]> git.mcshandy.xyz Git - barrow_crawler/commitdiff
Update things for raylib 5, also I don't know why windows wasn't linking raylib
authorRandy McShandy <randy@mcshandy.xyz>
Wed, 23 Apr 2025 02:23:54 +0000 (21:23 -0500)
committerRandy McShandy <randy@mcshandy.xyz>
Wed, 23 Apr 2025 02:23:54 +0000 (21:23 -0500)
CMakeLists.txt
src/render_raylib.c

index ff2ecdee8a830d9fa470d45032ae1c88b7995aba..36fd47e73a858563154ce87404507e6c84bded51 100644 (file)
@@ -19,7 +19,7 @@ target_compile_definitions(windows_BC PUBLIC WINDOWS_BC=1)
 target_compile_options(posix_BC PUBLIC -Wall -g)
 
 target_link_libraries(posix_BC -lm -lpthread -lraylib)
-target_link_libraries(windows_BC -lm -lpthread)
+target_link_libraries(windows_BC -lm -lpthread -lraylib)
 
 set_target_properties(posix_BC PROPERTIES RUNTIME_OUTPUT_DIRECTORY ./bin/)
 set_target_properties(windows_BC PROPERTIES RUNTIME_OUTPUT_DIRECTORY ./bin/)
index 0893d894f846a155e89f3699dea730818a7a340f..1ac3c80924125757b49685b18f0ea44617ccb339 100644 (file)
@@ -345,7 +345,7 @@ void control_resource_wait_mode()
 void wait_initialize_shaders()
 {
        shader = LoadShader("./src/shaders/lighting.vs", "./src/shaders/lighting.fs");
-       while(!IsShaderReady(shader)){}
+       while(!IsShaderValid(shader)){}
 
        shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
        shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
@@ -363,7 +363,7 @@ void wait_initialize_resources()
        {
                floor_image = LoadImage("./floor.png");
                floor_albedo = LoadTexture("./floor_albedo.png");
-               while(!IsImageReady(floor_image)){}
+               while(!IsImageValid(floor_image)){}
 
                floor_scale_factor = (Vector3){1.0f/8.0f, 8.0f, 1.0f/8.0f};
                floor_extent = Vector3Multiply(
@@ -374,16 +374,16 @@ void wait_initialize_resources()
                floor_rotation_axis = vec3_zero;
                floor_rotation = 0.0f;
 
-               while(!IsTextureReady(floor_albedo)){}
+               while(!IsTextureValid(floor_albedo)){}
                floor_texture = LoadTextureFromImage(floor_image);
-               while(!IsTextureReady(floor_texture)){}
+               while(!IsTextureValid(floor_texture)){}
 
                floor_meshes[0U] = GenMeshHeightmap(floor_image, vec3_unit);
                floor_model = LoadModelFromMesh(floor_meshes[0]);
                floor_model.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = floor_albedo;
                floor_model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].texture = floor_albedo;
                floor_model.materials[0].shader = shader;
-               while(!IsModelReady(floor_model)){}
+               while(!IsModelValid(floor_model)){}
        }
 
        /* Barrow resource setup. */
@@ -403,10 +403,10 @@ void wait_initialize_resources()
                printf("barrow_position: {%f %f %f}\n", V3_UNROLL(barrow_position));
                printf("barrow_size: {%f %f %f}\n", V3_UNROLL(barrow_extent));
 
-               while(!IsImageReady(barrow_image)){}
-               while(!IsTextureReady(barrow_albedo)){}
+               while(!IsImageValid(barrow_image)){}
+               while(!IsTextureValid(barrow_albedo)){}
                barrow_texture = LoadTextureFromImage(barrow_image);
-               while(!IsTextureReady(barrow_texture)){}
+               while(!IsTextureValid(barrow_texture)){}
 
                barrow_meshes[0U] = GenMeshHeightmap(barrow_image, vec3_unit);
                barrow_model = LoadModelFromMesh(barrow_meshes[0]);
@@ -414,7 +414,7 @@ void wait_initialize_resources()
                barrow_model.materials[0].maps[MATERIAL_MAP_ROUGHNESS].texture = barrow_albedo;
                barrow_model.materials[0].shader = shader;
 
-               while(!IsModelReady(barrow_model)){}
+               while(!IsModelValid(barrow_model)){}
        }
 
        /* Other resource setup. */
@@ -424,13 +424,13 @@ void wait_initialize_resources()
                coffin_rotation_axis = (Vector3){0.0f, 0.0f, 0.0f};
                coffin_rotation = 0.0f;
                coffin_model = LoadModel("./assets/coffin_1.glb");
-               while(!IsModelReady(coffin_model)){}
+               while(!IsModelValid(coffin_model)){}
                coffin_model.materials[0].shader = shader;
 
                hand_01_image = LoadImage("./assets/hand_2.png");
-               while(!IsImageReady(hand_01_image)){}
+               while(!IsImageValid(hand_01_image)){}
                hand_01_texture = LoadTextureFromImage(hand_01_image);
-               while(!IsTextureReady(hand_01_texture)){}
+               while(!IsTextureValid(hand_01_texture)){}
                hand_scale = 4.0f;
                hand_position = (Vector2){0, fscreen_dims.y - (hand_01_image.height * hand_scale)};
                hand_rotation = 0.0f;