瀏覽代碼

Add shaders_rounded_rectangle example

pull/4719/head
Anstro Pleuton 3 月之前
父節點
當前提交
c1e3641bae
共有 16 個檔案被更改,包括 1464 行新增15 行删除
  1. +2
    -1
      examples/Makefile
  2. +2
    -1
      examples/Makefile.Web
  3. +14
    -13
      examples/README.md
  4. +90
    -0
      examples/shaders/resources/shaders/glsl100/rounded_rectangle.fs
  5. +91
    -0
      examples/shaders/resources/shaders/glsl100/rounded_rectangle_border.fs
  6. +98
    -0
      examples/shaders/resources/shaders/glsl100/rounded_rectangle_shadow.fs
  7. +87
    -0
      examples/shaders/resources/shaders/glsl120/rounded_rectangle.fs
  8. +89
    -0
      examples/shaders/resources/shaders/glsl120/rounded_rectangle_border.fs
  9. +96
    -0
      examples/shaders/resources/shaders/glsl120/rounded_rectangle_shadow.fs
  10. +90
    -0
      examples/shaders/resources/shaders/glsl330/rounded_rectangle.fs
  11. +92
    -0
      examples/shaders/resources/shaders/glsl330/rounded_rectangle_border.fs
  12. +99
    -0
      examples/shaders/resources/shaders/glsl330/rounded_rectangle_shadow.fs
  13. +208
    -0
      examples/shaders/shaders_rounded_rectangle.c
  14. 二進制
      examples/shaders/shaders_rounded_rectangle.png
  15. +387
    -0
      projects/VS2022/examples/shaders_rounded_rectangle.vcxproj
  16. +19
    -0
      projects/VS2022/raylib.sln

+ 2
- 1
examples/Makefile 查看文件

@ -646,7 +646,8 @@ SHADERS = \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_write_depth \
shaders/shaders_vertex_displacement
shaders/shaders_vertex_displacement \
shaders/shaders_rounded_rectangle.c
AUDIO = \
audio/audio_mixed_processor \

+ 2
- 1
examples/Makefile.Web 查看文件

@ -526,7 +526,8 @@ SHADERS = \
shaders/shaders_texture_tiling \
shaders/shaders_texture_waves \
shaders/shaders_vertex_displacement \
shaders/shaders_write_depth
shaders/shaders_write_depth \
shaders/shaders_rounded_rectangle
AUDIO = \
audio/audio_mixed_processor \

