koffi 0.9.6 → 0.9.9
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 +73 -7
- package/build/koffi.node +0 -0
- package/package.json +29 -6
- package/src/call.hh +2 -1
- package/src/call_arm32.cc +69 -58
- package/src/call_arm64.cc +66 -54
- 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 +41 -11
- package/src/util.cc +72 -33
- 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 +191 -0
- package/test/registry/sha256sum.txt +24 -0
- package/test/test.js +633 -0
- package/test/tests/misc.c +40 -0
- package/test/tests/misc.js +54 -0
- package/test/tests/raylib.js +167 -0
- package/test/tests/sqlite.js +101 -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
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/bloom.fs +37 -0
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/**********************************************************************************************
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*
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* raylib.lights - Some useful functions to deal with lights data
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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*
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*
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**********************************************************************************************/
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#ifndef RLIGHTS_H
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#define RLIGHTS_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// Light data
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Vector3 position;
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Vector3 target;
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Color color;
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bool enabled;
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} Light;
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LIGHT_DIRECTIONAL,
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LIGHT_POINT
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#endif
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
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void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
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#endif // RLIGHTS_H
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************************************************************************************/
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// ...
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// Global Variables Definition
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static int lightsCount = 0; // Current amount of created lights
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// Module specific Functions Declaration
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// ...
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// Create a light and get shader locations
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
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{
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Light light = { 0 };
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light.enabled = true;
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light.type = type;
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light.position = position;
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light.target = target;
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light.color = color;
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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+
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// Set location name [x] depending on lights count
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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+
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(shader, light);
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lightsCount++;
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}
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return light;
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}
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+
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
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+
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// Send to shader light target position values
|
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
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+
|
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// Send to shader light color values
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float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
|
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(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
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SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
|
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+
}
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+
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+
#endif // RLIGHTS_IMPLEMENTATION
|
|
@@ -0,0 +1,152 @@
|
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1
|
+
/*******************************************************************************************
|
|
2
|
+
*
|
|
3
|
+
* raylib [shaders] example - basic lighting
|
|
4
|
+
*
|
|
5
|
+
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
|
6
|
+
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
|
7
|
+
*
|
|
8
|
+
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
|
9
|
+
*
|
|
10
|
+
* This example has been created using raylib 3.8 (www.raylib.com)
|
|
11
|
+
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
12
|
+
*
|
|
13
|
+
* Example contributed by Chris Camacho (@codifies, http://bedroomcoders.co.uk/) and
|
|
14
|
+
* reviewed by Ramon Santamaria (@raysan5)
|
|
15
|
+
*
|
|
16
|
+
* Copyright (c) 2019-2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
|
17
