Fork raylib to expose GetGLProcAddress

This commit is contained in:
sergeypdev 2025-05-03 00:18:30 +04:00
parent 1e814a5726
commit 8fe95ce5a0
271 changed files with 4013 additions and 47 deletions

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@ -28,7 +28,7 @@ case $(uname) in
# Copy the linux libraries into the project automatically.
if [ ! -d "linux" ]; then
mkdir linux
cp -r $ROOT/vendor/raylib/linux/libraylib*.so* linux
cp -r libs/raylib/src/libraylib*.so* linux
cp -r libs/physfs/libphysfs.so* linux
fi
;;
@ -36,7 +36,7 @@ esac
# Build the game.
echo "Building game$DLL_EXT"
odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -define:GLFW_SHARED=true -define:PHYSFS_SHARED=true -define:TRACY_ENABLE=true -collection:libs=./libs -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug -o:speed
odin build game -extra-linker-flags:"$EXTRA_LINKER_FLAGS" -define:RAYLIB_SHARED=true -define:PHYSFS_SHARED=true -define:TRACY_ENABLE=true -collection:libs=./libs -collection:common=./common -collection:game=./game -build-mode:dll -out:game_tmp$DLL_EXT -strict-style -vet -debug -o:speed
# Need to use a temp file on Linux because it first writes an empty `game.so`, which the game will load before it is actually fully written.
mv game_tmp$DLL_EXT game$DLL_EXT

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@ -10,9 +10,9 @@ import "game:halfedge"
import "game:physics/bvh"
import "game:physics/collision"
import "libs:physfs"
import rl "libs:raylib"
import "libs:raylib/rlgl"
import "libs:tracy"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
_ :: math

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@ -1,7 +1,7 @@
package debug
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
import rl "libs:raylib"
import "libs:raylib/rlgl"
int_to_color :: proc(num: i32) -> (color: rl.Color) {
x := int_hash(num)

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@ -1,7 +1,7 @@
package game
import lg "core:math/linalg"
import rl "vendor:raylib"
import rl "libs:raylib"
update_free_look_camera :: proc(es: ^Editor_State) {
input: rl.Vector2

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@ -5,7 +5,7 @@ import "core:c"
import "core:log"
import "core:strings"
import "libs:physfs"
import rl "vendor:raylib"
import rl "libs:raylib"
@(private = "file")
_ctx: runtime.Context

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@ -15,7 +15,6 @@
package game
import "assets"
import "core:c"
import "core:fmt"
import "core:hash"
import "core:log"
@ -27,10 +26,10 @@ import "game:physics"
import "game:physics/bvh"
import "game:physics/collision"
import "game:render"
import rl "libs:raylib"
import "libs:raylib/rlgl"
import "libs:tracy"
import "ui"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
PIXEL_WINDOW_HEIGHT :: 360
@ -988,7 +987,6 @@ draw :: proc() {
new_point_pos,
camera,
false,
rl.GuiIconName.ICON_TARGET_POINT,
)) {
inject_at(&world.track.points, 0, new_point_pos)
log.debugf("add point before 0")
@ -1011,7 +1009,6 @@ draw :: proc() {
new_point_pos,
camera,
false,
rl.GuiIconName.ICON_TARGET_POINT,
)) {
inject_at(&world.track.points, points_len - 1 + 1, new_point_pos)
log.debugf("add point before 0")
@ -1026,7 +1023,7 @@ draw :: proc() {
t := (f32(i) + 0.5) / f32(points_len)
middle_pos := sample_spline(points[:], t)
if (spline_handle(middle_pos, camera, false, rl.GuiIconName.ICON_TARGET_POINT)) {
if (spline_handle(middle_pos, camera, false)) {
inject_at(&world.track.points, i + 1, middle_pos)
log.debugf("add point after %d", i)
}
@ -1074,7 +1071,6 @@ spline_handle :: proc(
world_pos: rl.Vector3,
camera: rl.Camera,
selected: bool,
icon := rl.GuiIconName.ICON_NONE,
size := f32(20),
) -> (
clicked: bool,
@ -1095,17 +1091,6 @@ spline_handle :: proc(
rl.DrawCircleV(pos, size / 2, selected ? rl.BLUE : (is_hover ? rl.ORANGE : rl.WHITE))
if icon != .ICON_NONE {
rl.GuiDrawIcon(
icon,
c.int(pos.x) - 7,
c.int(pos.y) - 7,
1,
selected || is_hover ? rl.WHITE : rl.BLACK,
)
}
// rl.DrawRectangleV(pos, size, selected ? rl.BLUE : (is_hover ? rl.ORANGE : rl.WHITE))
return rl.IsMouseButtonPressed(.LEFT) && is_hover
}

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@ -1,6 +1,6 @@
package halfedge
import rl "vendor:raylib"
import rl "libs:raylib"
debug_draw_mesh_wires :: proc(mesh: Half_Edge_Mesh, color: rl.Color) {
for _, f in mesh.faces {