+ 14
- 13
examples/README.md 查看文件

@ -199,6 +199,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
| 138 | [shaders_write_depth](shaders/shaders_write_depth.c) | <img src="shaders/shaders_write_depth.png" alt="shaders_write_depth" width="80"> | ⭐️⭐️☆☆ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
| 139 | [shaders_basic_pbr](shaders/shaders_basic_pbr.c) | <img src="shaders/shaders_basic_pbr.png" alt="shaders_basic_pbr" width="80"> | ⭐️⭐️⭐️⭐️ | 5.0 | 5.1-dev | [Afan OLOVCIC](https://github.com/_DevDad) |
| 140 | [shaders_lightmap](shaders/shaders_lightmap.c) | <img src="shaders/shaders_lightmap.png" alt="shaders_lightmap" width="80"> | ⭐️⭐️⭐️☆ | 4.5 | 4.5 | [Jussi Viitala](https://github.com/nullstare) |
| 141 | [shaders_rounded_rectangle](shaders/shaders_rounded_rectangle.c) | <img src="shaders/shaders_rounded_rectangle.png" alt="shaders_rounded_rectangle" width=80> | ⭐️⭐️☆☆ | 5.5 | 5.5 | [Anstro Pleuton](https://github.com/anstropleuton) |
### category: audio
@ -206,13 +207,13 @@ Examples using raylib audio functionality, including sound/music loading and pla
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| 141 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 142 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
| 143 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
| 144 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
| 145 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
| 146 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
| 147 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
| 142 | [audio_module_playing](audio/audio_module_playing.c) | <img src="audio/audio_module_playing.png" alt="audio_module_playing" width="80"> | ⭐️☆☆☆ | 1.5 | 3.5 | [Ray](https://github.com/raysan5) |
| 143 | [audio_music_stream](audio/audio_music_stream.c) | <img src="audio/audio_music_stream.png" alt="audio_music_stream" width="80"> | ⭐️☆☆☆ | 1.3 | 4.2 | [Ray](https://github.com/raysan5) |
| 144 | [audio_raw_stream](audio/audio_raw_stream.c) | <img src="audio/audio_raw_stream.png" alt="audio_raw_stream" width="80"> | ⭐️⭐️⭐️☆ | 1.6 | 4.2 | [Ray](https://github.com/raysan5) |
| 145 | [audio_sound_loading](audio/audio_sound_loading.c) | <img src="audio/audio_sound_loading.png" alt="audio_sound_loading" width="80"> | ⭐️☆☆☆ | 1.1 | 3.5 | [Ray](https://github.com/raysan5) |
| 146 | [audio_mixed_processor](audio/audio_mixed_processor.c) | <img src="audio/audio_mixed_processor.png" alt="audio_mixed_processor" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 4.2 | [hkc](https://github.com/hatkidchan) |
| 147 | [audio_stream_effects](audio/audio_stream_effects.c) | <img src="audio/audio_stream_effects.png" alt="audio_stream_effects" width="80"> | ⭐️⭐️⭐️⭐️ | 4.2 | 5.0 | [Ray](https://github.com/raysan5) |
| 148 | [audio_sound_multi](audio/audio_sound_multi.c) | <img src="audio/audio_sound_multi.png" alt="audio_sound_multi" width="80"> | ⭐️⭐️☆☆ | 4.6 | 4.6 | [Jeffery Myers](https://github.com/JeffM2501) |
### category: others
@ -220,12 +221,12 @@ Examples showing raylib misc functionality that does not fit in other categories
| ## | example | image | difficulty<br>level | version<br>created | last version<br>updated | original<br>developer |
|----|----------|--------|:-------------------:|:------------------:|:-----------------------:|:----------------------|
| 148 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
| 149 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
| 150 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
| 151 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
| 152 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
| 153 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
| 149 | [rlgl_standalone](others/rlgl_standalone.c) | <img src="others/rlgl_standalone.png" alt="rlgl_standalone" width="80"> | ⭐️⭐️⭐️⭐️ | 1.6 | 4.0 | [Ray](https://github.com/raysan5) |
| 150 | [rlgl_compute_shader](others/rlgl_compute_shader.c) | <img src="others/rlgl_compute_shader.png" alt="rlgl_compute_shader" width="80"> | ⭐️⭐️⭐️⭐️ | 4.0 | 4.0 | [Teddy Astie](https://github.com/tsnake41) |
| 151 | [easings_testbed](others/easings_testbed.c) | <img src="others/easings_testbed.png" alt="easings_testbed" width="80"> | ⭐️⭐️⭐️☆ | 2.5 | 3.0 | [Juan Miguel López](https://github.com/flashback-fx) |
| 152 | [raylib_opengl_interop](others/raylib_opengl_interop.c) | <img src="others/raylib_opengl_interop.png" alt="raylib_opengl_interop" width="80"> | ⭐️⭐️⭐️⭐️ | 3.8 | 4.0 | [Stephan Soller](https://github.com/arkanis) |
| 153 | [embedded_files_loading](others/embedded_files_loading.c) | <img src="others/embedded_files_loading.png" alt="embedded_files_loading" width="80"> | ⭐️⭐️☆☆ | 3.0 | 3.5 | [Kristian Holmgren](https://github.com/defutura) |
| 154 | [raymath_vector_angle](others/raymath_vector_angle.c) | <img src="others/raymath_vector_angle.png" alt="raymath_vector_angle" width="80"> | ⭐️⭐️☆☆ | 1.0 | 4.6 | [Ray](https://github.com/raysan5) |
As always contributions are welcome, feel free to send new examples! Here is an [examples template](examples_template.c) to start with!

