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-rw-r--r--examples/dungeon_crawler/main.lua147
-rw-r--r--examples/gui/main.lua70
-rw-r--r--examples/image_draw/main.lua30
-rw-r--r--examples/pixelated/main.lua55
-rw-r--r--examples/ray/main.lua47
-rw-r--r--examples/resources/images/LICENCE5
-rw-r--r--examples/resources/images/apple.pngbin0 -> 239 bytes
-rw-r--r--examples/resources/images/cat.pngbin0 -> 388467 bytes
-rw-r--r--examples/resources/images/grass.pngbin0 -> 1065 bytes
-rw-r--r--examples/resources/images/snake.pngbin0 -> 1933 bytes
-rw-r--r--examples/resources/images/tiles.pngbin0 -> 32917 bytes
-rw-r--r--examples/resources/shaders/glsl100/wave.fs36
-rw-r--r--examples/resources/shaders/glsl330/wave.fs37
-rw-r--r--examples/shaders/main.lua60
-rw-r--r--examples/snake/main.lua219
15 files changed, 706 insertions, 0 deletions
diff --git a/examples/dungeon_crawler/main.lua b/examples/dungeon_crawler/main.lua
new file mode 100644
index 0000000..979b553
--- /dev/null
+++ b/examples/dungeon_crawler/main.lua
@@ -0,0 +1,147 @@
+local pos = { 2, 0.5, 6 }
+local speed = 5.0
+local camera = -1
+local texture = -1
+local mesh = -1
+local textureSize = { 128, 128 }
+local res = { 384, 216 }
+local winSize = RL_GetWindowSize()
+local winScale = 5
+local framebuffer = -1
+
+local TILE_SIZE = 32
+local COLOR_WHITE = { 255, 255, 255 }
+
+local FLOOR = 1
+local CEILING = 2
+local WALL_N = 3
+local WALL_S = 4
+local WALL_W = 5
+local WALL_E = 6
+
+local sprites = {
+ { pos = { 0.5, 0.5 }, tile = { 0, 1 }, dis = 0, size = 0.7 },
+ { pos = { 3.5, 0.5 }, tile = { 0, 1 }, dis = 0, size = 0.7 },
+}
+
+local function getTexCoords( x, y )
+ return {
+ { x * TILE_SIZE / textureSize[1], y * TILE_SIZE / textureSize[2] },
+ { x * TILE_SIZE / textureSize[1], ( y * TILE_SIZE + TILE_SIZE ) / textureSize[2] },
+ { ( x * TILE_SIZE + TILE_SIZE ) / textureSize[1], ( y * TILE_SIZE + TILE_SIZE ) / textureSize[2] },
+ { ( x * TILE_SIZE + TILE_SIZE ) / textureSize[1], y * TILE_SIZE / textureSize[2] },
+ }
+end
+
+local function getTileVer( x, y, type )
+ local types = {
+ { { 0, 0, 0 }, { 0, 0, 1 }, { 1, 0, 1 }, { 1, 0, 0 } }, -- Floor.
+ { { 1, 1, 0 }, { 1, 1, 1 }, { 0, 1, 1 }, { 0, 1, 0 } }, -- Ceiling.
+ { { 0, 1, 0 }, { 0, 0, 0 }, { 1, 0, 0 }, { 1, 1, 0 } }, -- Wall North.
+ { { 1, 1, 1 }, { 1, 0, 1 }, { 0, 0, 1 }, { 0, 1, 1 } }, -- Wall South.
+ { { 0, 1, 1 }, { 0, 0, 1 }, { 0, 0, 0 }, { 0, 1, 0 } }, -- Wall West.
+ { { 1, 1, 0 }, { 1, 0, 0 }, { 1, 0, 1 }, { 1, 1, 1 } }, -- Wall East.
