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pull/4895/head
Ray 2 mesi fa
parent
commit
cc5739a6d7
11 ha cambiato i file con 111 aggiunte e 79 eliminazioni
  1. +51
    -43
      examples/audio/audio_sound_positioning.c
  2. BIN
      examples/audio/audio_sound_positioning.png
  3. +1
    -7
      examples/shaders/resources/shaders/glsl100/depth.fs
  4. +2
    -9
      examples/shaders/resources/shaders/glsl330/depth.fs
  5. +4
    -10
      examples/shaders/shaders_view_depth.c
  6. BIN
      examples/shaders/shaders_view_depth.png
  7. +0
    -2
      examples/shaders/shaders_write_depth.c
  8. +1
    -1
      projects/VS2022/examples/shaders_view_depth.vcxproj
  9. +49
    -1
      projects/VS2022/raylib.sln
  10. +1
    -4
      src/platforms/rcore_desktop_sdl.c
  11. +2
    -2
      src/rcore.c

+ 51
- 43
examples/audio/audio_sound_positioning.c Vedi File

@ -15,40 +15,12 @@
*
********************************************************************************************/
#include <raylib.h>
#include <raymath.h>
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Sound positioning function
//------------------------------------------------------------------------------------
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f / (1.0f + (distance / maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) {
attenuation *= (1.0f + dotProduct * 0.5f);
}
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f * Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
}
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist);
//------------------------------------------------------------------------------------
// Program main entry point
@ -57,12 +29,13 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(800, 600, "Quick Spatial Sound");
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [audio] example - Playing spatialized 3D sound");
InitAudioDevice();
SetTargetFPS(60);
DisableCursor();
Sound sound = LoadSound("resources/coin.wav");
Camera camera = {
@ -70,7 +43,12 @@ int main(void)
.target = (Vector3) { 0, 0, 0 },
.up = (Vector3) { 0, 1, 0 },
.fovy = 60,
.projection = CAMERA_PERSPECTIVE
};
DisableCursor();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
@ -83,9 +61,9 @@ int main(void)
float th = GetTime();
Vector3 spherePos = {
.x = 5.0f * cosf(th),
.x = 5.0f*cosf(th),
.y = 0.0f,
.z = 5.0f * sinf(th)
.z = 5.0f*sinf(th)
};
SetSoundPosition(camera, sound, spherePos, 20.0f);
@ -95,14 +73,14 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
{
ClearBackground(BLACK);
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawGrid(10, 2);
DrawSphere(spherePos, 0.5f, RED);
EndMode3D();
}
EndDrawing();
//----------------------------------------------------------------------------------
}
@ -110,6 +88,36 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadSound(sound);
CloseAudioDevice();
CloseWindow();
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
}
// Sound positioning function
static void SetSoundPosition(Camera listener, Sound sound, Vector3 position, float maxDist)
{
// Calculate direction vector and distance between listener and sound source
Vector3 direction = Vector3Subtract(position, listener.position);
float distance = Vector3Length(direction);
// Apply logarithmic distance attenuation and clamp between 0-1
float attenuation = 1.0f/(1.0f + (distance/maxDist));
attenuation = Clamp(attenuation, 0.0f, 1.0f);
// Calculate normalized vectors for spatial positioning
Vector3 normalizedDirection = Vector3Normalize(direction);
Vector3 forward = Vector3Normalize(Vector3Subtract(listener.target, listener.position));
Vector3 right = Vector3Normalize(Vector3CrossProduct(forward, listener.up));
// Reduce volume for sounds behind the listener
float dotProduct = Vector3DotProduct(forward, normalizedDirection);
if (dotProduct < 0.0f) attenuation *= (1.0f + dotProduct*0.5f);
// Set stereo panning based on sound position relative to listener
float pan = 0.5f + 0.5f*Vector3DotProduct(normalizedDirection, right);
// Apply final sound properties
SetSoundVolume(sound, attenuation);
SetSoundPan(sound, pan);
}

BIN
examples/audio/audio_sound_positioning.png Vedi File

Prima Dopo
Larghezza: 800  |  Altezza: 450  |  Dimensione: 12 KiB Larghezza: 800  |  Altezza: 450  |  Dimensione: 26 KiB