+ 90
- 0
examples/shaders/resources/shaders/glsl100/rounded_rectangle.fs 查看文件

@ -0,0 +1,90 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec2 center,
vec2 halfSize,
vec4 radius
)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
float sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius);
// Calculate anti-aliased factor
float aa = 1.0 - antiAlias(0.0, -sdf);
gl_FragColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 91
- 0
examples/shaders/resources/shaders/glsl100/rounded_rectangle_border.fs 查看文件

@ -0,0 +1,91 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
uniform float borderThickness;
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec2 center,
vec2 halfSize,
vec4 radius
)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle's border
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
float sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius);
// Calculate anti-aliased factor
float aa = antiAlias(borderThickness, -sdf) * (1.0 - antiAlias(0.0, -sdf));
gl_FragColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 98
- 0
examples/shaders/resources/shaders/glsl100/rounded_rectangle_shadow.fs 查看文件

@ -0,0 +1,98 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
// Shadow parameters
uniform float shadowRadius;
uniform float shadowPower;
uniform vec2 shadowOffset;
uniform float shadowScale;
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec2 center,
vec2 halfSize,
vec4 radius
)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle's shadow
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
vec2 shadowHalfSize = halfSize*shadowScale;
vec2 shadowCenter = center + shadowOffset;
float sdf = roundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
float aa = easestep(shadowRadius, 0.0, sdf, shadowPower);
gl_FragColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 87
- 0
examples/shaders/resources/shaders/glsl120/rounded_rectangle.fs 查看文件

@ -0,0 +1,87 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec4 rectangle,
vec4 radius
)
{
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle
float sdf = roundedRectangleSDF(fragCoord, rectangle, radius);
// Calculate anti-aliased factor
float aa = 1.0 - antiAlias(0.0, -sdf);
gl_FragColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 89
- 0
examples/shaders/resources/shaders/glsl120/rounded_rectangle_border.fs 查看文件

@ -0,0 +1,89 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
uniform float borderThickness;
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec2 center,
vec2 halfSize,
vec4 radius
)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle's border
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
float sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius);
// Calculate anti-aliased factor
float aa = antiAlias(borderThickness, -sdf) * (1.0 - antiAlias(0.0, -sdf));
gl_FragColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 96
- 0
examples/shaders/resources/shaders/glsl120/rounded_rectangle_shadow.fs 查看文件

@ -0,0 +1,96 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 120
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
// Shadow parameters
uniform float shadowRadius;
uniform float shadowPower;
uniform vec2 shadowOffset;
uniform float shadowScale;
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec2 center,
vec2 halfSize,
vec4 radius
)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle's shadow
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
vec2 shadowHalfSize = halfSize*shadowScale;
vec2 shadowCenter = center + shadowOffset;
float sdf = roundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
float aa = easestep(shadowRadius, 0.0, sdf, shadowPower);
gl_FragColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 90
- 0
examples/shaders/resources/shaders/glsl330/rounded_rectangle.fs 查看文件

@ -0,0 +1,90 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec4 rectangle,
vec4 radius
)
{
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle
float sdf = roundedRectangleSDF(fragCoord, rectangle, radius);
// Calculate anti-aliased factor
float aa = 1.0 - antiAlias(0.0, -sdf);
finalColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 92
- 0
examples/shaders/resources/shaders/glsl330/rounded_rectangle_border.fs 查看文件

@ -0,0 +1,92 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
uniform float borderThickness;
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec2 center,
vec2 halfSize,
vec4 radius
)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle's border
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
float sdf = roundedRectangleSDF(fragCoord, center, halfSize, radius);
// Calculate anti-aliased factor
float aa = antiAlias(borderThickness, -sdf) * (1.0 - antiAlias(0.0, -sdf));
finalColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 99
- 0
examples/shaders/resources/shaders/glsl330/rounded_rectangle_shadow.fs 查看文件

