources/models/church_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/watermill.obj +5316 -0
- package/vendor/raylib/examples/shaders/resources/models/watermill_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/plasma.png +0 -0
- package/vendor/raylib/examples/shaders/resources/raysan.png +0 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base.fs +23 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base.vs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base_lighting.vs +59 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs +36 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/bloom.fs +39 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/blur.fs +34 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/color_mix.fs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cross_hatching.fs +47 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cross_stitching.fs +57 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cubes_panning.fs +60 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/depth.fs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/distortion.fs +54 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/dream_vision.fs +37 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/eratosthenes.fs +60 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/fisheye.fs +43 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/fog.fs +94 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/grayscale.fs +25 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs +83 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs +81 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/mask.fs +24 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/outline.fs +34 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/palette_switch.fs +41 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/pixelizer.fs +32 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/posterization.fs +29 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/predator.fs +31 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/raymarching.fs +431 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/reload.fs +39 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/scanlines.fs +44 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/sobel.fs +40 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/spotlight.fs +77 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs +46 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/wave.fs +36 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base.fs +22 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base.vs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base_lighting.vs +59 -0
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- package/vendor/sqlite3/shell.c +23487 -0
- package/vendor/sqlite3/sqlite3.c +239246 -0
- package/vendor/sqlite3/sqlite3.h +12802 -0
- package/vendor/sqlite3/sqlite3ext.h +689 -0
- package/CMakeLists.txt +0 -60
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/*******************************************************************************************
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*
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* raylib [shaders] example - Simple shader mask
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/)
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* and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************
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*
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* The shader makes alpha holes in the forground to give the apearance of a top
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* down look at a spotlight casting a pool of light...
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*
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* The right hand side of the screen there is just enough light to see whats
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* going on without the spot light, great for a stealth type game where you
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* have to avoid the spotlights.
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*
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* The left hand side of the screen is in pitch dark except for where the spotlights are.
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*
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* Although this example doesn't scale like the letterbox example, you could integrate
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* the two techniques, but by scaling the actual colour of the render texture rather
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* than using alpha as a mask.
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stddef.h>
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#include <stdint.h>
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#define MAX_SPOTS 3 // NOTE: It must be the same as define in shader
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#define MAX_STARS 400
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// Spot data
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typedef struct {
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Vector2 pos;
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Vector2 vel;
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float inner;
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float radius;
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// Shader locations
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unsigned int posLoc;
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unsigned int innerLoc;
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unsigned int radiusLoc;
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} Spot;
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// Stars in the star field have a position and velocity
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typedef struct Star {
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Vector2 pos;
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Vector2 vel;
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} Star;
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void UpdateStar(Star *s);
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void ResetStar(Star *s);
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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Star stars[MAX_STARS] = { 0 };
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for (int n = 0; n < MAX_STARS; n++) ResetStar(&stars[n]);
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// Progress all the stars on, so they don't all start in the centre
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for (int m = 0; m < screenWidth/2.0; m++)
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{
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for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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}
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int frameCounter = 0;
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// Use default vert shader
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Shader shdrSpot = LoadShader(0, TextFormat("resources/shaders/glsl%i/spotlight.fs", GLSL_VERSION));
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// Get the locations of spots in the shader
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Spot spots[MAX_SPOTS];
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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char posName[32] = "spots[x].pos\0";
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char innerName[32] = "spots[x].inner\0";
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char radiusName[32] = "spots[x].radius\0";
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posName[6] = '0' + i;
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innerName[6] = '0' + i;
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radiusName[6] = '0' + i;
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spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
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spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
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}
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// Tell the shader how wide the screen is so we can have
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// a pitch black half and a dimly lit half.
