actually add vendor folder

This commit is contained in:
2025-08-30 18:07:11 +02:00
parent cb954445a2
commit f9b0bca4be
1074 changed files with 457227 additions and 0 deletions
Binary file not shown.
+8
View File
@@ -0,0 +1,8 @@
Art used in examples is provided under a free and permissive license.
Check individual licenses for details:
- [Jupiter Crash] font by Brian Kent (AEnigma) - https://www.dafont.com/es/jupiter-crash.font
- [Kaiserzeit Gotisch] font by Dieter Steffmann - https://www.dafont.com/es/kaiserzeit-gotisch.font
- [Scarfy spritesheet](scarfy.png) by [Eiden Marsal](https://www.artstation.com/artist/marshall_z), licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
- [Fudesumi image](fudesumi.png) by [Eiden Marsal](https://www.artstation.com/artist/marshall_z), licensed as [Creative Commons Attribution-NonCommercial 3.0](https://creativecommons.org/licenses/by-nc/3.0/legalcode)
- [Cyberpunk Street Environment](https://ansimuz.itch.io/cyberpunk-street-environment) by Luis Zuno ([@ansimuz](https://twitter.com/ansimuz)), licensed as [CC-BY-3.0](http://creativecommons.org/licenses/by/3.0/)
Binary file not shown.
Binary file not shown.

After

Width:  |  Height:  |  Size: 23 KiB

Binary file not shown.
Binary file not shown.

After

Width:  |  Height:  |  Size: 379 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 28 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 811 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 217 KiB

Binary file not shown.
Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 288 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.2 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 10 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 15 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.4 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 496 B

@@ -0,0 +1,109 @@
/*******************************************************************************************
*
* raylib [textures] example - Bunnymark
*
* This example has been created using raylib 1.6 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include <list>
#include "raylib-cpp.hpp"
// This is the maximum amount of elements (quads) per batch
// NOTE: This value is defined in [rlgl] module and can be changed there
#define MAX_BATCH_ELEMENTS 8192
class Bunny {
public:
Bunny() {
position = GetMousePosition();
speed.x = static_cast<float>(GetRandomValue(-250, 250)) / 60.0f;
speed.y = static_cast<float>(GetRandomValue(-250, 250)) / 60.0f;
color = raylib::Color(
GetRandomValue(50, 240),
GetRandomValue(80, 240),
GetRandomValue(100, 240));
}
void Update(const raylib::Texture2D& texBunny) {
position.x += speed.x;
position.y += speed.y;
if (((position.x + texBunny.width/2) > GetScreenWidth()) ||
((position.x + texBunny.width/2) < 0)) speed.x *= -1;
if (((position.y + texBunny.height/2) > GetScreenHeight()) ||
((position.y + texBunny.height/2 - 40) < 0)) speed.y *= -1;
}
Vector2 position;
Vector2 speed;
Color color;
};
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
// Load bunny texture
raylib::Texture2D texBunny("resources/wabbit_alpha.png");
std::list<Bunny> bunnies;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!window.ShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) {
// Create more bunnies
for (int i = 0; i < 100; i++) {
bunnies.emplace_back();
}
}
// Update bunnies
for (Bunny& bunny: bunnies) {
bunny.Update(texBunny);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
{
window.ClearBackground(RAYWHITE);
for (Bunny& bunny : bunnies) {
// NOTE: When internal batch buffer limit is reached (MAX_BATCH_ELEMENTS),
// a draw call is launched and buffer starts being filled again;
// before issuing a draw call, updated vertex data from internal CPU buffer is send to GPU...
// Process of sending data is costly and it could happen that GPU data has not been completely
// processed for drawing while new data is tried to be sent (updating current in-use buffers)
// it could generates a stall and consequently a frame drop, limiting the number of drawn bunnies
texBunny.Draw(bunny.position, bunny.color);
}
DrawRectangle(0, 0, screenWidth, 40, BLACK);
raylib::DrawText(TextFormat("bunnies: %i", bunnies.size()), 120, 10, 20, GREEN);
raylib::DrawText(TextFormat("batched draw calls: %i", 1 + bunnies.size()/MAX_BATCH_ELEMENTS), 320, 10, 20, MAROON);
DrawFPS(10, 10);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}
@@ -0,0 +1,80 @@
/*******************************************************************************************
*
* raylib [textures] example - Image loading and drawing on it
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.4 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib-cpp.hpp"
int main(void) {
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib [textures] example - image drawing");
raylib::Color darkGray = DARKGRAY;
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
raylib::Image cat("resources/cat.png"); // Load image in CPU memory (RAM)
cat.Crop(raylib::Rectangle(100, 10, 280, 380)) // Crop an image piece
.FlipHorizontal() // Flip cropped image horizontally
.Resize(150, 200); // Resize flipped-cropped image
raylib::Image parrots("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw one image over the other with a scaling of 1.5f
parrots
.Draw(cat,
raylib::Rectangle(0, 0, cat.GetWidth(), cat.GetHeight()),
raylib::Rectangle(30, 40, cat.GetWidth() * 1.5f, cat.GetHeight() * 1.5f));
parrots.Crop(raylib::Rectangle(0, 50, parrots.GetWidth(), parrots.GetHeight() - 100)); // Crop resulting image
// Load custom font for frawing on image
raylib::Font font("resources/custom_jupiter_crash.png");
// Draw over image using custom font
parrots.DrawText(font, "PARROTS & CAT", raylib::Vector2(300, 230), font.baseSize, -2);
raylib::Texture2D texture(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!window.ShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
// Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
{
window.ClearBackground(RAYWHITE);
texture.Draw(screenWidth / 2 - texture.width / 2,
screenHeight / 2 - texture.height / 2 - 40);
darkGray.DrawRectangleLines(screenWidth / 2 - texture.width / 2,
screenHeight / 2 - texture.height / 2 - 40,
texture.width, texture.height);
darkGray.DrawText("We are drawing only one texture from various images composed!",
240, 350, 10);
darkGray.DrawText("Source images have been cropped, scaled, flipped and copied one over the other.",
190, 370, 10);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}
@@ -0,0 +1,48 @@
/*******************************************************************************************
*
* raylib [textures] example - Image loading and texture creation
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib-cpp.hpp"
int main() {
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
raylib::Window window(screenWidth, screenHeight, "raylib [textures] example - image loading");
raylib::Texture texture("resources/raylib_logo.png");
raylib::Color textColor = raylib::Color::LightGray();
// Main game loop
while (!window.ShouldClose()) { // Detect window close button or ESC key
// Update
//----------------------------------------------------------------------------------
// Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
{
window.ClearBackground(raylib::Color::RayWhite());
texture.Draw(screenWidth / 2 - texture.GetWidth() / 2, screenHeight / 2 - texture.GetHeight() / 2);
textColor.DrawText("this IS a texture loaded from an image!", 300, 370, 10);
}
EndDrawing();
//----------------------------------------------------------------------------------
}
return 0;
}