@ -0,0 +1,99 @@
// Note: SDF by Iñigo Quilez is licensed under MIT License
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
uniform vec4 rectangle; // Rectangle dimensions (x, y, width, height)
uniform vec4 radius; // Corner radius (top-left, top-right, bottom-left, bottom-right)
// Shadow parameters
uniform float shadowRadius;
uniform float shadowPower;
uniform vec2 shadowOffset;
uniform float shadowScale;
// TODO: Remove anti-aliasing?
// Anti-alias using easing function for smmoth edges
uniform float aaPower;
uniform float aaDistance;
// Ease in-out
float ease(float x, float p)
{
if (x < 0.5)
{
return 1.0/pow(0.5, p - 1.0)*pow(x, p);
}
else
{
return 1.0 - 1.0/pow(0.5, p - 1.0)*pow(1.0 - x, p);
}
}
// Smoothstep with easing
float easestep(float edge0, float edge1, float x, float p)
{
float t = clamp( (x - edge0)/(edge1 - edge0), 0.0, 1.0 );
return ease(t, p);
}
// Anti-alias on edge for x
float antiAlias(float edge, float x)
{
return easestep(edge + aaDistance*0.5, edge - aaDistance*0.5, x, aaPower);
}
// Create a rounded rectangle using signed distance field
// Thanks to Iñigo Quilez (https://www.iquilezles.org/www/articles/distfunctions/distfunctions.htm)
// And thanks to inobelar (https://www.shadertoy.com/view/fsdyzB) for shader
// MIT License
float roundedRectangleSDF(
vec2 fragCoord,
vec2 center,
vec2 halfSize,
vec4 radius
)
{
vec2 fragFromCenter = fragCoord - center;
// Determine which corner radius to use
radius.xy = (fragFromCenter.y > 0.0) ? radius.xy : radius.zw;
radius.x = (fragFromCenter.x < 0.0) ? radius.x : radius.y;
// Calculate signed distance field
vec2 dist = abs(fragFromCenter) - halfSize + radius.x;
return min(max(dist.x, dist.y), 0.0) + length(max(dist, 0.0)) - radius.x;
}
void main()
{
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Get fragment coordinate in pixels
vec2 fragCoord = gl_FragCoord.xy;
// Calculate signed distance field for rounded rectangle's shadow
vec2 halfSize = rectangle.zw*0.5;
vec2 center = rectangle.xy + halfSize;
vec2 shadowHalfSize = halfSize*shadowScale;
vec2 shadowCenter = center + shadowOffset;
float sdf = roundedRectangleSDF(fragCoord, shadowCenter, shadowHalfSize, radius);
float aa = easestep(shadowRadius, 0.0, sdf, shadowPower);
finalColor = texelColor*colDiffuse*fragColor
*vec4(1.0, 1.0, 1.0, aa);
}

