Browse Source

Update web examples -WORK IN PROGRESS-

Ray 8 years ago
parent
commit
e6ed85e993
70 changed files with 19239 additions and 13582 deletions
  1. 31 28
      docs/examples/web/audio_music_stream.c
  2. 316 305
      docs/examples/web/audio_music_stream.js
  3. 114 0
      docs/examples/web/audio_raw_stream.c
  4. 316 305
      docs/examples/web/audio_sound_loading.js
  5. 307 301
      docs/examples/web/core_2d_camera.js
  6. 3 4
      docs/examples/web/core_3d_camera_first_person.c
  7. 307 301
      docs/examples/web/core_3d_camera_first_person.js
  8. 1 4
      docs/examples/web/core_3d_camera_free.c
  9. 307 301
      docs/examples/web/core_3d_camera_free.js
  10. 307 301
      docs/examples/web/core_3d_mode.js
  11. 1 3
      docs/examples/web/core_3d_picking.c
  12. 307 301
      docs/examples/web/core_3d_picking.js
  13. 307 301
      docs/examples/web/core_basic_window.js
  14. 307 301
      docs/examples/web/core_color_select.js
  15. 307 301
      docs/examples/web/core_gestures_detection.js
  16. 307 301
      docs/examples/web/core_input_keys.js
  17. 307 301
      docs/examples/web/core_input_mouse.js
  18. 307 301
      docs/examples/web/core_mouse_wheel.js
  19. 307 301
      docs/examples/web/core_random_values.js
  20. 1 3
      docs/examples/web/core_world_screen.c
  21. 307 301
      docs/examples/web/core_world_screen.js
  22. 145 59
      docs/examples/web/makefile
  23. 2 4
      docs/examples/web/models_billboard.c
  24. 316 305
      docs/examples/web/models_billboard.js
  25. 307 301
      docs/examples/web/models_box_collisions.js
  26. 1 2
      docs/examples/web/models_cubicmap.c
  27. 316 305
      docs/examples/web/models_cubicmap.js
  28. 307 301
      docs/examples/web/models_geometric_shapes.js
  29. 2 3
      docs/examples/web/models_heightmap.c
  30. 316 305
      docs/examples/web/models_heightmap.js
  31. 316 305
      docs/examples/web/models_obj_loading.js
  32. 197 0
      docs/examples/web/models_ray_picking.c
  33. 1593 0
      docs/examples/web/models_ray_picking.js
  34. 1 3
      docs/examples/web/shaders_custom_uniform.c
  35. 316 305
      docs/examples/web/shaders_custom_uniform.js
  36. 3 5
      docs/examples/web/shaders_model_shader.c
  37. 316 305
      docs/examples/web/shaders_model_shader.js
  38. 1 3
      docs/examples/web/shaders_postprocessing.c
  39. 316 305
      docs/examples/web/shaders_postprocessing.js
  40. BIN
      docs/examples/web/shaders_shapes_textures.data
  41. 316 307
      docs/examples/web/shaders_shapes_textures.js
  42. 307 301
      docs/examples/web/shapes_basic_shapes.js
  43. 307 301
      docs/examples/web/shapes_colors_palette.js
  44. 307 301
      docs/examples/web/shapes_logo_raylib.js
  45. 307 301
      docs/examples/web/shapes_logo_raylib_anim.js
  46. 4 4
      docs/examples/web/text_bmfont_ttf.c
  47. 1 43
      docs/examples/web/text_bmfont_ttf.data
  48. 311 361
      docs/examples/web/text_bmfont_ttf.js
  49. 65 0
      docs/examples/web/text_bmfont_unordered.c
  50. 1593 0
      docs/examples/web/text_bmfont_unordered.js
  51. 3 3
      docs/examples/web/text_font_select.c
  52. 316 305
      docs/examples/web/text_font_select.js
  53. 307 301
      docs/examples/web/text_format_text.js
  54. 3 3
      docs/examples/web/text_rbmf_fonts.c
  55. 316 305
      docs/examples/web/text_rbmf_fonts.js
  56. 9 9
      docs/examples/web/text_sprite_fonts.c
  57. 316 305
      docs/examples/web/text_sprite_fonts.js
  58. 130 0
      docs/examples/web/text_ttf_loading.c
  59. 1611 0
      docs/examples/web/text_ttf_loading.js
  60. 307 301
      docs/examples/web/text_writing_anim.js
  61. 14 5
      docs/examples/web/textures_formats_loading.js
  62. 316 305
      docs/examples/web/textures_image_drawing.js
  63. 316 305
      docs/examples/web/textures_image_loading.js
  64. 316 305
      docs/examples/web/textures_image_processing.js
  65. 316 305
      docs/examples/web/textures_logo_raylib.js
  66. 316 305
      docs/examples/web/textures_particles_trail_blending.js
  67. 316 305
      docs/examples/web/textures_raw_data.js
  68. 316 305
      docs/examples/web/textures_rectangle.js
  69. 316 305
      docs/examples/web/textures_srcrec_dstrec.js
  70. 316 305
      docs/examples/web/textures_to_image.js

+ 31 - 28
docs/examples/web/audio_music_stream.c

@@ -25,6 +25,9 @@ int screenHeight = 450;
 
 int framesCounter = 0;
 float timePlayed = 0.0f;
+static bool pause = false;
+
+Music music;
 
 //----------------------------------------------------------------------------------
 // Module Functions Declaration
@@ -42,7 +45,9 @@ int main()
     
     InitAudioDevice();              // Initialize audio device
 
-    PlayMusicStream(0, "resources/audio/guitar_noodling.ogg");         // Play music stream
+    music = LoadMusicStream("resources/audio/guitar_noodling.ogg");
+    
+    PlayMusicStream(music);
     
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
@@ -59,6 +64,8 @@ int main()
 
     // De-Initialization
     //--------------------------------------------------------------------------------------
+    UnloadMusicStream(music);   // Unload music stream buffers from RAM
+
     CloseAudioDevice();     // Close audio device (music streaming is automatically stopped)
     CloseWindow();        // Close window and OpenGL context
     //--------------------------------------------------------------------------------------
@@ -73,33 +80,26 @@ void UpdateDrawFrame(void)
 {
     // Update
     //----------------------------------------------------------------------------------
-    framesCounter++;
+    UpdateMusicStream(music);        // Update music buffer with new stream data
     
