Review literals type
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@ -27,7 +27,7 @@ int main()
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PlayMusicStream("resources/audio/guitar_noodling.ogg"); // Play music stream
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int framesCounter = 0;
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float timePlayed = 0;
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float timePlayed = 0.0f;
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//float volume = 1.0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -26,6 +26,8 @@ int main()
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Sound fxWav = LoadSound("resources/audio/weird.wav"); // Load WAV audio file
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Sound fxOgg = LoadSound("resources/audio/tanatana.ogg"); // Load OGG audio file
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -23,7 +23,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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// Generates some random columns
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float heights[MAX_COLUMNS];
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@ -37,7 +37,7 @@ int main()
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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}
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Vector3 playerPosition = { 4, 2, 4 }; // Define player position
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Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
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SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
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@ -60,16 +60,16 @@ int main()
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Begin3dMode(camera);
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DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 32, 32 }, LIGHTGRAY); // Draw ground
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DrawCube((Vector3){ -16, 2.5, 0 }, 1, 5, 32, BLUE); // Draw a blue wall
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DrawCube((Vector3){ 16, 2.5, 0 }, 1, 5, 32, LIME); // Draw a green wall
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DrawCube((Vector3){ 0, 2.5, 16 }, 32, 5, 1, GOLD); // Draw a yellow wall
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DrawPlane((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector2){ 32.0f, 32.0f }, LIGHTGRAY); // Draw ground
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DrawCube((Vector3){ -16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, BLUE); // Draw a blue wall
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DrawCube((Vector3){ 16.0f, 2.5f, 0.0f }, 1.0f, 5.0f, 32.0f, LIME); // Draw a green wall
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DrawCube((Vector3){ 0.0f, 2.5f, 16.0f }, 32.0f, 5.0f, 1.0f, GOLD); // Draw a yellow wall
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// Draw some cubes around
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for (int i = 0; i < MAX_COLUMNS; i++)
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{
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DrawCube(positions[i], 2, heights[i], 2, colors[i]);
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DrawCubeWires(positions[i], 2, heights[i], 2, MAROON);
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DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
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DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
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}
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End3dMode();
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@ -21,9 +21,12 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera;
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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Vector3 cubePosition = { 0.0, 0.0, 0.0 };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(CAMERA_FREE); // Set a free camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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@ -48,10 +51,10 @@ int main()
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Begin3dMode(camera);
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DrawCube(cubePosition, 2, 2, 2, RED);
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DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10.0, 1.0);
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DrawGrid(10, 1.0f);
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End3dMode();
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@ -22,11 +22,11 @@ int main()
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// Define the camera to look into our 3d world
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Camera camera;
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camera.position = (Vector3){ 0.0, 10.0, 10.0 };
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camera.target = (Vector3){ 0.0, 0.0, 0.0 };
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camera.up = (Vector3){ 0.0, 1.0, 0.0 };
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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Vector3 cubePosition = { 0.0, 0.0, 0.0 };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -47,10 +47,10 @@ int main()
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Begin3dMode(camera);
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DrawCube(cubePosition, 2.0, 2.0, 2.0, RED);
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DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, MAROON);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10.0, 1.0);
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DrawGrid(10, 1.0f);
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End3dMode();
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@ -21,10 +21,10 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Vector3 cubePosition = { 0.0, 1.0, 0.0 };
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Vector3 cubeSize = { 2.0, 2.0, 2.0 };
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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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Ray ray; // Picking line ray
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@ -50,8 +50,8 @@ int main()
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// Check collision between ray and box
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collision = CheckCollisionRayBox(ray,
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(Vector3){cubePosition.x - cubeSize.x / 2,cubePosition.y - cubeSize.y / 2,cubePosition.z - cubeSize.z / 2},
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(Vector3){cubePosition.x + cubeSize.x / 2,cubePosition.y + cubeSize.y / 2,cubePosition.z + cubeSize.z / 2});
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(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
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(Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 });
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}
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//----------------------------------------------------------------------------------
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@ -65,10 +65,10 @@ int main()
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DrawCube(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, GRAY);
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DrawCubeWires(cubePosition, cubeSize.x, cubeSize.y, cubeSize.z, DARKGRAY);
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DrawGrid(10.0, 1.0);
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DrawRay(ray, MAROON);
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DrawGrid(10, 1.0f);
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End3dMode();
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@ -29,6 +29,8 @@ int main()
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -23,8 +23,8 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
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Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
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Vector2 gamepadMovement = { 0, 0 };