|
+
*
|
|
18
|
+
********************************************************************************************/
|
|
19
|
+
|
|
20
|
+
#include "raylib.h"
|
|
21
|
+
|
|
22
|
+
#include "raymath.h"
|
|
23
|
+
|
|
24
|
+
#define RLIGHTS_IMPLEMENTATION
|
|
25
|
+
#include "rlights.h"
|
|
26
|
+
|
|
27
|
+
#if defined(PLATFORM_DESKTOP)
|
|
28
|
+
#define GLSL_VERSION 330
|
|
29
|
+
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
30
|
+
#define GLSL_VERSION 100
|
|
31
|
+
#endif
|
|
32
|
+
|
|
33
|
+
int main(void)
|
|
34
|
+
{
|
|
35
|
+
// Initialization
|
|
36
|
+
//--------------------------------------------------------------------------------------
|
|
37
|
+
const int screenWidth = 800;
|
|
38
|
+
const int screenHeight = 450;
|
|
39
|
+
|
|
40
|
+
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
|
41
|
+
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
|
42
|
+
|
|
43
|
+
// Define the camera to look into our 3d world
|
|
44
|
+
Camera camera = { 0 };
|
|
45
|
+
camera.position = (Vector3){ 2.0f, 4.0f, 6.0f }; // Camera position
|
|
46
|
+
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
|
47
|
+
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
|
48
|
+
camera.fovy = 45.0f; // Camera field-of-view Y
|
|
49
|
+
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
|
50
|
+
|
|
51
|
+
// Load plane model from a generated mesh
|
|
52
|
+
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
|
|
53
|
+
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
|
|
54
|
+
|
|
55
|
+
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
|
|
56
|
+
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
|
|
57
|
+
|
|
58
|
+
// Get some required shader loactions
|
|
59
|
+
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
|
60
|
+
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
|
61
|
+
// no need to get the location again if using that uniform name
|
|
62
|
+
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
|
63
|
+
|
|
64
|
+
// Ambient light level (some basic lighting)
|
|
65
|
+
int ambientLoc = GetShaderLocation(shader, "ambient");
|
|
66
|
+
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
|
|
67
|
+
|
|
68
|
+
// Assign out lighting shader to model
|
|
69
|
+
model.materials[0].shader = shader;
|
|
70
|
+
cube.materials[0].shader = shader;
|
|
71
|
+
|
|
72
|
+
// Using 4 point lights: gold, red, green and blue
|
|
73
|
+
Light lights[MAX_LIGHTS] = { 0 };
|
|
74
|
+
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
|
|
75
|
+
lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
|
|
76
|
+
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
|
77
|
+
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
|
78
|
+
|
|
79
|
+
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
|
80
|
+
|
|
81
|
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
82
|
+
//--------------------------------------------------------------------------------------
|
|
83
|
+
|
|
84
|
+
// Main game loop
|
|
85
|
+
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
86
|
+
{
|
|
87
|
+
// Update
|
|
88
|
+
//----------------------------------------------------------------------------------
|
|
89
|
+
UpdateCamera(&camera); // Update camera
|
|
90
|
+
|
|
91
|
+
// Check key inputs to enable/disable lights
|
|
92
|
+
if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
|
|
93
|
+
if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
|
|
94
|
+
if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
|
|
95
|
+
if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
|
|
96
|
+
|
|
97
|
+
// Update light values (actually, only enable/disable them)
|
|
98
|
+
UpdateLightValues(shader, lights[0]);
|
|
99
|
+
UpdateLightValues(shader, lights[1]);
|
|
100
|
+
UpdateLightValues(shader, lights[2]);
|
|
101
|
+
UpdateLightValues(shader, lights[3]);
|
|
102
|
+
|
|
103
|
+
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
|
104
|
+
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
|
105
|
+
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
|
106
|
+
//----------------------------------------------------------------------------------
|
|
107
|
+
|
|
108
|
+
// Draw
|
|
109
|
+
//----------------------------------------------------------------------------------
|
|
110
|
+
BeginDrawing();
|
|
111
|
+
|
|
112
|
+
ClearBackground(RAYWHITE);
|
|
113
|
+
|
|
114
|
+
BeginMode3D(camera);
|
|
115
|
+
|
|
116
|
+
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
|
|
117
|
+
DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
|
|
118
|
+
|
|
119
|
+
// Draw markers to show where the lights are
|
|
120
|
+
if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW);
|
|
121
|
+
else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
|
|
122
|
+
if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
|
|
123
|
+
else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
|
|
124
|
+
if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
|
|
125
|
+
else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
|
|
126
|
+
if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
|
|
127
|
+
else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
|
|
128
|
+
|
|
129
|
+
DrawGrid(10, 1.0f);
|
|
130
|
+
|
|
131
|
+
EndMode3D();
|
|
132
|
+
|
|
133
|
+
DrawFPS(10, 10);
|
|
134
|
+
|
|
135
|
+
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
|
|
136
|
+
|
|
137
|
+
EndDrawing();
|
|
138
|
+
//----------------------------------------------------------------------------------
|
|
139
|
+
}
|
|
140
|
+
|
|
141
|
+
// De-Initialization
|
|
142
|
+
//--------------------------------------------------------------------------------------
|
|
143
|
+
UnloadModel(model); // Unload the model
|
|
144
|
+
UnloadModel(cube); // Unload the model
|
|
145
|
+
UnloadShader(shader); // Unload shader
|
|
146
|
+
|
|
147
|
+
CloseWindow(); // Close window and OpenGL context
|
|
148
|
+
//--------------------------------------------------------------------------------------
|
|
149
|
+
|
|
150
|
+
return 0;
|
|
151
|
+
}
|
|
152
|
+
|
|
Binary file
|
|
@@ -0,0 +1,127 @@