+ }
+ local verts = types[ type ]
+
+ for i = 1, 4 do
+ verts[i][1] = verts[i][1] + x
+ verts[i][3] = verts[i][3] + y
+ end
+
+ return verts
+end
+
+function drawSprites()
+ for _, sprite in ipairs( sprites ) do
+ sprite.dis = RL_Vector2Distance( { pos[1], pos[3] }, { sprite.pos[1], sprite.pos[2] } )
+ end
+
+ table.sort( sprites, function( a, b ) return a.dis > b.dis end )
+
+ for _, sprite in ipairs( sprites ) do
+ RL_DrawBillboardRec( camera, texture, { sprite.tile[1] * TILE_SIZE, sprite.tile[2] * TILE_SIZE, TILE_SIZE, TILE_SIZE },
+ { sprite.pos[1], 0.5 * sprite.size, sprite.pos[2] }, { sprite.size, sprite.size }, COLOR_WHITE )
+ end
+end
+
+function init()
+ local monitor = 0
+ local mPos = RL_GetMonitorPosition( monitor )
+ local mSize = RL_GetMonitorSize( monitor )
+ -- RL_SetWindowSize( { 1920, 1080 } )
+ winSize = { res[1] * winScale, res[2] * winScale }
+ -- winSize = { 1920, 1080 }
+ RL_SetWindowSize( winSize )
+ RL_SetExitKey( KEY_ESCAPE )
+ -- framebuffer = RL_LoadRenderTexture( res )
+ RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
+ RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+
+ texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/tiles.png" )
+ camera = RL_CreateCamera3D()
+ mesh = RL_GenMeshCube( { 1, 2, 1 } )
+ RL_SetCamera3DPosition( camera, pos )
+ RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL_SetCamera3DUp( camera, { 0, 1, 0 } )
+ RL_SetCamera3DMode( camera, CAMERA_FIRST_PERSON )
+ -- RL_SetCamera3DMode( camera, CAMERA_ORBITAL )
+
+ -- for x = 0, 3 do
+ -- for y = 0, 9 do
+ -- table.insert( sprites, { pos = { x + 0.5, y + 0.5 + 1 }, tile = { 1, 1 }, dis = 0, size = 0.8 } )
+ -- end
+ -- end
+ table.insert( sprites, { pos = { 2.5, 2.5 }, tile = { 1, 1 }, dis = 0, size = 0.8 } )
+
+ -- for x = 0, 1 do
+ -- for y = 0, 1 do
+ -- table.insert( sprites, { pos = { 1.25 + x * 0.5, 2.25 + y * 0.5 }, tile = { 3, 0 }, dis = 0, size = 0.6 } )
+ -- end
+ -- end
+ table.insert( sprites, { pos = { 1.5, 3.5 }, tile = { 3, 1 }, dis = 0, size = 0.5 } )
+ table.insert( sprites, { pos = { 0.5, 3.5 }, tile = { 3, 0 }, dis = 0, size = 0.7 } )
+end
+
+function process( delta )
+ -- RL_SetCamera3DPosition( camera, pos )
+end
+
+function draw()
+ RL_UpdateCamera3D( camera )
+ pos = RL_GetCamera3DPosition( camera )
+
+ -- RL_BeginTextureMode( framebuffer )
+ RL_ClearBackground( { 100, 150, 150 } )
+
+ RL_BeginMode3D( camera )
+
+ -- Floor and ceiling.
+ for x = 0, 3 do
+ for y = 0, 10 do
+ RL_DrawQuad3DTexture( texture, getTileVer( x, y, FLOOR ), getTexCoords( 1, 0 ), COLOR_WHITE )
+ RL_DrawQuad3DTexture( texture, getTileVer( x, y, CEILING ), getTexCoords( 2, 0 ), COLOR_WHITE )
+ end
+ end
+ -- Walls.