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@ -9,7 +9,7 @@ import lg "core:math/linalg"
import "core:mem"
import "game:debug"
import "libs:tracy"
import rl "vendor:raylib"
import rl "libs:raylib"
_ :: log
_ :: rl

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@ -7,8 +7,8 @@ import "core:log"
import lg "core:math/linalg"
import "game:debug"
import "libs:tracy"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
import rl "libs:raylib"
import "libs:raylib/rlgl"
_ :: fmt
_ :: log

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@ -6,8 +6,8 @@ import "core:math"
import lg "core:math/linalg"
import "game:halfedge"
import "libs:tracy"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
import rl "libs:raylib"
import "libs:raylib/rlgl"
_ :: math
_ :: rl

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@ -2,8 +2,8 @@ package collision
import lg "core:math/linalg"
import "game:debug"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
import rl "libs:raylib"
import "libs:raylib/rlgl"
debug_plane_verts := []Vec3{{-1, -1, 0}, {1, -1, 0}, {1, 1, 0}, {-1, 1, 0}}
debug_plane_indices := []u16{0, 1, 2, 2, 3, 0}

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@ -8,8 +8,8 @@ import "game:debug"
import "game:halfedge"
import "game:ui"
import "libs:tracy"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
import rl "libs:raylib"
import "libs:raylib/rlgl"
_ :: log
_ :: math

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@ -75,7 +75,7 @@ convex_container_destroy :: proc(container: ^Convex_Container) {
// import "core:container/intrusive/list"
// import "game:container/spanpool"
// import "game:halfedge"
// import rl "vendor:raylib"
// import rl "libs:raylib"
//
// Shape_Container :: struct {
// shapes: spanpool.Span_Pool(Shape_Instance),

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@ -1,12 +1,16 @@
package render
import rl "libs:raylib"
import rlgl "libs:raylib/rlgl"
import gl "vendor:OpenGL"
import glfw "vendor:glfw"
import rl "vendor:raylib"
import rlgl "vendor:raylib/rlgl"
// Used by vendor:OpenGL
rlgl_set_proc_address :: proc(p: rawptr, name: cstring) {
(^rawptr)(p)^ = rl.GetGLProcAddress(name)
}
init :: proc() {
gl.load_up_to(3, 3, glfw.gl_set_proc_address)
gl.load_up_to(3, 3, rlgl_set_proc_address)
}
draw_model :: proc(model: rl.Model, shader: rl.Shader, transform: rl.Matrix) {

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@ -4,8 +4,8 @@ import "base:builtin"
import "core:math"
import lg "core:math/linalg"
import "game:debug"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
import rl "libs:raylib"
import "libs:raylib/rlgl"
SPLINE_SUBDIVS_U :: 1
SPLINE_SUBDIVS_V :: 16

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@ -4,8 +4,8 @@ package ui
import "core:log"
import "core:strings"
import rl "vendor:raylib"
import "vendor:raylib/rlgl"
import rl "libs:raylib"
import "libs:raylib/rlgl"
to_rl_color :: proc(c: Color) -> rl.Color {
return rl.Color{c.r, c.g, c.b, c.a}