|
|
|
1
|
+
/*******************************************************************************************
|
|
2
|
+
*
|
|
3
|
+
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
|
|
4
|
+
*
|
|
5
|
+
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
|
6
|
+
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
|
7
|
+
*
|
|
8
|
+
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
|
9
|
+
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
|
10
|
+
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
|
11
|
+
*
|
|
12
|
+
* This example has been created using raylib 1.3 (www.raylib.com)
|
|
13
|
+
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
14
|
+
*
|
|
15
|
+
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
|
16
|
+
*
|
|
17
|
+
********************************************************************************************/
|
|
18
|
+
|
|
19
|
+
#include "raylib.h"
|
|
20
|
+
|
|
21
|
+
#if defined(PLATFORM_DESKTOP)
|
|
22
|
+
#define GLSL_VERSION 330
|
|
23
|
+
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
24
|
+
#define GLSL_VERSION 100
|
|
25
|
+
#endif
|
|
26
|
+
|
|
27
|
+
int main(void)
|
|
28
|
+
{
|
|
29
|
+
// Initialization
|
|
30
|
+
//--------------------------------------------------------------------------------------
|
|
31
|
+
const int screenWidth = 800;
|
|
32
|
+
const int screenHeight = 450;
|
|
33
|
+
|
|
34
|
+
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
|
35
|
+
|
|
36
|
+
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
|
37
|
+
|
|
38
|
+
// Define the camera to look into our 3d world
|
|
39
|
+
Camera camera = { 0 };
|
|
40
|
+
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
|
|
41
|
+
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
|
|
42
|
+
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
43
|
+
camera.fovy = 45.0f;
|
|
44
|
+
camera.projection = CAMERA_PERSPECTIVE;
|
|
45
|
+
|
|
46
|
+
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
|
|
47
|
+
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
|
|
48
|
+
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
|
49
|
+
|
|
50
|
+
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
|
51
|
+
|
|
52
|
+
// Load postprocessing shader
|
|
53
|
+
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
|
54
|
+
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
|
|
55
|
+
|
|
56
|
+
// Get variable (uniform) location on the shader to connect with the program
|
|
57
|
+
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
|
58
|
+
int swirlCenterLoc = GetShaderLocation(shader, "center");
|
|
59
|
+
|
|
60
|
+
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
|
|
61
|
+
|
|
62
|
+
// Create a RenderTexture2D to be used for render to texture
|
|
63
|
+
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
|
64
|
+
|
|
65
|
+
// Setup orbital camera
|
|
66
|
+
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
|
67
|
+
|
|
68
|
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
69
|
+
//--------------------------------------------------------------------------------------
|
|
70
|
+
|
|
71
|
+
// Main game loop
|
|
72
|
+
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
73
|
+
{
|
|
74
|
+
// Update
|
|
75
|
+
//----------------------------------------------------------------------------------
|
|
76
|
+
Vector2 mousePosition = GetMousePosition();
|
|
77
|
+
|
|
78
|
+
swirlCenter[0] = mousePosition.x;
|
|
79
|
+
swirlCenter[1] = screenHeight - mousePosition.y;
|
|
80
|
+
|
|
81
|
+
// Send new value to the shader to be used on drawing
|
|
82
|
+
SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
|
|
83
|
+
|
|
84
|
+
UpdateCamera(&camera); // Update camera
|
|
85
|
+
//----------------------------------------------------------------------------------
|
|
86
|
+
|
|
87
|
+
// Draw
|
|
88
|
+
//----------------------------------------------------------------------------------
|
|
89
|
+
BeginTextureMode(target); // Enable drawing to texture
|
|
90
|
+
ClearBackground(RAYWHITE); // Clear texture background
|
|
91
|
+
|
|
92
|
+
BeginMode3D(camera); // Begin 3d mode drawing
|
|
93
|
+
DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
|
|
94
|
+
DrawGrid(10, 1.0f); // Draw a grid
|
|
95
|
+
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
|
|
96
|
+
|
|
97
|
+
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
|
|
98
|
+
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
|
99
|
+
|
|
100
|
+
BeginDrawing();
|
|
101
|
+
ClearBackground(RAYWHITE); // Clear screen background
|
|
102
|
+
|
|
103
|
+
// Enable shader using the custom uniform
|
|
104
|
+
BeginShaderMode(shader);
|
|
105
|
+
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
|
106
|
+
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
|
107
|
+
EndShaderMode();
|
|
108
|
+
|
|
109
|
+
// Draw some 2d text over drawn texture
|
|
110
|
+
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
|
|
111
|
+
DrawFPS(10, 10);
|
|
112
|
+
EndDrawing();
|
|
113
|
+
//----------------------------------------------------------------------------------
|
|
114
|
+
}
|
|
115
|
+
|
|
116
|
+
// De-Initialization
|
|
117
|
+
//--------------------------------------------------------------------------------------
|
|
118
|
+
UnloadShader(shader); // Unload shader
|
|
119
|
+
UnloadTexture(texture); // Unload texture
|
|
120
|
+
UnloadModel(model); // Unload model
|
|
121
|
+
UnloadRenderTexture(target); // Unload render texture
|
|
122
|
+
|
|
123
|
+
CloseWindow(); // Close window and OpenGL context
|
|
124
|
+
//--------------------------------------------------------------------------------------
|
|
125
|
+
|
|
126
|
+
return 0;
|
|
127
|
+
}
|
|
Binary file
|
|
@@ -0,0 +1,92 @@
|
|
|
1
|
+
/*******************************************************************************************
|
|
2
|
+
*
|
|
3
|
+
* raylib [shaders] example - Sieve of Eratosthenes
|
|
4
|
+
*
|
|
5
|
+
* Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
|
|
6
|
+
*
|
|
7
|
+
* "Sift the twos and sift the threes,
|
|
8
|
+
* The Sieve of Eratosthenes.