+ RL_DrawQuad3DTexture( texture, getTileVer( 0, 0, WALL_N ), getTexCoords( 0, 0 ), COLOR_WHITE )
+ RL_DrawQuad3DTexture( texture, getTileVer( 1, 0, WALL_N ), getTexCoords( 0, 2 ), COLOR_WHITE )
+ RL_DrawQuad3DTexture( texture, getTileVer( 2, 0, WALL_N ), getTexCoords( 2, 2 ), COLOR_WHITE )
+ RL_DrawQuad3DTexture( texture, getTileVer( 3, 0, WALL_N ), getTexCoords( 0, 0 ), COLOR_WHITE )
+
+ for x = 0, 3 do
+ RL_DrawQuad3DTexture( texture, getTileVer( x, 10, WALL_S ), getTexCoords( 0, 0 ), COLOR_WHITE )
+ end
+ for y = 0, 10 do
+ RL_DrawQuad3DTexture( texture, getTileVer( 0, y, WALL_W ), getTexCoords( 0, 0 ), COLOR_WHITE )
+ RL_DrawQuad3DTexture( texture, getTileVer( 3, y, WALL_E ), getTexCoords( 0, 0 ), COLOR_WHITE )
+ end
+
+ drawSprites()
+ RL_EndMode3D()
+ -- RL_EndTextureMode()
+
+ -- RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
+ -- RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, COLOR_WHITE )
+ -- RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+end
diff --git a/examples/gui/main.lua b/examples/gui/main.lua
new file mode 100644
index 0000000..079bd95
--- /dev/null
+++ b/examples/gui/main.lua
@@ -0,0 +1,70 @@
+local windowOpen = true
+local toggled = false
+local checkbox = false
+local textBoxText = "Edit"
+local textBoxActive = false
+local spinnerValue = 3
+local spinnerActive = false
+local spinnerValueRange = { 0, 10 }
+local sliderValue = 5.0
+local sliderValueRange = { 0.0, 10.0 }
+local scrollbarValue = 0.0
+local dropdownValue = 0
+local dropdownActive = false
+
+function init()
+ local monitor = 0
+ local mPos = RL_GetMonitorPosition( monitor )
+ local mSize = RL_GetMonitorSize( monitor )
+ local winSize = RL_GetWindowSize()
+
+ RL_GuiSetFont( 0 )
+ RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
+ RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+end
+
+function process( delta )
+end
+
+function draw()
+ RL_ClearBackground( { 50, 20, 75 } )
+
+ if RL_GuiButton( { 112, 16, 96, 32 }, "Button" ) then
+ print( "Button pressed!" )
+ end
+
+ if windowOpen and RL_GuiWindowBox( { 300, 16, 200, 320 }, "Window" ) then
+ windowOpen = false
+ end
+
+ RL_GuiPanel( { 60, 260, 100, 100 } )
+
+ toggled = RL_GuiToggle( { 200, 260, 64, 32 }, "Toggle", toggled )
+ checkbox = RL_GuiCheckBox( { 200, 300, 16, 16 }, "CheckBox", checkbox )
+
+ local textBoxToggle = false
+ textBoxToggle, textBoxText = RL_GuiTextBox( { 32, 400, 120, 32 }, textBoxText, 32, textBoxActive )
+ -- textBoxToggle, textBoxText = RL_GuiTextBoxMulti( { 32, 400, 120, 64 }, textBoxText, 120, textBoxActive )
+
+ if textBoxToggle then
+ textBoxActive = not textBoxActive
+ end
+
+ local spinnerToggle = false
+ spinnerToggle, spinnerValue = RL_GuiSpinner( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
+ -- spinnerToggle, spinnerValue = RL_GuiValueBox( { 64, 450, 96, 32 }, "Value", spinnerValue, spinnerValueRange[1], spinnerValueRange[2], spinnerActive )
+
+ if spinnerToggle then
+ spinnerActive = not spinnerActive
+ end
+
+ sliderValue = RL_GuiSliderBar( { 64, 510, 96, 32 }, "min", "max", sliderValue, sliderValueRange[1], sliderValueRange[2] )
+ scrollbarValue = RL_GuiScrollBar( { 64, 550, 130, 32 }, scrollbarValue, 0, 10 )
+
+ local dropdownToggle = false
+ dropdownToggle, dropdownValue = RL_GuiDropdownBox( { 2, 2, 96, 16 }, "Cat\nDog\nMonkey", dropdownValue, dropdownActive )
+
+ if dropdownToggle then
+ dropdownActive = not dropdownActive
+ end
+end
diff --git a/examples/image_draw/main.lua b/examples/image_draw/main.lua
new file mode 100644
index 0000000..8855fce
--- /dev/null
