mirror of https://github.com/raysan5/raylib
Renamed some functions
- Renamed Begin3dMode() --> BeginMode3D() - Renamed Begin2dMode() --> BeginMode2D() - Renamed End3dMode() --> EndMode3D() - Renamed End2dMode() --> EndMode2D()
This commit is contained in:
parent
6324697ffd
commit
6045062a05
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@ -97,7 +97,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin2dMode(camera);
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BeginMode2D(camera);
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
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@ -108,7 +108,7 @@ int main()
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DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN);
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DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN);
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End2dMode();
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EndMode2D();
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DrawText("SCREEN AREA", 640, 10, 20, RED);
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@ -61,7 +61,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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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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@ -75,7 +75,7 @@ int main()
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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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EndMode3D();
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DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 220, 70, BLUE);
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@ -50,14 +50,14 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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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, 1.0f);
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End3dMode();
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EndMode3D();
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DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 320, 133, BLUE);
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@ -46,14 +46,14 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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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, 1.0f);
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End3dMode();
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EndMode3D();
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DrawText("Welcome to the third dimension!", 10, 40, 20, DARKGRAY);
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@ -63,7 +63,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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if (collision)
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{
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@ -81,7 +81,7 @@ int main()
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DrawRay(ray, MAROON);
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DrawGrid(10, 1.0f);
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End3dMode();
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EndMode3D();
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DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
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@ -57,14 +57,14 @@ int main()
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BeginVrDrawing();
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Begin3dMode(camera);
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BeginMode3D(camera);
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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(40, 1.0f);
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End3dMode();
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EndMode3D();
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EndVrDrawing();
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@ -54,14 +54,14 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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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, 1.0f);
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End3dMode();
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EndMode3D();
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DrawText("Enemy: 100 / 100", cubeScreenPosition.x - MeasureText("Enemy: 100 / 100", 20) / 2, cubeScreenPosition.y, 20, BLACK);
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DrawText("Text is always on top of the cube", (screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2, 25, 20, GRAY);
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@ -51,13 +51,13 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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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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EndMode3D();
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DrawFPS(10, 10);
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@ -87,7 +87,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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// Draw enemy-box
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DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
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@ -102,7 +102,7 @@ int main()
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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EndMode3D();
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DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
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@ -56,11 +56,11 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, WHITE);
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End3dMode();
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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@ -45,7 +45,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
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DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
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@ -63,7 +63,7 @@ int main()
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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EndMode3D();
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DrawFPS(10, 10);
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@ -53,13 +53,13 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, RED);
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DrawGrid(20, 1.0f);
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End3dMode();
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EndMode3D();
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DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
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DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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@ -73,13 +73,13 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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End3dMode();
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EndMode3D();
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DrawFPS(10, 10);
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@ -72,13 +72,13 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(models[currentModel], position, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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End3dMode();
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EndMode3D();
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DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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@ -120,7 +120,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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// Draw the tower
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DrawModel(tower, towerPos, 1.0, WHITE);
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@ -151,7 +151,7 @@ int main()
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DrawGrid(100, 1.0f);
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End3dMode();
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EndMode3D();
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// Draw some debug GUI text
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DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
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@ -50,7 +50,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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@ -58,7 +58,7 @@ int main()
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DrawGizmo(position); // Draw gizmo
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End3dMode();
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EndMode3D();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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@ -57,7 +57,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
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DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
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@ -75,7 +75,7 @@ int main()
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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EndMode3D();
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DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
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@ -60,13 +60,13 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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DrawGrid(10, 1.0f);
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End3dMode();
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EndMode3D();
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DrawFPS(10, 10);
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@ -137,12 +137,12 @@ int main()
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EndTextureMode();
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// Draw 3D model (recomended to draw 3D always before 2D)
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 10.0f);
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End3dMode();
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EndMode3D();
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// Draw 2D GUI stuff
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DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
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if (vrDeviceReady) BeginOculusDrawing();
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else BeginVrDrawing();
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Begin3dMode(camera);
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BeginMode3D(camera);
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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(40, 1.0f);
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End3dMode();
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EndMode3D();
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if (vrDeviceReady) EndOculusDrawing();
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else EndVrDrawing();
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@ -159,7 +159,7 @@ int main()
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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EndMode3D();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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@ -85,13 +85,13 @@ int main()
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BeginTextureMode(target); // Enable drawing to texture
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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EndMode3D();
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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EndMode3D();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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BeginTextureMode(target); // Enable drawing to texture
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Begin3dMode(camera);
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BeginMode3D(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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EndMode3D();
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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12
src/core.c
12
src/core.c
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#include <stdlib.h> // Required for: malloc(), free(), rand(), atexit()
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#include <stdint.h> // Required for: typedef unsigned long long int uint64_t, used by hi-res timer
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#include <time.h> // Required for: time() - Android/RPI hi-res timer (NOTE: Linux only!)
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#include <math.h> // Required for: tan() [Used in Begin3dMode() to set perspective]
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#include <math.h> // Required for: tan() [Used in BeginMode3D() to set perspective]
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#include <string.h> // Required for: strrchr(), strcmp()
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//#include <errno.h> // Macros for reporting and retrieving error conditions through error codes
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#include <ctype.h> // Required for: tolower() [Used in IsFileExtension()]
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}
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// Initialize 2D mode with custom camera (2D)
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void Begin2dMode(Camera2D camera)
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void BeginMode2D(Camera2D camera)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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}
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// Ends 2D mode with custom camera
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void End2dMode(void)
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void EndMode2D(void)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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}
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// Initializes 3D mode with custom camera (3D)
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void Begin3dMode(Camera camera)
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void BeginMode3D(Camera3D camera)
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{
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rlglDraw(); // Draw Buffers (Only OpenGL 3+ and ES2)
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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void End3dMode(void)
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void EndMode3D(void)
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{
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rlglDraw(); // Process internal buffers (update + draw)
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@ -2912,7 +2912,7 @@ static void WindowSizeCallback(GLFWwindow *window, int width, int height)
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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rlClearScreenBuffers(); // Clear screen buffers (color and depth)
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// Window size must be updated to be used on 3D mode to get new aspect ratio (Begin3dMode())
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// Window size must be updated to be used on 3D mode to get new aspect ratio (BeginMode3D())
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// NOTE: Be careful! GLFW3 will choose the closest fullscreen resolution supported by current monitor,
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// for example, if reescaling back to 800x450 (desired), it could set 720x480 (closest fullscreen supported)
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screenWidth = width;
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10
src/raylib.h
10
src/raylib.h
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
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* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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@ -728,10 +728,10 @@ RLAPI void DisableCursor(void); // Disables cu
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RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
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RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
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RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
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RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
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RLAPI void End2dMode(void); // Ends 2D mode with custom camera
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RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
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RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
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RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
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RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
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RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
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RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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RLAPI void EndTextureMode(void); // Ends drawing to render texture
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@ -1947,7 +1947,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
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if (material.shader.locs[LOC_MATRIX_PROJECTION] != -1) SetShaderValueMatrix(material.shader, material.shader.locs[LOC_MATRIX_PROJECTION], projection);
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// At this point the modelview matrix just contains the view matrix (camera)
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// That's because Begin3dMode() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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// That's because BeginMode3D() sets it an no model-drawing function modifies it, all use rlPushMatrix() and rlPopMatrix()
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Matrix matView = modelview; // View matrix (camera)
|
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Matrix matProjection = projection; // Projection matrix (perspective)
|
||||
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||||
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Loading…
Reference in New Issue