From f6c05cedc8f8029bbb89b6dd66636bf653519d9c Mon Sep 17 00:00:00 2001 From: Randy McShandy Date: Tue, 22 Apr 2025 21:23:54 -0500 Subject: [PATCH] Update things for raylib 5, also I don't know why windows wasn't linking raylib --- CMakeLists.txt | 2 +- src/render_raylib.c | 24 ++++++++++++------------ 2 files changed, 13 insertions(+), 13 deletions(-) diff --git a/CMakeLists.txt b/CMakeLists.txt index ff2ecde..36fd47e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -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/) diff --git a/src/render_raylib.c b/src/render_raylib.c index 0893d89..1ac3c80 100644 --- a/src/render_raylib.c +++ b/src/render_raylib.c @@ -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; -- 2.49.0