Reviewed some examples to work on RPI
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@ -25,14 +25,14 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
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// Define the camera to look into our 3d world
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Camera camera;
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Camera camera = { 0 };
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camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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Ray ray; // Picking ray
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Ray ray = { 0 }; // Picking ray
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Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
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@ -62,7 +62,7 @@ int main()
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UpdateCamera(&camera); // Update camera
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// Display information about closest hit
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RayHitInfo nearestHit;
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RayHitInfo nearestHit = { 0 };
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char *hitObjectName = "None";
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nearestHit.distance = FLT_MAX;
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nearestHit.hit = false;
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@ -95,7 +95,7 @@ int main()
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}
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else hitTriangle = false;
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RayHitInfo meshHitInfo;
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RayHitInfo meshHitInfo = { 0 };
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// Check ray collision against bounding box first, before trying the full ray-mesh test
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if (CheckCollisionRayBox(ray, towerBBox))
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@ -113,7 +113,9 @@ int main()
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hitObjectName = "Mesh";
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}
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} hitMeshBBox = false;
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}
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hitMeshBBox = false;
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//----------------------------------------------------------------------------------
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// Draw
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@ -18,6 +18,12 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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@ -41,10 +47,11 @@ int main()
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Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
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model.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
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// Load postprocessing shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/swirl.fs", GLSL_VERSION));
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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@ -18,6 +18,12 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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@ -39,8 +45,10 @@ int main()
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Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"); // Load model shader
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// Load shader for model
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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model.material.shader = shader; // Set shader effect to 3d model
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model.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
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@ -18,6 +18,12 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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@ -29,9 +35,10 @@ int main()
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Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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