+++ b/examples/image_draw/main.lua
@@ -0,0 +1,30 @@
+local monitor = 0
+local texture = -1
+local image = -1
+local catImage = -1
+
+function init()
+ local mPos = RL_GetMonitorPosition( monitor )
+ local mSize = RL_GetMonitorSize( monitor )
+ local winSize = RL_GetWindowSize()
+
+ RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
+ RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ image = RL_GenImageColor( winSize[1], winSize[2], WHITE )
+ catImage = RL_LoadImage( RL_GetBasePath().."../resources/images/cat.png" )
+ RL_ImageClearBackground( image, { 150, 60, 100 } )
+ RL_ImageDrawPixel( image, { 32, 32 }, WHITE )
+ RL_ImageDrawLine( image, { 32, 45 }, { 100, 60 }, GREEN )
+ RL_ImageDrawCircle( image, { 64, 32 }, 16, BLUE )
+ RL_ImageDrawRectangle( image, { 120, 64, 32, 64 }, BLUE )
+ RL_ImageDrawRectangleLines( image, { 160, 64, 32, 64 }, 2.0, BLUE )
+ RL_ImageDraw( image, catImage, { 143, 25, 230, 250 }, { 200, 200, 230, 250 }, WHITE )
+ RL_ImageDrawTextEx( image, 0, "Hello", { 300, 32 }, 48.0, 1.0, WHITE )
+
+ texture = RL_LoadTextureFromImage( image )
+end
+
+function draw()
+ RL_ClearBackground( { 100, 150, 100 } )
+ RL_DrawTexture( texture, { 0, 0 }, WHITE )
+end
diff --git a/examples/pixelated/main.lua b/examples/pixelated/main.lua
new file mode 100644
index 0000000..c0de666
--- /dev/null
+++ b/examples/pixelated/main.lua
@@ -0,0 +1,55 @@
+local tex = -1
+local pos = { 32, 32 }
+local speed = 60.0
+local sound = -1
+local monitor = 0
+local mPos = RL_GetMonitorPosition( monitor )
+local mSize = RL_GetMonitorSize( monitor )
+local framebuffer = -1
+local res = { 320, 180 }
+local scale = 5
+local winSize = { res[1] * scale, res[2] * scale }
+
+function init()
+ RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
+ RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL_SetWindowSize( winSize )
+ tex = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" )
+ -- Create framebuffer.
+ framebuffer = RL_LoadRenderTexture( res )
+end
+
+function process( delta )
+ if RL_IsKeyDown( KEY_RIGHT ) then
+ pos[1] = pos[1] + delta * speed
+ elseif RL_IsKeyDown( KEY_LEFT ) then
+ pos[1] = pos[1] - delta * speed
+ end
+
+ if RL_IsKeyDown( KEY_UP ) then
+ pos[2] = pos[2] - delta * speed
+ elseif RL_IsKeyDown( KEY_DOWN ) then
+ pos[2] = pos[2] + delta * speed
+ end
+
+ if RL_IsWindowResized() then
+ winSize = RL_GetWindowSize()
+ end
+end
+
+function draw()
+ RL_ClearBackground( { 0, 0, 0 } )
+
+ RL_BeginTextureMode( framebuffer )
+ RL_ClearBackground( { 100, 150, 100 } )
+ RL_DrawPixel( { 100, 100 }, { 255, 50, 100 } )
+ RL_DrawLine( { 120, 100 }, { 140, 150 }, 2.4, { 255, 150, 255 } )
+ RL_DrawRectangle( { 200, 120, 40, 50 }, { 100, 170, 255 } )
+ RL_DrawTexturePro( tex, { 166, 138, 128, 128 }, { pos[1], pos[2], 128, 128 }, { 16, 16 }, 0.0, WHITE )
+ RL_DrawText( 0, "Cat MIAU!!", { 16, 32 }, 10, 1, { 255, 180, 155 } )
+ RL_EndTextureMode()
+
+ RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
+ RL_DrawTexturePro( framebuffer, { 0, 0, res[1], -res[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, { 255, 255, 255 } )
+ RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+end
diff --git a/examples/ray/main.lua b/examples/ray/main.lua
new file mode 100644
index 0000000..f0f5c2f
--- /dev/null
+++ b/examples/ray/main.lua
@@ -0,0 +1,47 @@
+local camera = -1
+local sphereMesh = -1
+local ray = { { 0.5, 0, 4 }, { 0.1, 0, -1 } }
+
+local function setupWindow()
+ local monitor = 0
+ local mPos = RL_GetMonitorPosition( monitor )
+ local mSize = RL_GetMonitorSize( monitor )