223
libs/raylib/easings.odin Normal file
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@ -0,0 +1,223 @@
package raylib
import "core:math"
EaseLinearNone :: proc(t, b, c, d: f32) -> f32 { return (c*t/d + b) }
EaseLinearIn :: proc(t, b, c, d: f32) -> f32 { return (c*t/d + b) }
EaseLinearOut :: proc(t, b, c, d: f32) -> f32 { return (c*t/d + b) }
EaseLinearInOut :: proc(t, b, c, d: f32) -> f32 { return (c*t/d + b) }
// Sine Easing functions
EaseSineIn :: proc(t, b, c, d: f32) -> f32 { return (-c*math.cos(t/d*(PI/2.0)) + c + b) }
EaseSineOut :: proc(t, b, c, d: f32) -> f32 { return (c*math.sin(t/d*(PI/2.0)) + b) }
EaseSineInOut :: proc(t, b, c, d: f32) -> f32 { return (-c/2.0*(math.cos(PI*t/d) - 1.0) + b) }
// Circular Easing functions
EaseCircIn :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d
return -c*(math.sqrt(1.0 - t*t) - 1.0) + b
}
EaseCircOut :: proc(t, b, c, d: f32) -> f32 {
t := t
t = t/d - 1.0
return c*math.sqrt(1.0 - t*t) + b
}
EaseCircInOut :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d/2.0
if t < 1.0 {
return -c/2.0*(math.sqrt(1.0 - t*t) - 1.0) + b
}
t -= 2.0
return c/2.0*(math.sqrt(1.0 - t*t) + 1.0) + b
}
// Cubic Easing functions
EaseCubicIn :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d
return c*t*t*t + b
}
EaseCubicOut :: proc(t, b, c, d: f32) -> f32 {
t := t
t = t/d - 1.0
return c*(t*t*t + 1.0) + b
}
EaseCubicInOut :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d/2.0
if t < 1.0 {
return c/2.0*t*t*t + b
}
t -= 2.0
return c/2.0*(t*t*t + 2.0) + b
}
// Quadratic Easing functions
EaseQuadIn :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d
return c*t*t + b
}
EaseQuadOut :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d
return -c*t*(t - 2.0) + b
}
EaseQuadInOut :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d/2.0
if t < 1 {
return ((c/2)*(t*t)) + b
}
return -c/2.0*(((t - 1.0)*(t - 3.0)) - 1.0) + b
}
// Exponential Easing functions
EaseExpoIn :: proc(t, b, c, d: f32) -> f32 {
return (t == 0.0) ? b : (c*math.pow(2.0, 10.0*(t/d - 1.0)) + b)
}
EaseExpoOut :: proc(t, b, c, d: f32) -> f32 {
return (t == d) ? (b + c) : (c*(-math.pow(2.0, -10.0*t/d) + 1.0) + b)
}
EaseExpoInOut :: proc(t, b, c, d: f32) -> f32 {
if t == 0.0 {
return b
}
if t == d {
return b + c
}
t := t
t /= d/2.0
if t < 1.0 {
return c/2.0*math.pow(2.0, 10.0*(t - 1.0)) + b
}
return c/2.0*(-math.pow(2.0, -10.0*(t - 1.0)) + 2.0) + b
}
// Back Easing functions
EaseBackIn :: proc(t, b, c, d: f32) -> f32 {
s :: 1.70158
t := t
t /= d
postFix := t
return (c*(postFix)*t*((s + 1.0)*t - s) + b)
}
EaseBackOut :: proc(t, b, c, d: f32) -> f32 {
t := t
s :: 1.70158
t = t/d - 1.0
return (c*(t*t*((s + 1.0)*t + s) + 1.0) + b)
}
EaseBackInOut :: proc(t, b, c, d: f32) -> f32 {
t := t
s := f32(1.70158)
t /= d/2
if t < 1.0 {
s *= 1.525
return (c/2.0*(t*t*((s + 1.0)*t - s)) + b)
}
t -= 2
postFix := t
s *= 1.525
return (c/2.0*((postFix)*t*((s + 1.0)*t + s) + 2.0) + b)
}
// Bounce Easing functions
EaseBounceOut :: proc(t, b, c, d: f32) -> f32 {
t := t
t /= d
switch {
case t < 1.0/2.75:
return (c*(7.5625*t*t) + b)
case t < 2.0/2.75:
t -= 1.5/2.75
postFix := t
return (c*(7.5625*(postFix)*t + 0.75) + b)
case t < 2.5/2.75:
t -= 2.25/2.75
postFix := t
return (c*(7.5625*(postFix)*t + 0.9375) + b)
case:
t -= 2.625/2.75
postFix := t
return (c*(7.5625*(postFix)*t + 0.984375) + b)
}
}
EaseBounceIn :: proc(t, b, c, d: f32) -> f32 {
return c - EaseBounceOut(d - t, 0.0, c, d) + b
}
EaseBounceInOut :: proc(t, b, c, d: f32) -> f32 {
if t < d/2.0 {
return EaseBounceIn(t*2.0, 0.0, c, d)*0.5 + b
} else {
return EaseBounceOut(t*2.0 - d, 0.0, c, d)*0.5 + c*0.5 + b
}
}
// Elastic Easing functions
EaseElasticIn :: proc(t, b, c, d: f32) -> f32 {
if t == 0.0 {
return b
}
t := t
t /= d
if t == 1.0 {
return b + c
}
p := d*0.3
a := c
s := p/4.0
t -= 1
postFix := a*math.pow(2.0, 10.0*t)
return -(postFix*math.sin((t*d-s)*(2.0*PI)/p )) + b
}
EaseElasticOut :: proc(t, b, c, d: f32) -> f32 {
if t == 0.0 {
return b
}
t := t
t /= d
if t == 1.0 {
return b + c
}
p := d*0.3
a := c
s := p/4.0
return a*math.pow(2.0,-10.0*t)*math.sin((t*d-s)*(2.0*PI)/p) + c + b
}
EaseElasticInOut :: proc(t, b, c, d: f32) -> f32 {
if t == 0.0 {
return b
}
t := t
t /= d/2.0
if t == 2.0 {
return b + c
}
p := d*(0.3*1.5)
a := c
s := p/4.0
t -= 1
if t < 1.0 {
postFix := a*math.pow(2.0, 10.0*t)
return -0.5*(postFix*math.sin((t*d-s)*(2.0*PI)/p)) + b
}
postFix := a*math.pow(2.0, -10.0*t)
return (postFix*math.sin((t*d-s)*(2.0*PI)/p)*0.5 + c + b)
}

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