-    // Testing music fading from one file to another
-/*
-        if (framesCounter > 600)    // Wait for 10 seconds (600 frames)
-        {
-            volume -= 0.01;         // Decrement music volume level
-
-            // When music volume level equal or lower than 0,
-            // restore volume level and init another music file
-            if (volume <= 0)
-            {
-                volume = 1.0;
-                framesCounter = 0;
-                PlayMusicStream(1, "resources/audio/another_file.ogg");
-            }
-
-            SetMusicVolume(volume);
-        }
-*/
+    // Restart music playing (stop and play)
+    if (IsKeyPressed(KEY_SPACE)) 
+    {
+        StopMusicStream(music);
+        PlayMusicStream(music);
+    }
     
-    if (IsWindowMinimized()) PauseMusicStream(0);
-    else ResumeMusicStream(0);
-
-    timePlayed = GetMusicTimePlayed(0)/GetMusicTimeLength(0)*100*4; // We scale by 4 to fit 400 pixels
+    // Pause/Resume music playing 
+    if (IsKeyPressed(KEY_P))
+    {
+        pause = !pause;
+        
+        if (pause) PauseMusicStream(music);
+        else ResumeMusicStream(music);
+    }
     
-    UpdateMusicStream(0);        // Update music buffer with new stream data
+    // Get timePlayed scaled to bar dimensions (400 pixels)
+    timePlayed = GetMusicTimePlayed(music)/GetMusicTimeLength(music)*400;
     //----------------------------------------------------------------------------------
 
     // Draw
@@ -108,11 +108,14 @@ void UpdateDrawFrame(void)
 
         ClearBackground(RAYWHITE);
 
-        DrawText("MUSIC SHOULD BE PLAYING!", 255, 200, 20, LIGHTGRAY);
+        DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, LIGHTGRAY);
 
-        DrawRectangle(200, 250, 400, 12, LIGHTGRAY);
-        DrawRectangle(200, 250, (int)timePlayed, 12, MAROON); 
+        DrawRectangle(200, 200, 400, 12, LIGHTGRAY);
+        DrawRectangle(200, 200, (int)timePlayed, 12, MAROON);
+        DrawRectangleLines(200, 200, 400, 12, GRAY);
         
+        DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, LIGHTGRAY);
+        DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, LIGHTGRAY);
         
     EndDrawing();
     //----------------------------------------------------------------------------------

File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/audio_music_stream.js


+ 114 - 0
docs/examples/web/audio_raw_stream.c

@@ -0,0 +1,114 @@
+/*******************************************************************************************
+*
+*   raylib [audio] example - Raw audio streaming
+*
+*   NOTE: This example requires OpenAL Soft library installed
+*
+*   This example has been created using raylib 1.6 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h>         // Required for: malloc(), free()
+#include <math.h>           // Required for: sinf()
+
+#define MAX_SAMPLES             22050
+#define MAX_SAMPLES_PER_UPDATE   4096
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");
+
+    InitAudioDevice();              // Initialize audio device
+
+    // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
+    AudioStream stream = InitAudioStream(22050, 16, 1);
+    
+    // Generate samples data from sine wave
+    short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);
+    
+    // TODO: Review data generation, it seems data is discontinued for loop,
+    // for that reason, there is a clip everytime audio stream is looped...
+    for (int i = 0; i < MAX_SAMPLES; i++)
+    {
+        data[i] = (short)(sinf(((2*PI*(float)i)/2)*DEG2RAD)*32000);
+    }
+    
+    PlayAudioStream(stream);        // Start processing stream buffer (no data loaded currently)
+    
+    int totalSamples = MAX_SAMPLES;
+    int samplesLeft = totalSamples;
+    
+    Vector2 position = { 0, 0 };
+
+    SetTargetFPS(30);               // Set our game to run at 30 frames-per-second
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        
+        // Refill audio stream if required
+        // NOTE: Every update we check if stream data has been already consumed and we update
+        // buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
+        // but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
+        if (IsAudioBufferProcessed(stream)) 
+        {
+            int numSamples = 0;
+            if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
+            else numSamples = samplesLeft;
+
+            UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);
+            
+            samplesLeft -= numSamples;
+            
+            // Reset samples feeding (loop audio)
+            if (samplesLeft <= 0) samplesLeft = totalSamples;
+        }
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);
+            
+            // NOTE: Draw a part of the sine wave (only screen width, proportional values)
+            for (int i = 0; i < GetScreenWidth(); i++)
+            {
+                position.x = i;
+                position.y = 250 + 50*data[i]/32000;
+                
+                DrawPixelV(position, RED);
+            }
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    free(data);                 // Unload sine wave data
+    
+    CloseAudioStream(stream);   // Close raw audio stream and delete buffers from RAM
+
+    CloseAudioDevice();         // Close audio device (music streaming is automatically stopped)
+
+    CloseWindow();              // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

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+ 316 - 305
docs/examples/web/audio_sound_loading.js


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+ 307 - 301
docs/examples/web/core_2d_camera.js


+ 3 - 4
docs/examples/web/core_3d_camera_first_person.c

@@ -56,9 +56,8 @@ int main()
         colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
     }
     
-    SetCameraMode(CAMERA_FIRST_PERSON);         // Set a first person camera mode
-    SetCameraFovy(camera.fovy);                 // Set internal camera field-of-view Y
-	
+    SetCameraMode(camera, CAMERA_FIRST_PERSON);         // Set a first person camera mode
+
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
 #else
@@ -88,7 +87,7 @@ void UpdateDrawFrame(void)
 {
     // Update
     //----------------------------------------------------------------------------------
-    UpdateCameraPlayer(&camera, &playerPosition); // Update camera and player position
+    UpdateCamera(&camera);          // Update camera and player position
     //----------------------------------------------------------------------------------
 
     // Draw

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+ 307 - 301
docs/examples/web/core_3d_camera_first_person.js


+ 1 - 4
docs/examples/web/core_3d_camera_free.c

@@ -47,10 +47,7 @@ int main()
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 45.0f;                                // Camera field-of-view Y
     
-    SetCameraMode(CAMERA_FREE);         // Set a free camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);     // Set internal camera target to match our camera target
-    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
+    SetCameraMode(camera, CAMERA_FREE);                 // Set a free camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