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Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
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Vector2 gamepadMovement = { 0.0f, 0.0f };
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SetTargetFPS(60); // Set target frames-per-second
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//--------------------------------------------------------------------------------------
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@ -43,8 +43,8 @@ int main()
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if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A))
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{
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ballPosition.x = screenWidth/2;
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ballPosition.y = screenHeight/2;
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ballPosition.x = (float)screenWidth/2;
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ballPosition.y = (float)screenHeight/2;
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}
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}
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//----------------------------------------------------------------------------------
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@ -20,7 +20,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
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Vector2 ballPosition = { screenWidth/2, screenHeight/2 };
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Vector2 ballPosition = { (float)screenWidth/2, (float)screenHeight/2 };
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SetTargetFPS(60); // Set target frames-per-second
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//--------------------------------------------------------------------------------------
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@ -30,10 +30,10 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8;
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if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8;
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if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8;
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if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8;
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if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 0.8f;
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if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 0.8f;
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if (IsKeyDown(KEY_UP)) ballPosition.y -= 0.8f;
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if (IsKeyDown(KEY_DOWN)) ballPosition.y += 0.8f;
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//----------------------------------------------------------------------------------
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// Draw
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@ -20,8 +20,9 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
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int mouseX, mouseY;
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Vector2 ballPosition = { -100.0, -100.0 };
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Vector2 ballPosition = { -100.0f, -100.0f };
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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// Main game loop
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@ -31,11 +32,7 @@ int main()
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//----------------------------------------------------------------------------------
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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mouseX = GetMouseX();
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mouseY = GetMouseY();
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ballPosition.x = (float)mouseX;
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ballPosition.y = (float)mouseY;
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ballPosition = GetMousePosition();
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}
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//----------------------------------------------------------------------------------
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@ -22,7 +22,7 @@ int main()
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int framesCounter = 0; // Variable used to count frames
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int randValue = GetRandomValue(-8,5); // Get a random integer number between -8 and 5 (both included)
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int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -37,7 +37,7 @@ int main()
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// Every two seconds (120 frames) a new random value is generated
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if (((framesCounter/120)%2) == 1)
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{
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randValue = GetRandomValue(-8,5);
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randValue = GetRandomValue(-8, 5);
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framesCounter = 0;
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}
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//----------------------------------------------------------------------------------
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@ -21,9 +21,9 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Vector3 cubePosition = { 0.0, 0.0, 0.0 };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector2 cubeScreenPosition;
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@ -53,10 +53,10 @@ int main()
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Begin3dMode(camera);
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DrawCube(cubePosition, 2, 2, 2, RED);
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DrawCubeWires(cubePosition, 2, 2, 2, MAROON);
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10.0, 1.0);
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DrawGrid(10, 1.0f);
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End3dMode();
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [lighting] example - Basic Phong lighting
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* raylib [shaders] example - Blinn-Phong lighting
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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@ -22,14 +22,14 @@ int main()
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - blinn-phong lighting");
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SetTargetFPS(60);
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// Camera initialization
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Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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// Model initialization
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Vector3 position = { 0.0, 0.0, 0.0 };
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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Model model = LoadModel("resources/model/dwarf.obj");
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Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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SetModelShader(&model, shader);
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@ -54,7 +54,7 @@ int main()
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Material matBlinn;
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// Light initialization
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light.position = (Vector3){ 5.0f, 1.0f, 1.0f };
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light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
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light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
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light.intensity = 1.0f;
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light.diffuse = WHITE;
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@ -129,7 +129,9 @@ int main()
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Begin3dMode(camera);
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DrawModel(model, position, 4.0f, matBlinn.diffuse);