+ local winSize = RL_GetWindowSize()
+
+ RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
+ RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+end
+
+function init()
+ setupWindow()
+
+ camera = RL_CreateCamera3D()
+ RL_SetCamera3DPosition( camera, { 0, 2, 4 } )
+ RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
+ RL_SetCamera3DUp( camera, { 0, 2, 0 } )
+ RL_SetCamera3DMode( camera, CAMERA_FREE )
+
+ sphereMesh = RL_GenMeshSphere( 1.0, 8, 10 )
+
+ -- local rayCol = RL_GetRayCollisionSphere( { { 0.5, 0, 4 }, { 0, 0, -1 } }, { 0, 0, 0 }, 1.0 )
+ local rayCol = RL_GetRayCollisionMesh( ray, sphereMesh, RL_MatrixIdentity() )
+
+ if rayCol ~= nil and rayCol.hit then
+ print( "hit", rayCol.hit )
+ print( "distance", rayCol.distance )
+ print( "point", rayCol.point[1], rayCol.point[2], rayCol.point[3] )
+ print( "normal", rayCol.normal[1], rayCol.normal[2], rayCol.normal[3] )
+ end
+end
+
+function draw()
+ RL_ClearBackground( { 100, 150, 100 } )
+ RL_UpdateCamera3D( camera )
+
+ RL_BeginMode3D( camera )
+ RL_DrawGrid( 8, 1 )
+ RL_DrawRay( ray, { 255, 100, 100 } )
+
+ RL_DrawMesh( sphereMesh, 0, RL_MatrixIdentity() )
+ RL_EndMode3D()
+end
diff --git a/examples/resources/images/LICENCE b/examples/resources/images/LICENCE
new file mode 100644
index 0000000..fca0d39
--- /dev/null
+++ b/examples/resources/images/LICENCE
@@ -0,0 +1,5 @@
+Resource Author Licence Source
+tiles.png Chris Hamons (maintainer) CC0 https://opengameart.org/content/dungeon-crawl-32x32-tiles
+apple.png Jussi Viitala CC0
+grass.png Jussi Viitala CC0
+snake.png Jussi Viitala CC0 \ No newline at end of file
diff --git a/examples/resources/images/apple.png b/examples/resources/images/apple.png
new file mode 100644
index 0000000..9526aa6
--- /dev/null
+++ b/examples/resources/images/apple.png
Binary files differ
diff --git a/examples/resources/images/cat.png b/examples/resources/images/cat.png
new file mode 100644
index 0000000..db56b9e
--- /dev/null
+++ b/examples/resources/images/cat.png
Binary files differ
diff --git a/examples/resources/images/grass.png b/examples/resources/images/grass.png
new file mode 100644
index 0000000..4ba7263
--- /dev/null
+++ b/examples/resources/images/grass.png
Binary files differ
diff --git a/examples/resources/images/snake.png b/examples/resources/images/snake.png
new file mode 100644
index 0000000..e1b0091
--- /dev/null
+++ b/examples/resources/images/snake.png
Binary files differ
diff --git a/examples/resources/images/tiles.png b/examples/resources/images/tiles.png
new file mode 100644
index 0000000..4e3e9cc
--- /dev/null
+++ b/examples/resources/images/tiles.png
Binary files differ
diff --git a/examples/resources/shaders/glsl100/wave.fs b/examples/resources/shaders/glsl100/wave.fs
new file mode 100644
index 0000000..50c4e02
--- /dev/null
+++ b/examples/resources/shaders/glsl100/wave.fs
@@ -0,0 +1,36 @@
+#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 float secondes;
+
+uniform vec2 size;
+
+uniform float freqX;
+uniform float freqY;
+uniform float ampX;
+uniform float ampY;
+uniform float speedX;
+uniform float speedY;
+
+void main() {
+ float pixelWidth = 1.0 / size.x;
+ float pixelHeight = 1.0 / size.y;
+ float aspect = pixelHeight / pixelWidth;
+ float boxLeft = 0.0;
+ float boxTop = 0.0;
+
+ vec2 p = fragTexCoord;
+ p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
+ p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
+
+ gl_FragColor = texture2D(texture0, p)*colDiffuse*fragColor;
+}
diff --git a/examples/resources/shaders/glsl330/wave.fs b/examples/resources/shaders/glsl330/wave.fs
