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Ray %!s(int64=6) %!d(string=hai) anos
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970f1e8ff1

+ 2 - 1
examples/Makefile

@@ -298,7 +298,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
     ifeq ($(PLATFORM_OS),LINUX)
         # Reset everything.
         # Precedence: immediately local, installed version, raysan5 provided libs
-        LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src
+        LDFLAGS = -L. -L$(RAYLIB_INSTALL_PATH) -L$(RAYLIB_RELEASE_PATH)
     endif
 endif
 
@@ -505,3 +505,4 @@ ifeq ($(PLATFORM),PLATFORM_WEB)
 	del *.o *.html *.js
 endif
 	@echo Cleaning done
+

+ 1 - 1
examples/audio/audio_music_stream.c

@@ -4,7 +4,7 @@
 *
 *   NOTE: This example requires OpenAL Soft library installed
 *
-*   This example has been created using raylib 1.3 (www.raylib.com)
+*   This example has been created using raylib 1.7 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
 *   Copyright (c) 2015 Ramon Santamaria (@raysan5)

+ 2 - 2
examples/audio/audio_sound_loading.c

@@ -4,10 +4,10 @@
 *
 *   NOTE: This example requires OpenAL Soft library installed
 *
-*   This example has been created using raylib 1.0 (www.raylib.com)
+*   This example has been created using raylib 1.3 (www.raylib.com)
 *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
 *
-*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
+*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
 *
 ********************************************************************************************/
 

BIN=BIN
examples/audio/resources/applause.mp3


+ 1 - 1
examples/shaders/shaders_palette_switch.c

@@ -81,7 +81,7 @@ int main()
     // Load shader to be used on some parts drawing
     // NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
     // NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
-    Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette-switch.fs", GLSL_VERSION));
+    Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/palette_switch.fs", GLSL_VERSION));
 
     // Get variable (uniform) location on the shader to connect with the program
     // NOTE: If uniform variable could not be found in the shader, function returns -1

BIN=BIN
examples/shaders/shaders_palette_switch.png


+ 24 - 26
examples/shaders/shaders_texture_waves.c

@@ -38,22 +38,19 @@ int main()
 
 	InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
 	
-    // Load space texture to apply shaders
-	Texture2D space = LoadTexture("resources/space.png");
+    // Load texture texture to apply shaders
+	Texture2D texture = LoadTexture("resources/space.png");
 	
     // Load shader and setup location points and values
-    Shader wave = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
+    Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
 
-	float screenSizeLoc = GetShaderLocation(wave, "size");
-	float secondsLoc = GetShaderLocation(wave, "secondes");
-	float freqXLoc = GetShaderLocation(wave, "freqX");
-	float freqYLoc = GetShaderLocation(wave, "freqY");
-	float ampXLoc = GetShaderLocation(wave, "ampX");
-	float ampYLoc = GetShaderLocation(wave, "ampY");
-	float speedXLoc = GetShaderLocation(wave, "speedX");
-	float speedYLoc = GetShaderLocation(wave, "speedY");
-
-	float screenSize[2] = { 800, 450 };
+	int secondsLoc = GetShaderLocation(shader, "secondes");
+	int freqXLoc = GetShaderLocation(shader, "freqX");
+	int freqYLoc = GetShaderLocation(shader, "freqY");
+	int ampXLoc = GetShaderLocation(shader, "ampX");
+	int ampYLoc = GetShaderLocation(shader, "ampY");
+	int speedXLoc = GetShaderLocation(shader, "speedX");
+	int speedYLoc = GetShaderLocation(shader, "speedY");
 
     // Shader uniform values that can be updated at any time
 	float freqX = 25.0f;
@@ -63,13 +60,14 @@ int main()
 	float speedX = 8.0f;
 	float speedY = 8.0f;
 
-	SetShaderValue(wave, screenSizeLoc, &screenSize, UNIFORM_VEC2);
-	SetShaderValue(wave, freqXLoc, &freqX, UNIFORM_FLOAT);
-	SetShaderValue(wave, freqYLoc, &freqY, UNIFORM_FLOAT);
-	SetShaderValue(wave, ampXLoc, &ampX, UNIFORM_FLOAT);
-	SetShaderValue(wave, ampYLoc, &ampY, UNIFORM_FLOAT);
-	SetShaderValue(wave, speedXLoc, &speedX, UNIFORM_FLOAT);
-	SetShaderValue(wave, speedYLoc, &speedY, UNIFORM_FLOAT);
+    float screenSize[2] = { (float)GetScreenWidth(), (float)GetScreenHeight() };
+	SetShaderValue(shader, GetShaderLocation(shader, "size"), &screenSize, UNIFORM_VEC2);
+	SetShaderValue(shader, freqXLoc, &freqX, UNIFORM_FLOAT);
+	SetShaderValue(shader, freqYLoc, &freqY, UNIFORM_FLOAT);
+	SetShaderValue(shader, ampXLoc, &ampX, UNIFORM_FLOAT);
+	SetShaderValue(shader, ampYLoc, &ampY, UNIFORM_FLOAT);
+	SetShaderValue(shader, speedXLoc, &speedX, UNIFORM_FLOAT);
+	SetShaderValue(shader, speedYLoc, &speedY, UNIFORM_FLOAT);
 
 	float seconds = 0.0f;
     