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unsigned int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
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float sw = (float)GetScreenWidth();
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SetShaderValue(shdrSpot, wLoc, &sw, SHADER_UNIFORM_FLOAT);
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// Randomize the locations and velocities of the spotlights
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// and initialize the shader locations
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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spots[i].pos.x = (float)GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64);
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spots[i].vel = (Vector2){ 0, 0 };
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while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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{
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spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
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spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
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}
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spots[i].inner = 28.0f * (i + 1);
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spots[i].radius = 48.0f * (i + 1);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
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}
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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frameCounter++;
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// Move the stars, resetting them if the go offscreen
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for (int n = 0; n < MAX_STARS; n++) UpdateStar(&stars[n]);
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// Update the spots, send them to the shader
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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if (i == 0)
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{
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Vector2 mp = GetMousePosition();
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spots[i].pos.x = mp.x;
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spots[i].pos.y = screenHeight - mp.y;
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}
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else
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{
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spots[i].pos.x += spots[i].vel.x;
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spots[i].pos.y += spots[i].vel.y;
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if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
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if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
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}
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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}
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(DARKBLUE);
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// Draw stars and bobs
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for (int n = 0; n < MAX_STARS; n++)
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{
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// Single pixel is just too small these days!
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DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
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}
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for (int i = 0; i < 16; i++)
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{
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DrawTexture(texRay,
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(int)((screenWidth/2.0f) + cos((frameCounter + i*8)/51.45f)*(screenWidth/2.2f) - 32),
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(int)((screenHeight/2.0f) + sin((frameCounter + i*8)/17.87f)*(screenHeight/4.2f)), WHITE);
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}
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// Draw spot lights
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BeginShaderMode(shdrSpot);
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// Instead of a blank rectangle you could render here
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// a render texture of the full screen used to do screen
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// scaling (slight adjustment to shader would be required
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// to actually pay attention to the colour!)
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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EndShaderMode();
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DrawFPS(10, 10);
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DrawText("Move the mouse!", 10, 30, 20, GREEN);
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DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
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DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texRay);
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UnloadShader(shdrSpot);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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void ResetStar(Star *s)
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{
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s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
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do
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{
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s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
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s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
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} while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
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s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