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DrawSphere(light.position, 1.0f, YELLOW);
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DrawSphere(light.position, 0.5f, GOLD);
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DrawGrid(20, 1.0f);
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End3dMode();
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InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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// Define the camera to look into our 3d world
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Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
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Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard
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Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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@ -49,9 +49,9 @@ int main()
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Begin3dMode(camera);
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DrawGrid(10.0, 1.0); // Draw a grid
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DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
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// Define the camera to look into our 3d world
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Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Vector3 playerPosition = { 0, 1, 2 };
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Vector3 playerSize = { 1, 2, 1 };
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Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
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Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
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Color playerColor = GREEN;
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Vector3 enemyBoxPos = { -4, 1, 0 };
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Vector3 enemyBoxSize = { 2, 2, 2 };
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Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
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Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
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Vector3 enemySpherePos = { 4, 0, 0 };
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Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
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float enemySphereSize = 1.5f;
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bool collision = false;
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@ -98,7 +98,7 @@ int main()
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// Draw player
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DrawCubeV(playerPosition, playerSize, playerColor);
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DrawGrid(10.0, 1.0); // Draw a grid
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
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// Define the camera to look into our 3d world
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Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
||||
@ -31,7 +31,7 @@ int main()
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||
SetModelTexture(&map, texture); // Bind texture to map model
|
||||
|
||||
Vector3 mapPosition = { -16, 0.0, -8 }; // Set model position
|
||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||
|
||||
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
||||
|
||||
|
@ -21,7 +21,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -42,21 +42,21 @@ int main()
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawCube((Vector3){-4, 0, 2}, 2, 5, 2, RED);
|
||||
DrawCubeWires((Vector3){-4, 0, 2}, 2, 5, 2, GOLD);
|
||||
DrawCubeWires((Vector3){-4, 0, -2}, 3, 6, 2, MAROON);
|
||||
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, 0, -2}, 1, GREEN);
|
||||
DrawSphereWires((Vector3){1, 0, 2}, 2, 16, 16, LIME);
|
||||
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, 0, -2}, 1, 2, 3, 4, SKYBLUE);
|
||||
DrawCylinderWires((Vector3){4, 0, -2}, 1, 2, 3, 4, DARKBLUE);
|
||||
DrawCylinderWires((Vector3){4.5, -1, 2}, 1, 1, 2, 6, BROWN);
|
||||
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, 0, -4}, 0, 1.5, 3, 8, GOLD);
|
||||
DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK);
|
||||
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(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -21,13 +21,13 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||
|
||||
// Define our custom camera to look into our 3d world
|
||||
Camera camera = {{ 24.0, 18.0, 24.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 24.0f, 18.0f, 24.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
Model map = LoadHeightmap(image, 32); // Load heightmap model
|
||||
SetModelTexture(&map, texture); // Bind texture to model
|
||||
Vector3 mapPosition = { -16, 0.0, -16 }; // Set model position (depends on model scaling!)
|
||||
Vector3 mapPosition = { -16.0f, 0.0f, -16.0f }; // Set model position (depends on model scaling!)
|
||||
|
||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
|
||||
|
@ -21,12 +21,12 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -49,7 +49,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
DrawGizmo(position); // Draw gizmo
|
||||
|
||||
|
@ -9,16 +9,16 @@ uniform sampler2D texture0;
|
||||
uniform vec4 fragTintColor;
|
||||
|
||||
// Light attributes
|
||||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
|
||||
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
|
||||
uniform vec3 light_specularColor = vec3(0, 1, 0);
|
||||
uniform float light_intensity = 1;
|
||||
uniform float light_specIntensity = 1;
|
||||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0.0);
|
||||
uniform vec3 light_diffuseColor = vec3(1.0, 0.5, 0.0);
|
||||
uniform vec3 light_specularColor = vec3(0.0, 1.0, 0.0);
|
||||
uniform float light_intensity = 1.0;
|
||||
uniform float light_specIntensity = 1.0;
|
||||
|
||||
// Material attributes
|
||||
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
|
||||
uniform vec3 mat_specularColor = vec3(1, 1, 1);
|
||||
uniform float mat_glossiness = 50;
|
||||
uniform vec3 mat_ambientColor = vec3(1.0, 1.0, 1.0);
|
||||
uniform vec3 mat_specularColor = vec3(1.0, 1.0, 1.0);
|
||||
uniform float mat_glossiness = 50.0;
|
||||
|
||||
// World attributes
|
||||
uniform vec3 lightPos;
|
||||
@ -29,7 +29,7 @@ out vec4 fragColor;
|
||||
|
||||
vec3 AmbientLighting()
|
||||
{
|
||||
return mat_ambientColor * light_ambientColor;
|
||||
return (mat_ambientColor*light_ambientColor);
|
||||
}
|
||||
|
||||
vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
||||
@ -37,15 +37,15 @@ vec3 DiffuseLighting(in vec3 N, in vec3 L)
|
||||
// Lambertian reflection calculation
|
||||
float diffuse = clamp(dot(N, L), 0, 1);
|
||||
|
||||
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
|
||||
return (fragTintColor.xyz*light_diffuseColor*light_intensity*diffuse);
|
||||
}
|
||||
|
||||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
||||
{
|
||||
float specular = 0;
|
||||
float specular = 0.0;
|
||||
|
||||
// Calculate specular reflection only if the surface is oriented to the light source
|
||||
if(dot(N, L) > 0)
|
||||
if (dot(N, L) > 0)
|
||||
{
|
||||
// Calculate half vector
|
||||
vec3 H = normalize(L + V);
|
||||
@ -54,7 +54,7 @@ vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
|
||||
specular = pow(dot(N, H), 3 + mat_glossiness);
|
||||
}
|
||||
|
||||
return mat_specularColor * light_specularColor * light_specIntensity * specular;
|
||||
return (mat_specularColor*light_specularColor*light_specIntensity*specular);
|
||||
}
|
||||
|
||||
void main()
|
||||
|
@ -7,7 +7,6 @@ in vec3 vertexNormal;
|
||||
|
||||
// Projection and model data
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
|
||||
// Attributes to fragment shader
|
||||
@ -21,8 +20,8 @@ void main()
|
||||
|
||||
// Calculate view vector normal from model
|
||||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
|
||||
fragNormal = normalize(normalMatrix * vertexNormal);
|
||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
@ -9,13 +9,13 @@ uniform vec4 fragTintColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const float renderWidth = 800; // HARDCODED for example!
