raylib/examples/models/models_orthographic_projection.c

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/*******************************************************************************************
*
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* raylib [models] example - Show the difference between perspective and orthographic projection
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*
* This program is heavily based on the geometric objects example
*
* This example has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Max Danielsson (@autious) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2018 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
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*
********************************************************************************************/
#include "raylib.h"
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#define FOVY_PERSPECTIVE 45.0f
#define WIDTH_ORTHOGRAPHIC 10.0f
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int main(void)
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{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
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Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE))
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{
if (camera.projection == CAMERA_PERSPECTIVE)
{
camera.fovy = WIDTH_ORTHOGRAPHIC;
camera.projection = CAMERA_ORTHOGRAPHIC;
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}
else
{
camera.fovy = FOVY_PERSPECTIVE;
camera.projection = CAMERA_PERSPECTIVE;
}
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}
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//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
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DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
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DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
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if (camera.projection == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
else if (camera.projection == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
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DrawFPS(10, 10);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}