|
|
9
|
+
* When the multiples sublime,
|
|
10
|
+
* the numbers that are left are prime."
|
|
11
|
+
*
|
|
12
|
+
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
|
13
|
+
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
|
14
|
+
*
|
|
15
|
+
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
|
16
|
+
*
|
|
17
|
+
* This example has been created using raylib 2.5 (www.raylib.com)
|
|
18
|
+
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
19
|
+
*
|
|
20
|
+
* Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
|
|
21
|
+
*
|
|
22
|
+
* Copyright (c) 2019 ProfJski and Ramon Santamaria (@raysan5)
|
|
23
|
+
*
|
|
24
|
+
********************************************************************************************/
|
|
25
|
+
|
|
26
|
+
#include "raylib.h"
|
|
27
|
+
|
|
28
|
+
#if defined(PLATFORM_DESKTOP)
|
|
29
|
+
#define GLSL_VERSION 330
|
|
30
|
+
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
|
31
|
+
#define GLSL_VERSION 100
|
|
32
|
+
#endif
|
|
33
|
+
|
|
34
|
+
int main(void)
|
|
35
|
+
{
|
|
36
|
+
// Initialization
|
|
37
|
+
//--------------------------------------------------------------------------------------
|
|
38
|
+
const int screenWidth = 800;
|
|
39
|
+
const int screenHeight = 450;
|
|
40
|
+
|
|
41
|
+
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
|
|
42
|
+
|
|
43
|
+
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
|
44
|
+
|
|
45
|
+
// Load Eratosthenes shader
|
|
46
|
+
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
|
47
|
+
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/eratosthenes.fs", GLSL_VERSION));
|
|
48
|
+
|
|
49
|
+
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
|
50
|
+
//--------------------------------------------------------------------------------------
|
|
51
|
+
|
|
52
|
+
// Main game loop
|
|
53
|
+
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
54
|
+
{
|
|
55
|
+
// Update
|
|
56
|
+
//----------------------------------------------------------------------------------
|
|
57
|
+
// Nothing to do here, everything is happening in the shader
|
|
58
|
+
//----------------------------------------------------------------------------------
|
|
59
|
+
|
|
60
|
+
// Draw
|
|
61
|
+
//----------------------------------------------------------------------------------
|
|
62
|
+
BeginTextureMode(target); // Enable drawing to texture
|
|
63
|
+
ClearBackground(BLACK); // Clear the render texture
|
|
64
|
+
|
|
65
|
+
// Draw a rectangle in shader mode to be used as shader canvas
|
|
66
|
+
// NOTE: Rectangle uses font white character texture coordinates,
|
|
67
|
+
// so shader can not be applied here directly because input vertexTexCoord
|
|
68
|
+
// do not represent full screen coordinates (space where want to apply shader)
|
|
69
|
+
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
|
|
70
|
+
EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
|
|
71
|
+
|
|
72
|
+
BeginDrawing();
|
|
73
|
+
ClearBackground(RAYWHITE); // Clear screen background
|
|
74
|
+
|
|
75
|
+
BeginShaderMode(shader);
|
|
76
|
+
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
|
77
|
+
DrawTextureRec(target.texture, (Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height }, (Vector2){ 0.0f, 0.0f }, WHITE);
|
|
78
|
+
EndShaderMode();
|
|
79
|
+
EndDrawing();
|
|
80
|
+
//----------------------------------------------------------------------------------
|
|
81
|
+
}
|
|
82
|
+
|
|
83
|
+
// De-Initialization
|
|
84
|
+
//--------------------------------------------------------------------------------------
|
|
85
|
+
UnloadShader(shader); // Unload shader
|
|
86
|
+
UnloadRenderTexture(target); // Unload render texture
|
|
87
|
+
|
|
88
|
+
CloseWindow(); // Close window and OpenGL context
|
|
89
|
+
//--------------------------------------------------------------------------------------
|
|
90
|
+
|
|
91
|
+
return 0;
|
|
92
|
+
}
|
|
Binary file
|