+ 208
- 0
examples/shaders/shaders_rounded_rectangle.c 查看文件

@ -0,0 +1,208 @@
/*******************************************************************************************
*
* raylib [shaders] example - Rounded Rectangle
*
* Example complexity rating: [] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.5
*
* Example contributed by Anstro Pleuton (@anstropleuton) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Anstro Pleuton (@anstropleuton)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Rounded Rectangle");
// Shader loading
//--------------------------------------------------------------------------------------
// Load the rectangle shader which will draw the rectangle with rounded corners
Shader rectangleShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle.fs", GLSL_VERSION));
// Organized into an array for easy access
int rectangleShaderLocs[4] = {
GetShaderLocation(rectangleShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height, NOTE: Y axis is flipped)
GetShaderLocation(rectangleShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right)
GetShaderLocation(rectangleShader, "aaPower"), // float, anti-aliasing power
GetShaderLocation(rectangleShader, "aaDistance") // float, anti-aliasing distance
};
// Load the rectangle shadow shader which will draw the rectangle's shadow
Shader rectangleShadowShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle_shadow.fs", GLSL_VERSION));
int rectangleShadowShaderLocs[8] = {
GetShaderLocation(rectangleShadowShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height)
GetShaderLocation(rectangleShadowShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right)
GetShaderLocation(rectangleShadowShader, "shadowRadius"), // float, shadow radius
GetShaderLocation(rectangleShadowShader, "shadowPower"), // float, shadow power
GetShaderLocation(rectangleShadowShader, "shadowOffset"), // vec2, shadow offset (NOTE: Y axis is flipped)
GetShaderLocation(rectangleShadowShader, "shadowScale"), // float, shadow scale
GetShaderLocation(rectangleShadowShader, "aaPower"), // float, anti-aliasing power
GetShaderLocation(rectangleShadowShader, "aaDistance") // float, anti-aliasing distance
};
// Load the rectangle border shader which will draw the rectangle's border
Shader rectangleBorderShader = LoadShader(TextFormat("resources/shaders/glsl%i/base.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/rounded_rectangle_border.fs", GLSL_VERSION));
int rectangleBorderShaderLocs[5] = {
GetShaderLocation(rectangleBorderShader, "rectangle"), // vec4, rectangle bounds (x, y, width, height)
GetShaderLocation(rectangleBorderShader, "radius"), // vec4, radius corners (top-left, top-right, bottom-left, bottom-right)
GetShaderLocation(rectangleBorderShader, "borderThickness"), // float, border thickness
GetShaderLocation(rectangleBorderShader, "aaPower"), // float, anti-aliasing power
GetShaderLocation(rectangleBorderShader, "aaDistance") // float, anti-aliasing distance
};
//--------------------------------------------------------------------------------------
// Set parameters
//--------------------------------------------------------------------------------------
// Set 4 radius values for the rounded corners in pixels (top-left, top-right, bottom-left, bottom-right)
SetShaderValue(rectangleShader, rectangleShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4);
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[1], (float[]){ 5.0f, 10.0f, 15.0f, 20.0f }, SHADER_UNIFORM_VEC4);
// Set shadow parameters (in pixels)
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[2], (float[]){ 20.0f }, SHADER_UNIFORM_FLOAT); // Shadow radius
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT); // Shadow power
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[4], (float[]){ 0.0f, -5.0f }, SHADER_UNIFORM_VEC2); // Shadow offset
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[5], (float[]){ 0.95f }, SHADER_UNIFORM_FLOAT); // Shadow scale
// Set border parameters (in pixels)
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[2], (float[]){ 5.0f }, SHADER_UNIFORM_FLOAT); // Border thickness
// Set anti-aliasing (power and distance) parameters for all shaders
SetShaderValue(rectangleShader, rectangleShaderLocs[2], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleShader, rectangleShaderLocs[3], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[6], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[7], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[3], (float[]){ 1.5f }, SHADER_UNIFORM_FLOAT);
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[4], (float[]){ 1.0f }, SHADER_UNIFORM_FLOAT);
//--------------------------------------------------------------------------------------
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// NOTE: Draw rectangle's shadow first using shader
DrawRectangleLines(30, 50, 150, 100, DARKGRAY);
DrawText("Rectangle shadow shader", 30, 35, 10, DARKGRAY);
Rectangle rec = { 50, 70, 110, 60 };
// Flip Y axis to match shader coordinate system
rec.y = GetScreenHeight() - rec.y - rec.height;
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShadowShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE);
EndShaderMode();
// Draw rectangle box with rounded corners using shader
DrawRectangleLines(30, 180, 150, 100, DARKGRAY);
DrawText("Rounded rectangle shader", 30, 165, 10, DARKGRAY);
rec = (Rectangle){ 50, 200, 110, 60 };
rec.y = GetScreenHeight() - rec.y - rec.height;
SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
EndShaderMode();
// Draw rectangle's border using shader
DrawRectangleLines(30, 310, 150, 100, DARKGRAY);
DrawText("Rectangle border shader", 30, 295, 10, DARKGRAY);
rec = (Rectangle){ 50, 330, 110, 60 };
rec.y = GetScreenHeight() - rec.y - rec.height;
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleBorderShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE);
EndShaderMode();
// Draw one more rectangle with all three combined
//--------------------------------------------------------------------------------------------------
DrawRectangleLines(210, 50, 560, 360, DARKGRAY);
DrawText("Rectangle all three combined", 210, 35, 10, DARKGRAY);
rec = (Rectangle){ 240, 80, 500, 300 };
rec.y = GetScreenHeight() - rec.y - rec.height;
// Draw shadow
SetShaderValue(rectangleShadowShader, rectangleShadowShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShadowShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKBLUE);
EndShaderMode();
// Draw rectangle
SetShaderValue(rectangleShader, rectangleShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLUE);
EndShaderMode();
// Draw border
SetShaderValue(rectangleBorderShader, rectangleBorderShaderLocs[0], (float[]){ rec.x, rec.y, rec.width, rec.height }, SHADER_UNIFORM_VEC4);
BeginShaderMode(rectangleBorderShader);
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), SKYBLUE);
EndShaderMode();
//--------------------------------------------------------------------------------------------------
DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", GetScreenWidth() - 300, GetScreenHeight() - 20, 10, BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload shader
UnloadShader(rectangleShader);
UnloadShader(rectangleShadowShader);
UnloadShader(rectangleBorderShader);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