new file mode 100644
index 0000000..43efee2
--- /dev/null
+++ b/examples/resources/shaders/glsl330/wave.fs
@@ -0,0 +1,37 @@
+#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 float secondes;
+
+uniform vec2 size;
+
+uniform float freqX;
+uniform float freqY;
+uniform float ampX;
+uniform float ampY;
+uniform float speedX;
+uniform float speedY;
+
+void main() {
+ float pixelWidth = 1.0 / size.x;
+ float pixelHeight = 1.0 / size.y;
+ float aspect = pixelHeight / pixelWidth;
+ float boxLeft = 0.0;
+ float boxTop = 0.0;
+
+ vec2 p = fragTexCoord;
+ p.x += cos((fragTexCoord.y - boxTop) * freqX / ( pixelWidth * 750.0) + (secondes * speedX)) * ampX * pixelWidth;
+ p.y += sin((fragTexCoord.x - boxLeft) * freqY * aspect / ( pixelHeight * 750.0) + (secondes * speedY)) * ampY * pixelHeight;
+
+ finalColor = texture(texture0, p)*colDiffuse*fragColor;
+}
diff --git a/examples/shaders/main.lua b/examples/shaders/main.lua
new file mode 100644
index 0000000..eea9344
--- /dev/null
+++ b/examples/shaders/main.lua
@@ -0,0 +1,60 @@
+local monitor = 0
+local shader = -1
+local texture = -1
+local textureSize
+
+local GLSL_VERSION = "330" -- PLATFORM_DESKTOP
+-- local GLSL_VERSION = "100" -- PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+
+local secondsLoc
+
+function init()
+ local mPos = RL_GetMonitorPosition( monitor )
+ local mSize = RL_GetMonitorSize( monitor )
+ local winSize = RL_GetWindowSize()
+
+ RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
+ RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+
+ texture = RL_LoadTexture( RL_GetBasePath().."../resources/images/cat.png" )
+ textureSize = RL_GetTextureSize( texture )
+ shader = RL_LoadShader( nil, RL_GetBasePath().."../resources/shaders/glsl"..GLSL_VERSION.."/wave.fs" )
+
+ secondsLoc = RL_GetShaderLocation( shader, "secondes" )
+ local sizeLoc = RL_GetShaderLocation( shader, "size" )
+ local freqXLoc = RL_GetShaderLocation( shader, "freqX" )
+ local freqYLoc = RL_GetShaderLocation( shader, "freqY" )
+ local ampXLoc = RL_GetShaderLocation( shader, "ampX" )
+ local ampYLoc = RL_GetShaderLocation( shader, "ampY" )
+ local speedXLoc = RL_GetShaderLocation( shader, "speedX" )
+ local speedYLoc = RL_GetShaderLocation( shader, "speedY" )
+
+ local freqX = 25.0
+ local freqY = 25.0
+ local ampX = 5.0
+ local ampY = 5.0
+ local speedX = 8.0
+ local speedY = 8.0
+
+ RL_SetShaderValue( shader, sizeLoc, textureSize, SHADER_UNIFORM_VEC2 )
+ RL_SetShaderValue( shader, freqXLoc, { freqX }, SHADER_UNIFORM_FLOAT )
+ RL_SetShaderValue( shader, freqYLoc, { freqY }, SHADER_UNIFORM_FLOAT )
+ RL_SetShaderValue( shader, ampXLoc, { ampX }, SHADER_UNIFORM_FLOAT )
+ RL_SetShaderValue( shader, ampYLoc, { ampY }, SHADER_UNIFORM_FLOAT )
+ RL_SetShaderValue( shader, speedXLoc, { speedX }, SHADER_UNIFORM_FLOAT )
+ RL_SetShaderValue( shader, speedYLoc, { speedY }, SHADER_UNIFORM_FLOAT )
+end
+
+local seconds = 0.0
+
+function draw()
+ seconds = seconds + RL_GetFrameTime();
+
+ RL_SetShaderValue( shader, secondsLoc, { seconds }, SHADER_UNIFORM_FLOAT );
+
+ RL_ClearBackground( { 100, 150, 100 } )
+
+ RL_BeginShaderMode( shader )
+ RL_DrawTexture( texture, { 0, 0 }, WHITE );
+ RL_EndShaderMode()
+end
diff --git a/examples/snake/main.lua b/examples/snake/main.lua
new file mode 100644
index 0000000..74b7191
--- /dev/null
+++ b/examples/snake/main.lua
@@ -0,0 +1,219 @@
+-- Defines
+local RESOLUTION = { 128, 128 }
+local TILE_SIZE = 8
+local LEVEL_SIZE = RESOLUTION[1] / TILE_SIZE
+local STATE = { TITLE = 0, GAME = 1, OVER = 2 } -- Enum wannabe.