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+ 307 - 301
docs/examples/web/core_3d_camera_free.js


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+ 307 - 301
docs/examples/web/core_3d_mode.js


+ 1 - 3
docs/examples/web/core_3d_picking.c

@@ -50,9 +50,7 @@ int main()
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 45.0f;                                // Camera field-of-view Y
 
-    SetCameraMode(CAMERA_FREE);         // Set a free camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
-    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
+    SetCameraMode(camera, CAMERA_FREE);                 // Set a free camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

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+ 307 - 301
docs/examples/web/core_3d_picking.js


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+ 307 - 301
docs/examples/web/core_basic_window.js


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+ 307 - 301
docs/examples/web/core_color_select.js


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+ 307 - 301
docs/examples/web/core_gestures_detection.js


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+ 307 - 301
docs/examples/web/core_input_keys.js


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+ 307 - 301
docs/examples/web/core_input_mouse.js


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+ 307 - 301
docs/examples/web/core_mouse_wheel.js


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+ 307 - 301
docs/examples/web/core_random_values.js


+ 1 - 3
docs/examples/web/core_world_screen.c

@@ -42,9 +42,7 @@ int main()
     //--------------------------------------------------------------------------------------
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
     
-    SetCameraMode(CAMERA_FREE);         // Set a free camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);     // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_FREE);         // Set a free camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

File diff suppressed because it is too large
+ 307 - 301
docs/examples/web/core_world_screen.js


+ 145 - 59
docs/examples/web/makefile

@@ -2,16 +2,18 @@
 #
 #   raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten)
 #
-#   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+#   NOTE: By default examples are compiled using raylib static library and OpenAL Soft shared library
 #
-#   This software is provided "as-is", without any express or implied warranty. In no event 
+#   Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
+#
+#   This software is provided "as-is", without any express or implied warranty. In no event
 #   will the authors be held liable for any damages arising from the use of this software.
 #
-#   Permission is granted to anyone to use this software for any purpose, including commercial 
+#   Permission is granted to anyone to use this software for any purpose, including commercial
 #   applications, and to alter it and redistribute it freely, subject to the following restrictions:
 #
-#     1. The origin of this software must not be misrepresented; you must not claim that you 
-#     wrote the original software. If you use this software in a product, an acknowledgment 
+#     1. The origin of this software must not be misrepresented; you must not claim that you
+#     wrote the original software. If you use this software in a product, an acknowledgment
 #     in the product documentation would be appreciated but is not required.
 #
 #     2. Altered source versions must be plainly marked as such, and must not be misrepresented
@@ -26,6 +28,9 @@
 # WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop()
 PLATFORM ?= PLATFORM_DESKTOP
 
+# define NO to use OpenAL Soft as static library (shared by default)
+SHARED_OPENAL ?= NO
+
 # determine PLATFORM_OS in case PLATFORM_DESKTOP selected
 ifeq ($(PLATFORM),PLATFORM_DESKTOP)
     # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
@@ -61,50 +66,95 @@ endif
 endif
 
 # define compiler flags:
-#  -O2         defines optimization level
-#  -Wall       turns on most, but not all, compiler warnings
-#  -std=c99    use standard C from 1999 revision
-ifeq ($(PLATFORM),PLATFORM_RPI)
-    CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
-else
-    CFLAGS = -O2 -Wall -std=c99
+#  -O2                  defines optimization level
+#  -Og                  enable debugging
+#  -s                   strip unnecessary data from build
+#  -Wall                turns on most, but not all, compiler warnings
+#  -std=c99             defines C language mode (standard C from 1999 revision)
+#  -std=gnu99           defines C language mode (GNU C from 1999 revision)
+#  -fgnu89-inline       declaring inline functions support (GCC optimized)
+#  -Wno-missing-braces  ignore invalid warning (GCC bug 53119)
+#  -D_DEFAULT_SOURCE    use with -std=c99 on Linux to enable timespec and drflac
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),WINDOWS)
+        CFLAGS = -O2 -s -Wall -std=c99
+    endif
+    ifeq ($(PLATFORM_OS),LINUX)
+        CFLAGS = -O2 -s -Wall -std=c99 -D_DEFAULT_SOURCE
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+        CFLAGS = -O2 -s -Wall -std=c99
+    endif
 endif
 ifeq ($(PLATFORM),PLATFORM_WEB)
-    CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3
-    #-s ASSERTIONS=1            # to check for memory allocation errors (-O1 disables it)
-    #-s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing
-    #-s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB)
+    CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --profiling
+    # -O2                        # if used, also set --memory-init-file 0
+    # --memory-init-file 0       # to avoid an external memory initialization code file (.mem)
+    #-s ALLOW_MEMORY_GROWTH=1    # to allow memory resizing
+    #-s TOTAL_MEMORY=16777216    # to specify heap memory size (default = 16MB)
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    CFLAGS = -O2 -s -Wall -std=gnu99 -fgnu89-inline
 endif
-
 #CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes
 
+# define raylib release directory for compiled library
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),WINDOWS)
+        RAYLIB_PATH = ../release/win32/mingw32
+    endif
+    ifeq ($(PLATFORM_OS),LINUX)
+        RAYLIB_PATH = ../release/linux
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+        RAYLIB_PATH = ../release/osx
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    RAYLIB_PATH = ../release/html5
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    RAYLIB_PATH = ../release/rpi
+endif
+
 # define any directories containing required header files
+INCLUDES = -I. -I../../../src -I../src/external -I$(RAYLIB_PATH)
+
 ifeq ($(PLATFORM),PLATFORM_RPI)
-    INCLUDES = -I. -I../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
-else
-    INCLUDES = -I. -I../src -I../github/raylib/src
-# external libraries headers
-# GLFW3
-    INCLUDES += -I../external/glfw3/include
-# GLEW: Not required any more, replaced by GLAD
-    #INCLUDES += -I../external/glew/include
-# OpenAL Soft
-    INCLUDES += -I../external/openal_soft/include
+    INCLUDES += -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),WINDOWS)
+        # external libraries headers
+        # GLFW3
+            INCLUDES += -I../src/external/glfw3/include
+        # OpenAL Soft
+            INCLUDES += -I../src/external/openal_soft/include
+    endif
+    ifeq ($(PLATFORM_OS),LINUX)
+        # you may optionally create this directory and install raylib 
+        # and related headers there. Edit ../src/Makefile appropriately.
+            INCLUDES += -I/usr/local/include/raylib
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+        # additional directories for MacOS
+    endif
 endif
 