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}
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void UpdateStar(Star *s)
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{
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s->pos = Vector2Add(s->pos, s->vel);
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if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
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(s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
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{
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ResetStar(s);
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}
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}
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Binary file
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@@ -0,0 +1,80 @@
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/*******************************************************************************************
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2
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*
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3
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* raylib [textures] example - Texture drawing
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*
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* This example illustrates how to draw on a blank texture using a shader
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*
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* This example has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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UnloadImage(imBlank);
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/cubes_panning.fs", GLSL_VERSION));
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float time = 0.0f;
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int timeLoc = GetShaderLocation(shader, "uTime");
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SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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// -------------------------------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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time = (float)GetTime();
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SetShaderValue(shader, timeLoc, &time, SHADER_UNIFORM_FLOAT);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
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DrawTexture(texture, 0, 0, WHITE); // Drawing BLANK texture, all magic happens on shader
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EndShaderMode(); // Disable our custom shader, return to default shader
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+
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, MAROON);
|
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+
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+
EndDrawing();
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+
//----------------------------------------------------------------------------------
|
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+
}
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+
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72
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// De-Initialization
|
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+
//--------------------------------------------------------------------------------------
|
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+
UnloadShader(shader);
|
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+
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+
CloseWindow(); // Close window and OpenGL context
|
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+
//--------------------------------------------------------------------------------------
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+
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return 0;
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}
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/*******************************************************************************************
|
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2
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*
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3
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+
* raylib [shaders] example - Apply an shdrOutline to a texture
|
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4
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*
|
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5
|
+
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
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6
|
+
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
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7
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+
*
|
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8
|
+
* This example has been created using raylib 3.8 (www.raylib.com)
|
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9
|
+
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
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10
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+
*
|
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11
|
+
* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
|
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+
*
|
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13
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+
* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
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+
*
|
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+
********************************************************************************************/
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+
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#include "raylib.h"
|
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+
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+
#if defined(PLATFORM_DESKTOP)
|
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20
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+