+
+-- Resources
+local framebuffer = -1
+local monitor = 0
+local monitorPos = RL_GetMonitorPosition( monitor )
+local monitorSize = RL_GetMonitorSize( monitor )
+local winScale = 6
+local winSize = { RESOLUTION[1] * winScale, RESOLUTION[2] * winScale }
+local gameState = STATE.GAME
+local grassTexture = -1
+local snakeTexture = -1
+local appleTexture = -1
+local gameSpeed = 7.0
+local moveTimer = 1.0
+local snake = {}
+local applePos = {}
+
+local function setSnake()
+ snake = {
+ heading = { 1, 0 },
+ control = { 1, 0 },
+ headPos = { LEVEL_SIZE / 2, LEVEL_SIZE / 2 },
+ segments = {},
+ grow = 2,
+ }
+end
+
+local function vector2IsEqual( v1, v2 )
+ return v1[1] == v2[1] and v1[2] == v2[2]
+end
+
+local function addSegment()
+ -- If first segment, grow from head and otherwise from tail. New segments are inserted firts.
+ if #snake.segments == 0 then
+ table.insert( snake.segments, 1, { pos = snake.headPos, heading = snake.heading } )
+ else
+ table.insert( snake.segments, 1, { pos = snake.segments[ #snake.segments ].pos,
+ heading = snake.segments[ #snake.segments ].heading } )
+ end
+end
+
+local function setApplePos()
+ applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
+ local search = true
+
+ while search do
+ search = false
+ applePos = { math.random( 0, LEVEL_SIZE - 1 ), math.random( 0, LEVEL_SIZE - 1 ) }
+
+ for _, seg in ipairs( snake.segments ) do
+ search = vector2IsEqual( applePos, seg.pos )
+
+ if search then
+ break
+ end
+ end
+ end
+end
+
+-- Init.
+
+function init()
+ RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
+ RL_SetWindowSize( winSize )
+ RL_SetWindowPosition( { monitorPos[1] + monitorSize[1] / 2 - winSize[1] / 2, monitorPos[2] + monitorSize[2] / 2 - winSize[2] / 2 } )
+ RL_SetWindowTitle( "Snake" )
+ RL_SetWindowIcon( RL_LoadImage( RL_GetBasePath().."../resources/images/apple.png" ) )
+
+ framebuffer = RL_LoadRenderTexture( RESOLUTION )
+ grassTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/grass.png" )
+ snakeTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/snake.png" )
+ appleTexture = RL_LoadTexture( RL_GetBasePath().."../resources/images/apple.png" )
+
+ setSnake()
+ setApplePos()
+end
+
+-- Process.
+
+local function moveSnake()
+ -- Check if snake has eaten and should grow.
+ if 0 < snake.grow then
+ addSegment()
+ snake.grow = snake.grow - 1
+ end
+ -- Move body.
+ for i, seg in ipairs( snake.segments ) do
+ if i < #snake.segments then
+ seg.pos = snake.segments[ i+1 ].pos
+ seg.heading = snake.segments[ i+1 ].heading
+ else
+ seg.pos = snake.headPos
+ seg.heading = snake.heading
+ end
+ end
+ -- Move head.
+ snake.heading = { snake.control[1], snake.control[2] }
+ snake.headPos = { snake.headPos[1] + snake.heading[1], snake.headPos[2] + snake.heading[2] }
+
+ -- Check appple eating.
+ if vector2IsEqual( snake.headPos, applePos ) then
+ snake.grow = snake.grow + 1
+ setApplePos()
+ end
+ -- Check if hit to body.
+ for _, seg in ipairs( snake.segments ) do
+ if vector2IsEqual( snake.headPos, seg.pos ) then
+ gameState = STATE.OVER
+ end
+ end
+ -- Check if outside or level.
+ if snake.headPos[1] < 0 or LEVEL_SIZE <= snake.headPos[1] or snake.headPos[2] < 0 or LEVEL_SIZE <= snake.headPos[2] then
+ gameState = STATE.OVER
+ end
+
+ moveTimer = moveTimer + 1.0
+end
+
+function process( delta )
+ if gameState == STATE.GAME then -- Run game.
+ -- Controls.