 # define library paths containing required libs
+LFLAGS = -L. -L../src -L$(RAYLIB_PATH)
+
 ifeq ($(PLATFORM),PLATFORM_RPI)
-    LFLAGS = -L. -L../src -L/opt/vc/lib
-else
-    LFLAGS = -L. -L../src
-# external libraries to link with
-# GLFW3
-    LFLAGS += -L../external/glfw3/lib/$(LIBPATH)
-    ifneq ($(PLATFORM_OS),OSX)
-    # OpenAL Soft
-        LFLAGS += -L../external/openal_soft/lib/$(LIBPATH)
-    # GLEW: Not required any more, replaced by GLAD
-        #LFLAGS += -L../external/glew/lib/$(LIBPATH)
+    LFLAGS += -L/opt/vc/lib
+endif
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # add standard directories for GNU/Linux
+    ifeq ($(PLATFORM_OS),WINDOWS)
+        # external libraries to link with
+        # GLFW3
+            LFLAGS += -L../src/external/glfw3/lib/$(LIBPATH)
+        # OpenAL Soft
+            LFLAGS += -L../src/external/openal_soft/lib/$(LIBPATH)
     endif
 endif
 
@@ -114,20 +164,27 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
     ifeq ($(PLATFORM_OS),LINUX)
         # libraries for Debian GNU/Linux desktop compiling
         # requires the following packages:
-        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
-        LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread
+        # libglfw3-dev libopenal-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw3 -lGL -lopenal -lm -lpthread -ldl
         # on XWindow could require also below libraries, just uncomment
-        #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
+        LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor
     else
     ifeq ($(PLATFORM_OS),OSX)
         # libraries for OS X 10.9 desktop compiling
         # requires the following packages:
-        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
-        LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+        # libglfw3-dev libopenal-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAL -framework Cocoa
     else
         # libraries for Windows desktop compiling
         # NOTE: GLFW3 and OpenAL Soft libraries should be installed
-        LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32
+        LIBS = -lraylib -lglfw3 -lopengl32 -lgdi32
+        # if static OpenAL Soft required, define the corresponding libs
+        ifeq ($(SHARED_OPENAL),NO)
+            LIBS += -lopenal32 -lwinmm
+            CFLAGS += -Wl,-allow-multiple-definition
+        else
+            LIBS += -lopenal32dll
+        endif
     endif
     endif
 endif
@@ -138,7 +195,7 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
 endif
 ifeq ($(PLATFORM),PLATFORM_WEB)
     # just adjust the correct path to libraylib.bc
-    LIBS = ../github/raylib/src/libraylib.bc
+    LIBS = ../../../release/html5/libraylib.bc
 endif
 
 # define additional parameters and flags for windows
@@ -168,6 +225,8 @@ EXAMPLES = \
     core_3d_picking \
     core_3d_camera_free \
     core_3d_camera_first_person \
+    core_2d_camera \
+    core_world_screen \
     shapes_logo_raylib \
     shapes_basic_shapes \
     shapes_colors_palette \
@@ -188,25 +247,28 @@ EXAMPLES = \
     text_format_text \
     text_font_select \
     text_writing_anim \
+    text_ttf_loading \
+    text_bmfont_unordered \
     models_geometric_shapes \
     models_box_collisions \
     models_billboard \
     models_obj_loading \
     models_heightmap \
     models_cubicmap \
+    models_ray_picking \
     shaders_model_shader \
     shaders_shapes_textures \
     shaders_custom_uniform \
     shaders_postprocessing \
-    shaders_basic_lighting \
     audio_sound_loading \
     audio_music_stream \
-    fix_dylib \
+    audio_module_playing \
+    audio_raw_stream \
 
 
-# typing 'make' will invoke the first target entry in the file,
+# typing 'make' will invoke the default target entry called 'all',
 # in this case, the 'default' target entry is raylib
-default: examples
+all: examples
 
 # compile all examples
 examples: $(EXAMPLES)
@@ -229,10 +291,10 @@ core_mouse_wheel: core_mouse_wheel.c
 
 # compile [core] example - gamepad input
 core_input_gamepad: core_input_gamepad.c
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 else
-	@echo core_input_gamepad: Only supported on desktop platform
+	@echo core_input_gamepad: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
 endif
 
 # compile [core] example - generate random values
@@ -248,15 +310,15 @@ core_drop_files: core_drop_files.c
 ifeq ($(PLATFORM),PLATFORM_DESKTOP)
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 else
-	@echo core_drop_files: Only supported on desktop platform
+	@echo core_drop_files: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB or PLATFORM_RPI
 endif
 
 # compile [core] example - storage values
 core_storage_values: core_storage_values.c
-ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+ifeq ($(PLATFORM), $(filter $(PLATFORM),PLATFORM_DESKTOP PLATFORM_RPI))
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 else
-	@echo core_storage_values: Only supported on desktop platform
+	@echo core_storage_values: Example not supported on PLATFORM_ANDROID or PLATFORM_WEB
 endif
 
 # compile [core] example - gestures detection
@@ -278,7 +340,19 @@ core_3d_camera_free: core_3d_camera_free.c
 # compile [core] example - 3d camera first person
 core_3d_camera_first_person: core_3d_camera_first_person.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
-    
+
+# compile [core] example - 2d camera
+core_2d_camera: core_2d_camera.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile [core] example - world screen
+core_world_screen: core_world_screen.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile [core] example - oculus rift
+#core_oculus_rift: core_oculus_rift.c
+#	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
 # compile [shapes] example - raylib logo (with basic shapes)
 shapes_logo_raylib: shapes_logo_raylib.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@@ -359,6 +433,14 @@ text_font_select: text_font_select.c
 text_writing_anim: text_writing_anim.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
 