#define GLSL_VERSION 330
|
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21
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+
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
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+
#define GLSL_VERSION 100
|
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23
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+
#endif
|
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+
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+
int main(void)
|
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+
{
|
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+
// Initialization
|
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28
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+
//--------------------------------------------------------------------------------------
|
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29
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+
const int screenWidth = 800;
|
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30
|
+
const int screenHeight = 450;
|
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31
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+
|
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32
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+
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
|
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33
|
+
|
|
34
|
+
Texture2D texture = LoadTexture("resources/fudesumi.png");
|
|
35
|
+
|
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36
|
+
Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
|
|
37
|
+
|
|
38
|
+
float outlineSize = 2.0f;
|
|
39
|
+
float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
|
|
40
|
+
float textureSize[2] = { (float)texture.width, (float)texture.height };
|
|
41
|
+
|
|
42
|
+
// Get shader locations
|
|
43
|
+
int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
|
|
44
|
+
int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
|
|
45
|
+
int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
|
|
46
|
+
|
|
47
|
+
// Set shader values (they can be changed later)
|
|
48
|
+
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
|
|
49
|
+
SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
|
|
50
|
+
SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
|
|
51
|
+
|
|
52
|
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
53
|
+
//--------------------------------------------------------------------------------------
|
|
54
|
+
|
|
55
|
+
// Main game loop
|
|
56
|
+
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
57
|
+
{
|
|
58
|
+
// Update
|
|
59
|
+
//----------------------------------------------------------------------------------
|
|
60
|
+
outlineSize += GetMouseWheelMove();
|
|
61
|
+
if (outlineSize < 1.0f) outlineSize = 1.0f;
|
|
62
|
+
|
|
63
|
+
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
|
|
64
|
+
//----------------------------------------------------------------------------------
|
|
65
|
+
|
|
66
|
+
// Draw
|
|
67
|
+
//----------------------------------------------------------------------------------
|
|
68
|
+
BeginDrawing();
|
|
69
|
+
|
|
70
|
+
ClearBackground(RAYWHITE);
|
|
71
|
+
|
|
72
|
+
BeginShaderMode(shdrOutline);
|
|
73
|
+
|
|
74
|
+
DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
|
|
75
|
+
|
|
76
|
+
EndShaderMode();
|
|
77
|
+
|
|
78
|
+
DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
|
|
79
|
+
|
|
80
|
+
DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
|
|
81
|
+
|
|
82
|
+
DrawFPS(710, 10);
|
|
83
|
+
|
|
84
|
+
EndDrawing();
|
|
85
|
+
//----------------------------------------------------------------------------------
|
|
86
|
+
}
|
|
87
|
+
|
|
88
|
+
// De-Initialization
|
|
89
|
+
//--------------------------------------------------------------------------------------
|
|
90
|
+
UnloadTexture(texture);
|
|
91
|
+
UnloadShader(shdrOutline);
|
|
92
|
+
|
|
93
|
+
CloseWindow(); // Close window and OpenGL context
|
|
94
|
+
//--------------------------------------------------------------------------------------
|
|
95
|
+
|
|
96
|
+
return 0;
|
|
97
|
+
}
|
|
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|
|
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|
|
1
|
+
/*******************************************************************************************
|
|
2
|
+
*
|
|
3
|
+
* raylib [shaders] example - Texture Waves
|
|
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 2.5 (www.raylib.com)
|
|
13
|
+
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
14
|
+
*
|
|
15
|
+
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
|
|
16
|
+
*
|
|
17
|
+
* Copyright (c) 2019 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
|
18
|
+
*
|
|
19
|
+
********************************************************************************************/
|
|
20
|
+
|
|
21
|
+
#include "raylib.h"
|
|
22
|
+
|
|
23
|
+
#if defined(PLATFORM_DESKTOP)
|
|
24
|
+
#define GLSL_VERSION 330
|
|
25
|
+
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
26
|
+
#define GLSL_VERSION 100
|
|
27
|
+
#endif
|
|
28
|
+
|
|
29
|
+
int main(void)
|
|
30
|
+
{
|
|
31
|
+
// Initialization
|
|
32
|
+
//--------------------------------------------------------------------------------------
|
|
33
|
+
const int screenWidth = 800;
|
|
34
|
+
const int screenHeight = 450;
|
|
35
|
+
|
|
36
|
+
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
|
|
37
|
+
|
|
38
|
+
// Load texture texture to apply shaders
|
|
39
|
+
Texture2D texture = LoadTexture("resources/space.png");
|
|
40
|
+
|
|
41
|
+
// Load shader and setup location points and values
|
|
42
|
+
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
|
|
43
|
+
|
|
44
|
+
int secondsLoc = GetShaderLocation(shader, "secondes");
|
|
45
|
+
int freqXLoc = GetShaderLocation(shader, "freqX");
|
|
46
|
+
int freqYLoc = GetShaderLocation(shader, "freqY");
|
|
47
|
+
int ampXLoc = GetShaderLocation(shader, "ampX");
|
|
48
|
+
int ampYLoc = GetShaderLocation(shader, "ampY");
|
|
49
|
+
int speedXLoc = GetShaderLocation(shader, "speedX");
|
|
50
|
+
int speedYLoc = GetShaderLocation(shader, "speedY");
|
|
51
|
+
|
|
52
|
+