@@ -83,7 +81,7 @@ int main()
         //----------------------------------------------------------------------------------
 		seconds += GetFrameTime();
         
-		SetShaderValue(wave, secondsLoc, &seconds, UNIFORM_FLOAT);
+		SetShaderValue(shader, secondsLoc, &seconds, UNIFORM_FLOAT);
         //----------------------------------------------------------------------------------
 
         // Draw
@@ -92,10 +90,10 @@ int main()
 
 			ClearBackground(RAYWHITE);
 
-			BeginShaderMode(wave);
+			BeginShaderMode(shader);
             
-				DrawTexture(space, 0, 0, WHITE);
-				DrawTexture(space, space.width, 0, WHITE);
+				DrawTexture(texture, 0, 0, WHITE);
+				DrawTexture(texture, texture.width, 0, WHITE);
                 
 			EndShaderMode();
 
@@ -105,8 +103,8 @@ int main()
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
-    UnloadShader(wave);         // Unload shader
-    UnloadTexture(space);       // Unload texture
+    UnloadShader(shader);         // Unload shader
+    UnloadTexture(texture);       // Unload texture
     
     CloseWindow();              // Close window and OpenGL context
     //--------------------------------------------------------------------------------------

+ 1 - 1
examples/text/resources/emoji.fnt

@@ -1,6 +1,6 @@
 info face="Symbola" size=-64 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=2
 common lineHeight=81 base=59 scaleW=1024 scaleH=1024 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
-page id=0 file="emoji_0.png"
+page id=0 file="emoji.png"
 chars count=187
 char id=9749 x=135   y=333   width=63    height=61    xoffset=1     yoffset=9     xadvance=65    page=0  chnl=15
 char id=9752 x=366   y=396   width=57    height=59    xoffset=0     yoffset=10    xadvance=58    page=0  chnl=15

+ 0 - 0
examples/text/resources/emoji_0.png → examples/text/resources/emoji.png


+ 1 - 1
examples/text/resources/notoCJK.fnt

@@ -1,6 +1,6 @@
 info face="Noto Serif CJK JP" size=-16 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=1
 common lineHeight=23 base=18 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
-page id=0 file="notoCJK_0.png"
+page id=0 file="notoCJK.png"
 chars count=576
 char id=32   x=507   y=185   width=3     height=3     xoffset=-1    yoffset=-1    xadvance=4     page=0  chnl=15
 char id=33   x=449   y=285   width=5     height=14    xoffset=0     yoffset=5     xadvance=5     page=0  chnl=15

+ 0 - 0
examples/text/resources/notoCJK_0.png → examples/text/resources/notoCJK.png


+ 23 - 0
examples/text/resources/shaders/glsl100/sdf.fs

@@ -0,0 +1,23 @@
+#version 100
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+const float smoothing = 1.0/16.0;
+
+void main()
+{
+    // Texel color fetching from texture sampler
+    // NOTE: Calculate alpha using signed distance field (SDF)
+    float distance = texture2D(texture0, fragTexCoord).a;
+    float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
+    
+    // Calculate final fragment color
+    gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
+}

+ 0 - 0
examples/text/resources/shaders/sdf.fs → examples/text/resources/shaders/glsl330/sdf.fs


+ 7 - 1
examples/text/text_font_sdf.c

@@ -11,6 +11,12 @@
 
 #include "raylib.h"
 
+#if defined(PLATFORM_DESKTOP)
+    #define GLSL_VERSION            330
+#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+    #define GLSL_VERSION            100
+#endif
+
 int main()
 {
     // Initialization
@@ -47,7 +53,7 @@ int main()
     UnloadImage(atlas);
     
     // Load SDF required shader (we use default vertex shader)
-    Shader shader = LoadShader(0, "resources/shaders/sdf.fs");
+    Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
     SetTextureFilter(fontSDF.texture, FILTER_BILINEAR);    // Required for SDF font
 
     Vector2 fontPosition = { 40, screenHeight/2 - 50 };

+ 1 - 1
examples/text/text_unicode.c

@@ -156,7 +156,7 @@ int main(int argc, char **argv)
     const int screenHeight = 450;
 
     SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
-    InitWindow(screenWidth, screenHeight, "raylib - unicode test");
+    InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
 
     // Load the font resources
     // NOTE: fontAsian is for asian languages, 

BIN=BIN
examples/textures/textures_bunnymark.png


BIN=BIN
examples/textures/textures_sprite_button.png


+ 1 - 1
examples/textures/textures_sprite_explosion.c

@@ -29,7 +29,7 @@ int main()
     Sound fxBoom = LoadSound("resources/boom.wav");
     
     // Load explosion texture
-    Texture2D explosion = LoadTexture("resources/explosion2.png");
+    Texture2D explosion = LoadTexture("resources/explosion.png");
     
     // Init variables for animation
     int frameWidth = explosion.width/NUM_FRAMES;    // Sprite one frame rectangle width

BIN=BIN
examples/textures/textures_sprite_explosion.png