+ 1
- 7
examples/shaders/resources/shaders/glsl100/depth.fs Vedi File

@ -10,12 +10,6 @@ uniform bool flipY;
float nearPlane = 0.1;
float farPlane = 100.0;
// Function to linearize depth from non-linear depth buffer
float linearizeDepth(float depth)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main()
{
// Handle potential Y-flipping
@ -27,7 +21,7 @@ void main()
float depth = texture2D(depthTexture, texCoord).r;
// Linearize depth
float linearDepth = err">linearizeDepth(depth);
float linearDepth = nf">(2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
gl_FragColor = vec4(vec3(linearDepth), 1.0);

+ 2
- 9
examples/shaders/resources/shaders/glsl330/depth.fs Vedi File

@ -13,24 +13,17 @@ const float farPlane = 100.0;
// Output fragment color
out vec4 finalColor;
// Linearizes the depth buffer value
float linearizeDepth(float depth)
{
return (2.0 * nearPlane) / (farPlane + nearPlane - depth * (farPlane - nearPlane));
}
void main()
{
// Handle potential Y-flipping
vec2 texCoord = fragTexCoord;
if (flipY)
texCoord.y = 1.0 - texCoord.y;
if (flipY) texCoord.y = 1.0 - texCoord.y;
// Sample depth
float depth = texture(depthTexture, texCoord).r;
// Linearize depth value
float linearDepth = err">linearizeDepth(depth);
float linearDepth = nf">(2.0*nearPlane)/(farPlane + nearPlane - depth*(farPlane - nearPlane));
// Output final color
finalColor = vec4(vec3(linearDepth), 1.0);

+ 4
- 10
examples/shaders/shaders_view_depth.c Vedi File

@ -34,11 +34,11 @@ int main(void)
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 600;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shader] example - render depth texture");
// Load camera
// Init camera
Camera camera = { 0 };
camera.position = (Vector3){ 4.0f, 1.0f, 5.0f };
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
@ -56,7 +56,7 @@ int main(void)
SetShaderValue(depthShader, flipTextureLoc, (int[]){ 1 }, SHADER_UNIFORM_INT); // Flip Y texture
// Load models
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
Model floor = LoadModelFromMesh(GenMeshPlane(20.0f, 20.0f, 1, 1));
DisableCursor(); // Limit cursor to relative movement inside the window
@ -75,25 +75,19 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target);
ClearBackground(WHITE);
BeginMode3D(camera);
DrawModel(cube, (Vector3){ 0.0f, 0.0f, 0.0f }, 3.0f, YELLOW);
DrawModel(floor, (Vector3){ 10.0f, 0.0f, 2.0f }, 2.0f, RED);
EndMode3D();
EndTextureMode();
BeginDrawing();
BeginShaderMode(depthShader);
SetShaderValueTexture(depthShader, depthLoc, target.depth);
DrawTexture(target.depth, 0, 0, WHITE);
EndShaderMode();
DrawRectangle( 10, 10, 320, 93, Fade(SKYBLUE, 0.5f));

BIN
examples/shaders/shaders_view_depth.png Vedi File

Prima Dopo
Larghezza: 800  |  Altezza: 450  |  Dimensione: 11 KiB Larghezza: 800  |  Altezza: 450  |  Dimensione: 30 KiB

+ 0
- 2
examples/shaders/shaders_write_depth.c Vedi File

@ -74,7 +74,6 @@ int main(void)
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
BeginTextureMode(target);
ClearBackground(WHITE);
@ -93,7 +92,6 @@ int main(void)
// Draw into screen our custom render texture
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTextureRec(target.texture, (Rectangle) { 0, 0, (float)screenWidth, (float)-screenHeight }, (Vector2) { 0, 0 }, WHITE);
DrawFPS(10, 10);
EndDrawing();

+ 1
- 1
projects/VS2022/examples/shaders_view_depth.vcxproj Vedi File

@ -51,7 +51,7 @@
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{70B35F59-AFC2-4D8F-8833-5314D2047A81}</ProjectGuid>
<ProjectGuid>{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}</ProjectGuid>
<Keyword>Win32Proj</Keyword>
<RootNamespace>shaders_view_depth</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>