// Shader uniform values that can be updated at any time
|
|
53
|
+
float freqX = 25.0f;
|
|
54
|
+
float freqY = 25.0f;
|
|
55
|
+
float ampX = 5.0f;
|
|
56
|
+
float ampY = 5.0f;
|
|
57
|
+
float speedX = 8.0f;
|
|
58
|
+
float speedY = 8.0f;
|
|
59
|
+
|
|
60
|
+
float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
|
61
|
+
SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, SHADER_UNIFORM_VEC2);
|
|
62
|
+
SetShaderValue(shader, freqXLoc, &freqX, SHADER_UNIFORM_FLOAT);
|
|
63
|
+
SetShaderValue(shader, freqYLoc, &freqY, SHADER_UNIFORM_FLOAT);
|
|
64
|
+
SetShaderValue(shader, ampXLoc, &X, SHADER_UNIFORM_FLOAT);
|
|
65
|
+
SetShaderValue(shader, ampYLoc, &Y, SHADER_UNIFORM_FLOAT);
|
|
66
|
+
SetShaderValue(shader, speedXLoc, &speedX, SHADER_UNIFORM_FLOAT);
|
|
67
|
+
SetShaderValue(shader, speedYLoc, &speedY, SHADER_UNIFORM_FLOAT);
|
|
68
|
+
|
|
69
|
+
float seconds = 0.0f;
|
|
70
|
+
|
|
71
|
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
72
|
+
// -------------------------------------------------------------------------------------------------------------
|
|
73
|
+
|
|
74
|
+
// Main game loop
|
|
75
|
+
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
76
|
+
{
|
|
77
|
+
// Update
|
|
78
|
+
//----------------------------------------------------------------------------------
|
|
79
|
+
seconds += GetFrameTime();
|
|
80
|
+
|
|
81
|
+
SetShaderValue(shader, secondsLoc, &seconds, SHADER_UNIFORM_FLOAT);
|
|
82
|
+
//----------------------------------------------------------------------------------
|
|
83
|
+
|
|
84
|
+
// Draw
|
|
85
|
+
//----------------------------------------------------------------------------------
|
|
86
|
+
BeginDrawing();
|
|
87
|
+
|
|
88
|
+
ClearBackground(RAYWHITE);
|
|
89
|
+
|
|
90
|
+
BeginShaderMode(shader);
|
|
91
|
+
|
|
92
|
+
DrawTexture(texture, 0, 0, WHITE);
|
|
93
|
+
DrawTexture(texture, texture.width, 0, WHITE);
|
|
94
|
+
|
|
95
|
+
EndShaderMode();
|
|
96
|
+
|
|
97
|
+
EndDrawing();
|
|
98
|
+
//----------------------------------------------------------------------------------
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
// De-Initialization
|
|
102
|
+
//--------------------------------------------------------------------------------------
|
|
103
|
+
UnloadShader(shader); // Unload shader
|
|
104
|
+
UnloadTexture(texture); // Unload texture
|
|
105
|
+
|
|
106
|
+
CloseWindow(); // Close window and OpenGL context
|
|
107
|
+
//--------------------------------------------------------------------------------------
|
|
108
|
+
|
|
109
|
+
return 0;
|
|
110
|
+
}
|
|
Binary file
|
|
@@ -0,0 +1,78 @@
|
|
|
1
|
+
/*******************************************************************************************
|
|
2
|
+
*
|
|
3
|
+
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
|
|
4
|
+
*
|
|
5
|
+
* This example has been created using raylib 1.0 (www.raylib.com)
|
|
6
|
+
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
7
|
+
*
|
|
8
|
+
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
|
9
|
+
*
|
|
10
|
+
********************************************************************************************/
|
|
11
|
+
|
|
12
|
+
#include "raylib.h"
|
|
13
|
+
|
|
14
|
+
int main(void)
|
|
15
|
+
{
|
|
16
|
+
// Initialization
|
|
17
|
+
//--------------------------------------------------------------------------------------
|
|
18
|
+
const int screenWidth = 800;
|
|
19
|
+
const int screenHeight = 450;
|
|
20
|
+
|
|
21
|
+
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
|
|
22
|
+
|
|
23
|
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
24
|
+
//--------------------------------------------------------------------------------------
|
|
25
|
+
|
|
26
|
+
// Main game loop
|
|
27
|
+
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
28
|
+
{
|
|
29
|
+
// Update
|
|
30
|
+
//----------------------------------------------------------------------------------
|
|
31
|
+
// TODO: Update your variables here
|
|
32
|
+
//----------------------------------------------------------------------------------
|
|
33
|
+
|
|
34
|
+
// Draw
|
|
35
|
+
//----------------------------------------------------------------------------------
|
|
36
|
+
BeginDrawing();
|
|
37
|
+
|
|
38
|
+
ClearBackground(RAYWHITE);
|
|
39
|
+
|
|
40
|
+
DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
|
|
41
|
+
|
|
42
|
+
// Circle shapes and lines
|
|
43
|
+
DrawCircle(screenWidth/5, 120, 35, DARKBLUE);
|
|
44
|
+
DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE);
|
|
45
|
+
DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE);
|
|
46
|
+
|
|
47
|
+
// Rectangle shapes and ines
|
|
48
|
+
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
|
|
49
|
+
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
|
|
50
|
+
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
|
|
51
|
+
|
|
52
|
+
// Triangle shapes and lines
|
|
53
|
+
DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
|
|
54
|
+
(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
|
|
55
|
+
(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
|
|
56
|
+
|
|
57
|
+
DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
|
|
58
|
+
(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
|
|
59
|
+
(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
|
|
60
|
+
|
|
61
|
+
// Polygon shapes and lines
|
|
62
|
+
DrawPoly((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, BROWN);
|
|
63
|
+
DrawPolyLinesEx((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, 6, BEIGE);
|
|
64
|
+
|
|
65
|
+
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
|
|
66
|
+
// this way, all LINES are rendered in a single draw pass
|
|
67
|
+
DrawLine(18, 42, screenWidth - 18, 42, BLACK);
|
|
68
|
+
EndDrawing();
|
|
69
|
+
//----------------------------------------------------------------------------------
|
|
70
|
+
}
|
|
71
|
+
|
|
72
|
+
// De-Initialization
|
|
73
|
+
//--------------------------------------------------------------------------------------
|
|
74
|
+
CloseWindow(); // Close window and OpenGL context
|
|
75
|
+
//--------------------------------------------------------------------------------------
|
|
76
|
+
|
|
77
|
+
return 0;
|
|
78
|
+
}
|
|
Binary file
|