二進制
examples/shaders/shaders_rounded_rectangle.png 查看文件

Before After
Width: 800  |  Height: 450  |  Size: 14 KiB

+ 387
- 0
projects/VS2022/examples/shaders_rounded_rectangle.vcxproj 查看文件

@ -0,0 +1,387 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug.DLL|Win32">
<Configuration>Debug.DLL</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug.DLL|x64">
<Configuration>Debug.DLL</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release.DLL|Win32">
<Configuration>Release.DLL</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release.DLL|x64">
<Configuration>Release.DLL</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shaders_rounded_rectangle</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
<ProjectName>shaders_rounded_rectangle</ProjectName>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>$(DefaultPlatformToolset)</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
<LinkIncremental>true</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
<LinkIncremental>false</LinkIncremental>
<OutDir>$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)\</OutDir>
<IntDir>$(SolutionDir)\build\$(ProjectName)\obj\$(Platform)\$(Configuration)\</IntDir>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
<LocalDebuggerWorkingDirectory>$(SolutionDir)..\..\examples\shaders</LocalDebuggerWorkingDirectory>
<DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalOptions>/FS %(AdditionalOptions)</AdditionalOptions>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|Win32'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
<Message>Copy Debug DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug.DLL|x64'">
<ClCompile>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;_DEBUG;_CONSOLE;PLATFORM_DESKTOP;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<CompileAs>CompileAsC</CompileAs>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
<Message>Copy Debug DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy Release DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release.DLL|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<PrecompiledHeader>
</PrecompiledHeader>
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;NDEBUG;_CONSOLE;%(PreprocessorDefinitions);PLATFORM_DESKTOP</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)..\..\src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<CompileAs>CompileAsC</CompileAs>
<RemoveUnreferencedCodeData>true</RemoveUnreferencedCodeData>
</ClCompile>
<Link>
<SubSystem>Console</SubSystem>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<OptimizeReferences>true</OptimizeReferences>
<GenerateDebugInformation>true</GenerateDebugInformation>
<AdditionalDependencies>raylib.lib;opengl32.lib;kernel32.lib;user32.lib;gdi32.lib;winmm.lib;winspool.lib;comdlg32.lib;advapi32.lib;shell32.lib;ole32.lib;oleaut32.lib;uuid.lib;odbc32.lib;odbccp32.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\</AdditionalLibraryDirectories>
</Link>
<PostBuildEvent>
<Command>xcopy /y /d "$(SolutionDir)\build\raylib\bin\$(Platform)\$(Configuration)\raylib.dll" "$(SolutionDir)\build\$(ProjectName)\bin\$(Platform)\$(Configuration)"</Command>
</PostBuildEvent>
<PostBuildEvent>
<Message>Copy Release DLL to output directory</Message>
</PostBuildEvent>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="..\..\..\examples\shaders\shaders_rounded_rectangle.c" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\raylib\raylib.vcxproj">
<Project>{e89d61ac-55de-4482-afd4-df7242ebc859}</Project>
</ProjectReference>
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

+ 19
- 0
projects/VS2022/raylib.sln 查看文件

@ -307,6 +307,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_bone_socket", "examp
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_vertex_displacement", "examples\shaders_vertex_displacement.vcxproj", "{CCA63A76-D9FC-4130-9F67-4D97F9770D53}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_rounded_rectangle", "examples\shaders_rounded_rectangle.vcxproj", "{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug.DLL|x64 = Debug.DLL|x64
@ -2615,6 +2617,22 @@ Global
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x64.Build.0 = Release|x64
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.ActiveCfg = Release|Win32
{CCA63A76-D9FC-4130-9F67-4D97F9770D53}.Release|x86.Build.0 = Release|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x64.ActiveCfg = Debug|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x64.Build.0 = Debug|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x86.ActiveCfg = Debug|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Debug|x86.Build.0 = Debug|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x64.Build.0 = Release.DLL|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x64.ActiveCfg = Release|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x64.Build.0 = Release|x64
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x86.ActiveCfg = Release|Win32
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@ -2771,6 +2789,7 @@ Global
{0981CA28-E4A5-4DF1-987F-A41D09131EFC} = {6C82BAAE-BDDF-457D-8FA8-7E2490B07035}
{3A7FE53D-35F7-49DC-9C9A-A5204A53523F} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
{CCA63A76-D9FC-4130-9F67-4D97F9770D53} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
{D3493FFE-8873-4C53-8F6C-74DEF78EA3C4} = {5317807F-61D4-4E0F-B6DC-2D9F12621ED9}
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}

Loading…
取消
儲存