+# compile [text] example - text ttf loading
+text_ttf_loading: text_ttf_loading.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# compile [text] example - text bmfont unordered
+text_bmfont_unordered: text_bmfont_unordered.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
 # compile [models] example - basic geometric 3d shapes
 models_geometric_shapes: models_geometric_shapes.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
@@ -387,21 +469,25 @@ models_heightmap: models_heightmap.c
 models_cubicmap: models_cubicmap.c
 	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/cubicmap.png --preload-file resources/cubicmap_atlas.png
 
+# compile [models] example - model ray picking
+models_ray_picking: models_ray_picking.c
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
 # compile [shaders] example - model shader
 shaders_model_shader: shaders_model_shader.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s TOTAL_MEMORY=67108864 --preload-file resources/model/dwarf.obj --preload-file resources/model/dwarf_diffuse.png --preload-file resources/shaders/base.vs --preload-file resources/shaders/grayscale.fs
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s TOTAL_MEMORY=67108864 --preload-file resources/model/dwarf.obj --preload-file resources/model/dwarf_diffuse.png --preload-file resources/shaders/glsl100/base.vs --preload-file resources/shaders/glsl100/grayscale.fs
     
 # compile [shaders] example - shapes texture shader
 shaders_shapes_textures: shaders_shapes_textures.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/texture_formats/sonic.png --preload-file resources/shaders/shapes_base.vs --preload-file resources/shaders/shapes_grayscale.fs
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) --preload-file resources/texture_formats/sonic.png --preload-file resources/shaders/glsl100/shapes_base.vs --preload-file resources/shaders/glsl100/shapes_grayscale.fs
     
 # compile [shaders] example - custom uniform in shader
 shaders_custom_uniform: shaders_custom_uniform.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s TOTAL_MEMORY=67108864 --preload-file resources/model/dwarf.obj --preload-file resources/model/dwarf_diffuse.png --preload-file resources/shaders/base.vs --preload-file resources/shaders/swirl.fs
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s TOTAL_MEMORY=67108864 --preload-file resources/model/dwarf.obj --preload-file resources/model/dwarf_diffuse.png --preload-file resources/shaders/glsl100/base.vs --preload-file resources/shaders/glsl100/swirl.fs
     
 # compile [shaders] example - postprocessing shader
 shaders_postprocessing: shaders_postprocessing.c
-	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s TOTAL_MEMORY=67108864 --preload-file resources/model/dwarf.obj --preload-file resources/model/dwarf_diffuse.png --preload-file resources/shaders/base.vs --preload-file resources/shaders/bloom.fs
+	$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) -s TOTAL_MEMORY=67108864 --preload-file resources/model/dwarf.obj --preload-file resources/model/dwarf_diffuse.png --preload-file resources/shaders/glsl100/base.vs --preload-file resources/shaders/glsl100/bloom.fs
 
 # compile [shaders] example - shaders_basic_lighting
 shaders_basic_lighting: shaders_basic_lighting.c

+ 2 - 4
docs/examples/web/models_billboard.c

@@ -41,11 +41,9 @@ int main()
     //--------------------------------------------------------------------------------------
     InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
 
-    bill = LoadTexture("resources/billboard.png");     // Our texture billboard
+    bill = LoadTexture("resources/billboard.png");  // Our texture billboard
     
-    SetCameraMode(CAMERA_ORBITAL);      // Set an orbital camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);     // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_ORBITAL);          // Set an orbital camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/models_billboard.js


File diff suppressed because it is too large
+ 307 - 301
docs/examples/web/models_box_collisions.js


+ 1 - 2
docs/examples/web/models_cubicmap.c

@@ -53,8 +53,7 @@ int main()
 
     UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM
     
-    SetCameraMode(CAMERA_ORBITAL);      // Set an orbital camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
+    SetCameraMode(camera, CAMERA_ORBITAL);              // Set an orbital camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/models_cubicmap.js


File diff suppressed because it is too large
+ 307 - 301
docs/examples/web/models_geometric_shapes.js


+ 2 - 3
docs/examples/web/models_heightmap.c

@@ -48,10 +48,9 @@ int main()
     map = LoadHeightmap(image, (Vector3){ 16, 8, 16 });     // Load heightmap model with defined size
     map.material.texDiffuse = texture;                      // Set map diffuse texture
 
-    UnloadImage(image);                 // Unload heightmap image from RAM, already uploaded to VRAM
+    UnloadImage(image);                         // Unload heightmap image from RAM, already uploaded to VRAM
     
-    SetCameraMode(CAMERA_ORBITAL);      // Set an orbital camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
+    SetCameraMode(camera, CAMERA_ORBITAL);      // Set an orbital camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/models_heightmap.js