+ if RL_IsKeyPressed( KEY_RIGHT ) and 0 <= snake.heading[1] then
+ snake.control = { 1, 0 }
+ elseif RL_IsKeyPressed( KEY_LEFT ) and snake.heading[1] <= 0 then
+ snake.control = { -1, 0 }
+ elseif RL_IsKeyPressed( KEY_DOWN ) and 0 <= snake.heading[2] then
+ snake.control = { 0, 1 }
+ elseif RL_IsKeyPressed( KEY_UP ) and snake.heading[2] <= 0 then
+ snake.control = { 0, -1 }
+ end
+
+ moveTimer = moveTimer - gameSpeed * delta
+
+ if moveTimer <= 0.0 then
+ moveSnake()
+ end
+ elseif gameState == STATE.OVER and RL_IsKeyPressed( KEY_ENTER ) then -- Reset game.
+ setSnake()
+ setApplePos()
+ gameState = STATE.GAME
+ end
+end
+
+-- Drawing.
+
+local function drawGrass()
+ for y = 0, LEVEL_SIZE - 1 do
+ for x = 0, LEVEL_SIZE - 1 do
+ RL_DrawTexture( grassTexture, { x * TILE_SIZE, y * TILE_SIZE }, WHITE )
+ end
+ end
+end
+
+--[[ Check if next segment is on left side. There are more mathematically elegant solution to this, but there is
+only four possibilities so we can just check them all. ]]--
+local function onLeft( this, next )
+ return ( vector2IsEqual( this, { 0, -1 } ) and vector2IsEqual( next, { -1, 0 } ) )
+ or ( vector2IsEqual( this, { -1, 0 } ) and vector2IsEqual( next, { 0, 1 } ) )
+ or ( vector2IsEqual( this, { 0, 1 } ) and vector2IsEqual( next, { 1, 0 } ) )
+ or ( vector2IsEqual( this, { 1, 0 } ) and vector2IsEqual( next, { 0, -1 } ) )
+end
+
+local function drawSnake()
+ for i, seg in ipairs( snake.segments ) do
+ local angle = math.deg( RL_Vector2Angle( { 0, 0 }, seg.heading ) )
+ local source = { 16, 0, 8, 8 }
+
+ if i == 1 then -- Tail segment. Yes tail is actually the 'first' segment.
+ source[1] = 8
+
+ if 1 < #snake.segments then
+ angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.segments[ 2 ].heading ) )
+ end
+ elseif i < #snake.segments and not vector2IsEqual( seg.heading, snake.segments[ i+1 ].heading ) then -- Turned middle segments.
+ source[1] = 0
+ -- Mirror turned segment to other way.
+ if onLeft( seg.heading, snake.segments[ i+1 ].heading ) then
+ source[4] = -8
+ end
+ elseif i == #snake.segments and not vector2IsEqual( seg.heading, snake.heading ) then -- Turned segment before head.
+ source[1] = 0
+
+ if onLeft( seg.heading, snake.heading ) then
+ source[4] = -8
+ end
+ end
+ -- Notice that we set the origin to center { 4, 4 } that acts as pivot point. We also have to adjust our dest position by 4.
+ RL_DrawTexturePro( snakeTexture, source, { seg.pos[1] * TILE_SIZE + 4, seg.pos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
+ end
+ -- Let's draw the head last to keep it on top.
+ local angle = math.deg( RL_Vector2Angle( { 0, 0 }, snake.heading ) )
+ RL_DrawTexturePro( snakeTexture, { 24, 0, 8, 8 }, { snake.headPos[1] * TILE_SIZE + 4, snake.headPos[2] * TILE_SIZE + 4, 8, 8 }, { 4, 4 }, angle, WHITE )
+end
+
+local function drawApple()
+ RL_DrawTexture( appleTexture, { applePos[1] * TILE_SIZE, applePos[2] * TILE_SIZE }, WHITE )
+end
+
+function draw()
+ -- Clear the window to black.
+ RL_ClearBackground( BLACK )
+ -- Draw to framebuffer.
+ RL_BeginTextureMode( framebuffer )
+ RL_ClearBackground( BLACK )
+ drawGrass()
+ drawSnake()
+ drawApple()
+ RL_EndTextureMode()
+
+ -- Draw framebuffer to window.
+ RL_SetTextureSource( TEXTURE_SOURCE_RENDER_TEXTURE )
+ RL_DrawTexturePro( framebuffer, { 0, 0, RESOLUTION[1], -RESOLUTION[2] }, { 0, 0, winSize[1], winSize[2] }, { 0, 0 }, 0.0, WHITE )
+ RL_SetTextureSource( TEXTURE_SOURCE_TEXTURE )
+end