|
||||
const float renderHeight = 480; // Use uniforms instead...
|
||||
const float renderWidth = 800.0; // HARDCODED for example!
|
||||
const float renderHeight = 480.0; // Use uniforms instead...
|
||||
|
||||
float radius = 250.0;
|
||||
float angle = 0.8;
|
||||
|
||||
uniform vec2 center = vec2(200, 200);
|
||||
uniform vec2 center = vec2(200.0, 200.0);
|
||||
|
||||
void main (void)
|
||||
{
|
||||
|
@ -30,13 +30,13 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Shader shader = LoadShader("resources/shaders/base.vs",
|
||||
"resources/shaders/swirl.fs"); // Load postpro shader
|
||||
@ -45,7 +45,7 @@ int main()
|
||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
int swirlCenterLoc = GetShaderLocation(shader, "center");
|
||||
|
||||
float swirlCenter[2] = { screenWidth/2, screenHeight/2 };
|
||||
float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
|
||||
|
||||
SetPostproShader(shader); // Set fullscreen postprocessing shader
|
||||
|
||||
@ -83,7 +83,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -30,7 +30,7 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
@ -40,7 +40,7 @@ int main()
|
||||
SetModelShader(&dwarf, shader); // Set shader effect to 3d model
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
@ -68,7 +68,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -30,13 +30,13 @@ int main()
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }};
|
||||
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
|
||||
|
||||
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
|
||||
SetModelTexture(&dwarf, texture); // Bind texture to model
|
||||
|
||||
Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
Shader shader = LoadShader("resources/shaders/base.vs",
|
||||
"resources/shaders/bloom.fs"); // Load postpro shader
|
||||
@ -69,7 +69,7 @@ int main()
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10.0, 1.0); // Draw a grid
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
|
@ -19,6 +19,8 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -19,6 +19,8 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib color palette");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -19,6 +19,8 @@ int main()
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -35,9 +35,7 @@ int main()
|
||||
char raylib[8] = " \0"; // raylib text array, max 8 letters
|
||||
|
||||
int state = 0; // Tracking animation states (State Machine)
|
||||
|
||||
float alpha = 1.0; // Useful for fading
|
||||
|
||||
float alpha = 1.0f; // Useful for fading
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -38,8 +38,7 @@ int main()
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2,
|
||||
screenHeight/2 - texture.height/2, WHITE);
|
||||
DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
|
||||
|
||||
DrawText("this IS a texture!", 360, 370, 10, GRAY);
|
||||
|
||||
|
@ -41,12 +41,12 @@ int main()
|
||||
mouseTail[i].position = (Vector2){ 0, 0 };
|
||||
mouseTail[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
|
||||
mouseTail[i].alpha = 1.0f;
|
||||
mouseTail[i].size = (float)GetRandomValue(1, 30)/20;
|
||||
mouseTail[i].size = (float)GetRandomValue(1, 30)/20.0f;
|
||||
mouseTail[i].rotation = GetRandomValue(0, 360);
|
||||
mouseTail[i].active = false;
|
||||
}
|
||||
|
||||
float gravity = 3;
|
||||
float gravity = 3.0f;
|
||||
|
||||
Texture2D smoke = LoadTexture("resources/smoke.png");
|
||||
|
||||
@ -85,7 +85,7 @@ int main()
|
||||
|
||||
if (mouseTail[i].alpha <= 0.0f) mouseTail[i].active = false;
|
||||
|
||||
mouseTail[i].rotation += 5;
|
||||
mouseTail[i].rotation += 5.0f;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user