File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/models_obj_loading.js


+ 197 - 0
docs/examples/web/models_ray_picking.c

@@ -0,0 +1,197 @@
+/*******************************************************************************************
+*
+*   raylib [models] example - Ray picking in 3d mode, ground plane, triangle, mesh
+*
+*   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)
+*   Example contributed by Joel Davis (@joeld42)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "../src/raymath.h"
+
+#include <stdio.h>
+#include <float.h>
+
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d ray picking");
+
+    // Define the camera to look into our 3d world
+    Camera camera;
+    camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
+    camera.target = (Vector3){ 0.0f, 2.3f, 0.0f };      // Camera looking at point
+    camera.up = (Vector3){ 0.0f, 1.6f, 0.0f };          // Camera up vector (rotation towards target)
+    camera.fovy = 45.0f;                                // Camera field-of-view Y
+
+    Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
+    Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
+    
+    Ray ray;        // Picking line ray
+    
+    Model tower = LoadModel("resources/model/lowpoly-tower.obj");           // Load OBJ model
+    Texture2D texture = LoadTexture("resources/model/lowpoly-tower.png");   // Load model texture
+    tower.material.texDiffuse = texture;                                    // Set model diffuse texture
+    
+    Vector3 towerPos = { 0.0f, 0.0f, 0.0f };                                // Set model position
+    BoundingBox towerBBox = CalculateBoundingBox( tower.mesh );    
+    bool hitMeshBBox = false;
+    bool hitTriangle = false;
+
+    // Test triangle
+    Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };    
+    Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
+    Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
+
+    Vector3 bary = { 0.0f, 0.0f, 0.0f }; 
+
+    SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
+
+    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+    // Main game loop
+    while (!WindowShouldClose())        // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        UpdateCamera(&camera);          // Update camera
+        
+        // Display information about closest hit
+        RayHitInfo nearestHit;
+        char *hitObjectName = "None";
+        nearestHit.distance = FLT_MAX;
+        nearestHit.hit = false;
+        Color cursorColor = WHITE;
+
+        // Get ray and test against ground, triangle, and mesh
+        ray = GetMouseRay(GetMousePosition(), camera);
+        
+        // Check ray collision aginst ground plane
+        RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
+        
+        if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
+        {
+            nearestHit = groundHitInfo;
+            cursorColor = GREEN;
+            hitObjectName = "Ground";
+        }
+
+        // Check ray collision against test triangle
+        RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
+        
+        if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) 
+        {
+            nearestHit = triHitInfo;
+            cursorColor = PURPLE;
+            hitObjectName = "Triangle";
+
+            bary = Barycenter(nearestHit.hitPosition, ta, tb, tc);
+            hitTriangle = true;
+        } 
+        else hitTriangle = false;
+
+        RayHitInfo meshHitInfo;
+
+        // Check ray collision against bounding box first, before trying the full ray-mesh test
+        if (CheckCollisionRayBox(ray, towerBBox)) 
+        {
+            hitMeshBBox = true;
+            
+            // Check ray collision against mesh
+            meshHitInfo = GetCollisionRayMesh(ray, &tower.mesh);    
+            
+            if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) 
+            {
+                nearestHit = meshHitInfo;
+                cursorColor = ORANGE;
+                hitObjectName = "Mesh";
+            }
+            
+        } hitMeshBBox = false; 
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            Begin3dMode(camera);
+
+                // Draw the tower
+                DrawModel(tower, towerPos, 1.0, WHITE);
+                
+                // Draw the test triangle
+                DrawLine3D(ta, tb, PURPLE);
+                DrawLine3D(tb, tc, PURPLE);
+                DrawLine3D(tc, ta, PURPLE);
+
+                // Draw the mesh bbox if we hit it
+                if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
+
+                // If we hit something, draw the cursor at the hit point
+                if (nearestHit.hit) 
+                {
+                    DrawCube(nearestHit.hitPosition, 0.5, 0.5, 0.5, cursorColor);
+                    DrawCubeWires(nearestHit.hitPosition, 0.5, 0.5, 0.5, YELLOW);
+
+                    Vector3 normalEnd;
+                    normalEnd.x = nearestHit.hitPosition.x + nearestHit.hitNormal.x;
+                    normalEnd.y = nearestHit.hitPosition.y + nearestHit.hitNormal.y;
+                    normalEnd.z = nearestHit.hitPosition.z + nearestHit.hitNormal.z;
+                    
+                    DrawLine3D(nearestHit.hitPosition, normalEnd, YELLOW);
+                }
+
+                DrawRay(ray, MAROON);
+                
+                DrawGrid(100, 1.0f);
+
+            End3dMode();
+            
+            // Draw some debug GUI text
+            DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
+
+            if (nearestHit.hit) 
+            {
+                int ypos = 70;
+
+                DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
+                
+                DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", 
+                                    nearestHit.hitPosition.x, 
+                                    nearestHit.hitPosition.y, 
+                                    nearestHit.hitPosition.z), 10, ypos + 15, 10, BLACK);
+                                    
+                DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", 
+                                    nearestHit.hitNormal.x, 
+                                    nearestHit.hitNormal.y, 
+                                    nearestHit.hitNormal.z), 10, ypos + 30, 10, BLACK);
+
+                if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f",  bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
+            }
+
+            DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
+
+            DrawFPS(10, 10);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    CloseWindow();        // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

File diff suppressed because it is too large
+ 1593 - 0
docs/examples/web/models_ray_picking.js


+ 1 - 3
docs/examples/web/shaders_custom_uniform.c

@@ -75,9 +75,7 @@ int main()
     target = LoadRenderTexture(screenWidth, screenHeight);
     
     // Setup orbital camera
-    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_ORBITAL);          // Set an orbital camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/shaders_custom_uniform.js


+ 3 - 5
docs/examples/web/shaders_model_shader.c

@@ -57,13 +57,11 @@ int main()
     shader = LoadShader("resources/shaders/glsl100/base.vs", 
                         "resources/shaders/glsl100/grayscale.fs");   // Load model shader
 
-    dwarf.material.shader = shader;            // Set shader effect to 3d model
-    dwarf.material.texDiffuse = texture;       // Bind texture to model
+    dwarf.material.shader = shader;             // Set shader effect to 3d model
+    dwarf.material.texDiffuse = texture;        // Bind texture to model
 
     // Setup orbital camera
-    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_ORBITAL);      // Set an orbital camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/shaders_model_shader.js


+ 1 - 3
docs/examples/web/shaders_postprocessing.c

@@ -65,9 +65,7 @@ int main()
     target = LoadRenderTexture(screenWidth, screenHeight);
     
     // Setup orbital camera
-    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_ORBITAL);          // Set an orbital camera mode
 
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);

File diff suppressed because it is too large
+ 316 - 305
docs/examples/web/shaders_postprocessing.js


BIN
docs/examples/web/shaders_shapes_textures.data


File diff suppressed because it is too large
+ 316 - 307
docs/examples/web/shaders_shapes_textures.js


File diff suppressed because it is too large
+ 307 - 301
docs/examples/web/shapes_basic_shapes.js


File diff suppressed because it is too large
+ 307 - 301
docs/examples/web/shapes_colors_palette.js


File diff suppressed because it is too large
+ 307 - 301
docs/examples/web/shapes_logo_raylib.js


File diff suppressed because it is too large
+ 307 - 301
docs/examples/web/shapes_logo_raylib_anim.js


+ 4 - 4
docs/examples/web/text_bmfont_ttf.c

@@ -47,8 +47,8 @@ int main()
     fontBm = LoadSpriteFont("resources/fonts/bmfont.fnt");       // BMFont (AngelCode)
     fontTtf = LoadSpriteFont("resources/fonts/pixantiqua.ttf");  // TTF font
     
-    fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.size, 0).x/2;
-    fontPosition.y = screenHeight/2 - fontBm.size/2 - 80;
+    fontPosition.x = screenWidth/2 - MeasureTextEx(fontBm, msgBm, fontBm.baseSize, 0).x/2;
+    fontPosition.y = screenHeight/2 - fontBm.baseSize/2 - 80;
     