+ 49
- 1
projects/VS2022/raylib.sln Vedi File

@ -271,7 +271,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examp
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_write_depth", "examples\shaders_write_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_view_depth", "examples\shaders_view_depth.vcxproj", "{70B35F59-AFC2-4D8F-8833-5314D2047A81}"
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_view_depth", "examples\shaders_view_depth.vcxproj", "{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "shaders_hybrid_render", "examples\shaders_hybrid_render.vcxproj", "{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}"
EndProject
@ -761,6 +761,30 @@ Global
{0199E349-0701-40BC-8A7F-06A54FFA3E7C}.Release|x64.Build.0 = Release|x64
{0199E349-0701-40BC-8A7F-06A54FFA3E7C}.Release|x86.ActiveCfg = Release|Win32
{0199E349-0701-40BC-8A7F-06A54FFA3E7C}.Release|x86.Build.0 = Release|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|ARM64.ActiveCfg = Debug|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|ARM64.Build.0 = Debug|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x64.ActiveCfg = Debug|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x64.Build.0 = Debug|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x86.ActiveCfg = Debug|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Debug|x86.Build.0 = Debug|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x64.Build.0 = Release.DLL|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|ARM64.ActiveCfg = Release|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|ARM64.Build.0 = Release|ARM64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x64.ActiveCfg = Release|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x64.Build.0 = Release|x64
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x86.ActiveCfg = Release|Win32
{BCB71111-8505-4B35-8CEF-EC6115DC9D4D}.Release|x86.Build.0 = Release|Win32
{8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{8F19E3DA-8929-4000-87B5-3CA6929636CC}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
@ -3293,6 +3317,30 @@ Global
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x64.Build.0 = Release|x64
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.ActiveCfg = Release|Win32
{70B35F59-AFC2-4D8F-8833-5314D2047A81}.Release|x86.Build.0 = Release|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|ARM64.ActiveCfg = Debug|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|ARM64.Build.0 = Debug|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x64.ActiveCfg = Debug|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x64.Build.0 = Debug|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x86.ActiveCfg = Debug|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Debug|x86.Build.0 = Debug|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|ARM64.ActiveCfg = Release.DLL|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|ARM64.Build.0 = Release.DLL|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x64.Build.0 = Release.DLL|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release.DLL|x86.Build.0 = Release.DLL|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|ARM64.ActiveCfg = Release|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|ARM64.Build.0 = Release|ARM64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x64.ActiveCfg = Release|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x64.Build.0 = Release|x64
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x86.ActiveCfg = Release|Win32
{DFDE29A7-4F54-455D-B20B-D2BF79D3B3F7}.Release|x86.Build.0 = Release|Win32
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|ARM64.ActiveCfg = Debug.DLL|ARM64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|ARM64.Build.0 = Debug.DLL|ARM64
{3755E9F4-CB48-4EC3-B561-3B85964EBDEF}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64

+ 1
- 4
src/platforms/rcore_desktop_sdl.c Vedi File

@ -1363,10 +1363,7 @@ void PollInputEvents(void)
for (int i = 0; i < MAX_TOUCH_POINTS; i++) CORE.Input.Touch.previousTouchState[i] = CORE.Input.Touch.currentTouchState[i];
// Map touch position to mouse position for convenience
if (CORE.Input.Touch.pointCount == 0)
{
CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
}
if (CORE.Input.Touch.pointCount == 0) CORE.Input.Touch.position[0] = CORE.Input.Mouse.currentPosition;
int touchAction = -1; // 0-TOUCH_ACTION_UP, 1-TOUCH_ACTION_DOWN, 2-TOUCH_ACTION_MOVE
bool realTouch = false; // Flag to differentiate real touch gestures from mouse ones

+ 2
- 2
src/rcore.c Vedi File

@ -1879,8 +1879,8 @@ void TakeScreenshot(const char *fileName)
// Security check to (partially) avoid malicious code
if (strchr(fileName, '\'') != NULL) { TRACELOG(LOG_WARNING, "SYSTEM: Provided fileName could be potentially malicious, avoid [\'] character"); return; }
// apply a scale if we are doing HIGHDPI auto-scaling
Vector2 scale = { i">1,1 };
// Apply a scale if we are doing HIGHDPI auto-scaling
Vector2 scale = { f">1.0f, 1.0f };
if (IsWindowState(FLAG_WINDOW_HIGHDPI)) scale = GetWindowScaleDPI();
unsigned char *imgData = rlReadScreenPixels((int)((float)CORE.Window.render.width*scale.x), (int)((float)CORE.Window.render.height*scale.y));

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