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
@@ -90,8 +90,8 @@ void UpdateDrawFrame(void)
 
         ClearBackground(RAYWHITE);
 
-        DrawTextEx(fontBm, msgBm, fontPosition, fontBm.size, 0, MAROON);
-        DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.size*0.8f, 2, LIME);
+        DrawTextEx(fontBm, msgBm, fontPosition, fontBm.baseSize, 0, MAROON);
+        DrawTextEx(fontTtf, msgTtf, (Vector2){ 75.0f, 240.0f }, fontTtf.baseSize*0.8f, 2, LIME);
 
     EndDrawing();
     //----------------------------------------------------------------------------------

+ 1 - 43
docs/examples/web/text_bmfont_ttf.data

@@ -97,49 +97,7 @@ char id=123  x=191   y=141   width=14    height=45    xoffset=-1    yoffset=0
 char id=124  x=416   y=141   width=5     height=45    xoffset=2     yoffset=0     xadvance=9     page=0  chnl=15
 char id=125  x=207   y=141   width=13    height=45    xoffset=0     yoffset=0     xadvance=12    page=0  chnl=15
 char id=126  x=42    y=141   width=19    height=45    xoffset=1     yoffset=0     xadvance=21    page=0  chnl=15
-‰PNG
-
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File diff suppressed because it is too large
+ 311 - 361
docs/examples/web/text_bmfont_ttf.js


+ 65 - 0
docs/examples/web/text_bmfont_unordered.c

@@ -0,0 +1,65 @@
+/*******************************************************************************************
+*
+*   raylib [text] example - BMFont unordered chars loading and drawing
+*
+*   This example has been created using raylib 1.4 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [text] example - bmfont unordered loading and drawing");
+
+    // NOTE: Using chars outside the [32..127] limits!
+    // NOTE: If a character is not found in the font, it just renders a space
+    const char msg[256] = "ASCII extended characters:\n¡¢£¤¥¦§¨©ª«¬®¯°±²³´µ¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆ\nÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãäåæ\nçèéêëìíîïðñòóôõö÷øùúûüýþÿ";
+
+    // NOTE: Loaded font has an unordered list of characters (chars in the range 32..255)
+    SpriteFont font = LoadSpriteFont("resources/fonts/pixantiqua.fnt");       // BMFont (AngelCode)
+
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        // TODO: Update variables here...
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            DrawText("Font name:       PixAntiqua", 40, 50, 20, GRAY);
+            DrawText(FormatText("Font base size:           %i", font.baseSize), 40, 80, 20, GRAY);
+            DrawText(FormatText("Font chars number:     %i", font.charsCount), 40, 110, 20, GRAY);
+            
+            DrawTextEx(font, msg, (Vector2){ 40, 180 }, font.baseSize, 0, MAROON);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadSpriteFont(font);     // AngelCode SpriteFont unloading
+    
+    CloseWindow();                // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}

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+ 1593 - 0
docs/examples/web/text_bmfont_unordered.js


+ 3 - 3
docs/examples/web/text_font_select.c

@@ -77,7 +77,7 @@ int main()
                          
     fontNames = tempFontNames;
     
-    textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
+    textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
     
     btnNextRec = (Rectangle){ 673, positionY, 109, 44 };    // Button rectangle (useful for collision)
     
@@ -166,7 +166,7 @@ void UpdateDrawFrame(void)
     }
 
     // Text measurement for better positioning on screen
-    textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].size*3, 1);
+    textSize = MeasureTextEx(fonts[currentFont], text, fonts[currentFont].baseSize*3, 1);
     //----------------------------------------------------------------------------------
 
     // Draw
@@ -188,7 +188,7 @@ void UpdateDrawFrame(void)
         DrawText("NEXT", 700, positionY + 13, 20, btnNextOutColor);
 
         DrawTextEx(fonts[currentFont], text, (Vector2){ screenWidth/2 - textSize.x/2,
-                   260 + (70 - textSize.y)/2 }, fonts[currentFont].size*3,
+                   260 + (70 - textSize.y)/2 }, fonts[currentFont].baseSize*3,
                    1, colors[currentFont]);
 
     EndDrawing();

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+ 316 - 305
docs/examples/web/text_font_select.js


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+ 307 - 301
docs/examples/web/text_format_text.js


+ 3 - 3
docs/examples/web/text_rbmf_fonts.c

@@ -68,8 +68,8 @@ int main()
         
     for (int i = 0; i < 8; i++)
     {
-        positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].size*2, spacings[i]).x/2;
-        positions[i].y = 60 + fonts[i].size + 50*i;
+        positions[i].x = screenWidth/2 - MeasureTextEx(fonts[i], messages[i], fonts[i].baseSize*2, spacings[i]).x/2;
+        positions[i].y = 60 + fonts[i].baseSize + 50*i;
     }
     
 #if defined(PLATFORM_WEB)
@@ -118,7 +118,7 @@ void UpdateDrawFrame(void)
         
         for (int i = 0; i < 8; i++)
         {
-            DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].size*2, spacings[i], colors[i]);
+            DrawTextEx(fonts[i], messages[i], positions[i], fonts[i].baseSize*2, spacings[i], colors[i]);
         }
 
     EndDrawing();

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+ 316 - 305
docs/examples/web/text_rbmf_fonts.js


+ 9 - 9
docs/examples/web/text_sprite_fonts.c

@@ -50,14 +50,14 @@ int main()
     font2 = LoadSpriteFont("resources/fonts/custom_alagard.png");        // SpriteFont loading
     font3 = LoadSpriteFont("resources/fonts/custom_jupiter_crash.png");  // SpriteFont loading
     
-    fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.size, -3).x/2;
-    fontPosition1.y = screenHeight/2 - font1.size/2 - 80;
+    fontPosition1.x = screenWidth/2 - MeasureTextEx(font1, msg1, font1.baseSize, -3).x/2;
+    fontPosition1.y = screenHeight/2 - font1.baseSize/2 - 80;
 
-    fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.size, -2).x/2;
-    fontPosition2.y = screenHeight/2 - font2.size/2 - 10;
+    fontPosition2.x = screenWidth/2 - MeasureTextEx(font2, msg2, font2.baseSize, -2).x/2;
+    fontPosition2.y = screenHeight/2 - font2.baseSize/2 - 10;
 
-    fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.size, 2).x/2;
-    fontPosition3.y = screenHeight/2 - font3.size/2 + 50;
+    fontPosition3.x = screenWidth/2 - MeasureTextEx(font3, msg3, font3.baseSize, 2).x/2;
+    fontPosition3.y = screenHeight/2 - font3.baseSize/2 + 50;
     
 #if defined(PLATFORM_WEB)
     emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
@@ -99,9 +99,9 @@ void UpdateDrawFrame(void)
 
         ClearBackground(RAYWHITE);
 
-        DrawTextEx(font1, msg1, fontPosition1, font1.size, -3, WHITE);
-        DrawTextEx(font2, msg2, fontPosition2, font2.size, -2, WHITE);
-        DrawTextEx(font3, msg3, fontPosition3, font3.size, 2, WHITE);
+        DrawTextEx(font1, msg1, fontPosition1, font1.baseSize, -3, WHITE);
+        DrawTextEx(font2, msg2, fontPosition2, font2.baseSize, -2, WHITE);
+        DrawTextEx(font3, msg3, fontPosition3, font3.baseSize, 2, WHITE);
 
     EndDrawing();
     //----------------------------------------------------------------------------------

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+ 316 - 305
docs/examples/web/text_sprite_fonts.js


+ 130 - 0
docs/examples/web/text_ttf_loading.c

@@ -0,0 +1,130 @@
+/*******************************************************************************************
+*
+*   raylib [text] example - TTF loading and usage
+*
+*   This example has been created using raylib 1.3.0 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    int screenWidth = 800;
+    int screenHeight = 450;
+
+    InitWindow(screenWidth, screenHeight, "raylib [text] example - ttf loading");
+    
+    const char msg[50] = "TTF SpriteFont";
+
+    // NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
+    
+    // TTF SpriteFont loading with custom generation parameters
+    SpriteFont font = LoadSpriteFontTTF("resources/fonts/KAISG.ttf", 96, 0, 0);
+    
+    // Generate mipmap levels to use trilinear filtering
+    // NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
+    GenTextureMipmaps(&font.texture);
+
+    float fontSize = font.baseSize;
+    Vector2 fontPosition = { 40, screenHeight/2 + 50 };
+    Vector2 textSize;
+
+    SetTextureFilter(font.texture, FILTER_POINT);
+    int currentFontFilter = 0;      // FILTER_POINT
+    
+    int count = 0;
+    char **droppedFiles;
+    
+    SetTargetFPS(60);
+    //--------------------------------------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        fontSize += GetMouseWheelMove()*4.0f;
+        
+        // Choose font texture filter method
+        if (IsKeyPressed(KEY_ONE))
+        {
+            SetTextureFilter(font.texture, FILTER_POINT);
+            currentFontFilter = 0;
+        }
+        else if (IsKeyPressed(KEY_TWO))
+        {
+            SetTextureFilter(font.texture, FILTER_BILINEAR);
+            currentFontFilter = 1;
+        }
+        else if (IsKeyPressed(KEY_THREE))
+        {
+            // NOTE: Trilinear filter won't be noticed on 2D drawing
+            SetTextureFilter(font.texture, FILTER_TRILINEAR);
+            currentFontFilter = 2;
+        }
+        
+        textSize = MeasureTextEx(font, msg, fontSize, 0);
+        
+        if (IsKeyDown(KEY_LEFT)) fontPosition.x -= 10;
+        else if (IsKeyDown(KEY_RIGHT)) fontPosition.x += 10;
+        
+        // Load a dropped TTF file dynamically (at current fontSize)
+        if (IsFileDropped())
+        {
+            droppedFiles = GetDroppedFiles(&count);
+            
+            if (count == 1) // Only support one ttf file dropped
+            {
+                UnloadSpriteFont(font);
+                font = LoadSpriteFontTTF(droppedFiles[0], fontSize, 0, 0);
+                ClearDroppedFiles();
+            }
+        }
+        //----------------------------------------------------------------------------------
+        
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+        
+            ClearBackground(RAYWHITE);
+            
+            DrawText("Use mouse wheel to change font size", 20, 20, 10, GRAY);
+            DrawText("Use KEY_RIGHT and KEY_LEFT to move text", 20, 40, 10, GRAY);
+            DrawText("Use 1, 2, 3 to change texture filter", 20, 60, 10, GRAY);
+            DrawText("Drop a new TTF font for dynamic loading", 20, 80, 10, DARKGRAY);
+
+            DrawTextEx(font, msg, fontPosition, fontSize, 0, BLACK);
+            
+            // TODO: It seems texSize measurement is not accurate due to chars offsets...
+            //DrawRectangleLines(fontPosition.x, fontPosition.y, textSize.x, textSize.y, RED);
+            
+            DrawRectangle(0, screenHeight - 80, screenWidth, 80, LIGHTGRAY);
+            DrawText(FormatText("Font size: %02.02f", fontSize), 20, screenHeight - 50, 10, DARKGRAY);
+            DrawText(FormatText("Text size: [%02.02f, %02.02f]", textSize.x, textSize.y), 20, screenHeight - 30, 10, DARKGRAY);
+            DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, GRAY);
+            
+            if (currentFontFilter == 0) DrawText("POINT", 570, 400, 20, BLACK);
+            else if (currentFontFilter == 1) DrawText("BILINEAR", 570, 400, 20, BLACK);
+            else if (currentFontFilter == 2) DrawText("TRILINEAR", 570, 400, 20, BLACK);
+      
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadSpriteFont(font);     // SpriteFont unloading
+    
+    ClearDroppedFiles();        // Clear internal buffers
+
+    CloseWindow();              // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}

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docs/examples/web/text_ttf_loading.js


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docs/examples/web/text_writing_anim.js


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docs/examples/web/textures_formats_loading.js


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docs/examples/web/textures_image_drawing.js


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docs/examples/web/textures_image_loading.js


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docs/examples/web/textures_image_processing.js


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docs/examples/web/textures_logo_raylib.js


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docs/examples/web/textures_particles_trail_blending.js


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docs/examples/web/textures_srcrec_dstrec.js


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docs/examples/web/textures_to_image.js


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