REVIEWED: Camera redesign PR
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@ -30,13 +30,12 @@ int main(void)
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 2.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 60.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.swingCounter = 1; // Enable view bobbing
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camera.position = (Vector3){ 0.0f, 2.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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int cameraMode = CAMERA_FIRST_PERSON;
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// Generates some random columns
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@ -51,36 +50,46 @@ int main(void)
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colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
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}
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Switch camera mode
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if (IsKeyPressed(KEY_ONE)) {
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if (IsKeyPressed(KEY_ONE))
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{
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cameraMode = CAMERA_FREE;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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if (IsKeyPressed(KEY_TWO)) {
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if (IsKeyPressed(KEY_TWO))
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{
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cameraMode = CAMERA_FIRST_PERSON;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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if (IsKeyPressed(KEY_THREE)) {
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if (IsKeyPressed(KEY_THREE))
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{
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cameraMode = CAMERA_THIRD_PERSON;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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if (IsKeyPressed(KEY_FOUR)) {
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if (IsKeyPressed(KEY_FOUR))
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{
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cameraMode = CAMERA_ORBITAL;
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Reset roll
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}
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// Switch camera projection
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if (IsKeyPressed(KEY_P)) {
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if (camera.projection == CAMERA_PERSPECTIVE) {
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if (IsKeyPressed(KEY_P))
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{
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if (camera.projection == CAMERA_PERSPECTIVE)
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{
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// Create isometric view
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cameraMode = CAMERA_THIRD_PERSON;
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// Note: The target distance is related to the render distance in the orthographic projection
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@ -31,10 +31,12 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -31,16 +31,13 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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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 = { 0 }; // Picking line ray
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RayCollision collision = { 0 };
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EnableCursor(); // Disable camera controls
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RayCollision collision = { 0 }; // Ray collision hit info
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -50,7 +47,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
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if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Toggle camera controls
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
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@ -95,12 +95,12 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
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camera.fovy = 60.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera type
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camera.swingCounter = 1; // Enable view bobbing
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -27,16 +27,17 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 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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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Vector2 cubeScreenPosition = { 0.0f, 0.0f };
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -67,7 +68,9 @@ int main(void)
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EndMode3D();
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DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)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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DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
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DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -21,8 +21,6 @@
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#include "raylib.h"
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#include <stdlib.h>
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@ -102,15 +100,11 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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UnloadTexture(texture); // Unload texture
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UnloadModelAnimations(anims, animsCount); // Unload model animations data
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UnloadModel(model); // Unload model
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// Unload model animations data
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for (unsigned int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
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RL_FREE(anims);
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -28,15 +28,15 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of billboard
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f };
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
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// Entire billboard texture, source is used to take a segment from a larger texture.
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Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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@ -55,11 +55,13 @@ int main(void)
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float distanceRotating;
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float rotation = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -26,7 +26,12 @@ int main(void)
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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 = { { 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
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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)
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@ -36,18 +41,19 @@ int main(void)
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -28,7 +28,13 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
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// Define the camera to look into our 3d world
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Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.2f, 0.4f, 0.2f }; // Camera position
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camera.target = (Vector3){ 0.185f, 0.4f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
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@ -37,7 +43,7 @@ int main(void)
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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// Get map image data to be used for collision detection
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Color *mapPixels = LoadImageColors(imMap);
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@ -45,7 +51,8 @@ int main(void)
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
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// Define our custom camera to look into our 3d world
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Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 18.0f, 21.0f, 18.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
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Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
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Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
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Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -59,7 +59,8 @@ int main(void)
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bool selected = false; // Selected object flag
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load gltf model
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Model model = LoadModel("resources/models/gltf/robot.glb");
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@ -51,11 +51,13 @@ int main(void)
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -33,11 +33,12 @@ int main(void)
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
|
||||
camera.position = (Vector3){ 1.5f, 1.5f, 1.5f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.4f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
char modelFileName[128] = "resources/models/m3d/CesiumMan.m3d";
|
||||
@ -53,12 +54,13 @@ int main(void)
|
||||
int animFrameCounter = 0, animId = 0;
|
||||
ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -43,7 +43,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load MagicaVoxel files
|
||||
Model models[MAX_VOX_FILES] = { 0 };
|
||||
@ -69,7 +69,8 @@ int main(void)
|
||||
|
||||
int currentModel = 0;
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -68,7 +68,8 @@ int main(void)
|
||||
|
||||
int currentModel = 0;
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -36,7 +36,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Ray ray = { 0 }; // Picking ray
|
||||
|
||||
@ -64,7 +64,6 @@ int main(void)
|
||||
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
||||
float sr = 4.0f;
|
||||
|
||||
EnableCursor(); // Disable camera controls
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Main game loop
|
||||
|
@ -43,11 +43,11 @@ int main(void)
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
float rotationSpeed = 0.2f; // General system rotation speed
|
||||
|
||||
@ -56,7 +56,8 @@ int main(void)
|
||||
float moonRotation = 0.0f; // Rotation of moon around itself
|
||||
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -38,7 +38,12 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 1.0f, 1.0f, 1.0f }; // Camera position
|
||||
camera.target = (Vector3){ 4.0f, 1.0f, 4.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load skybox model
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
@ -87,12 +92,13 @@ int main(void)
|
||||
UnloadImage(img);
|
||||
}
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -31,11 +31,11 @@ int main()
|
||||
|
||||
// Initialize the camera
|
||||
Camera3D camera = { 0 };
|
||||
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 70.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 70.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Specify the amount of blocks in each direction
|
||||
const int numBlocks = 15;
|
||||
|
@ -50,7 +50,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load plane model from a generated mesh
|
||||
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
|
||||
@ -80,12 +80,12 @@ int main(void)
|
||||
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
||||
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -42,11 +42,11 @@ int main(void)
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
|
||||
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
|
||||
@ -67,7 +67,6 @@ int main(void)
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -45,11 +45,12 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = {
|
||||
(Vector3){ 2.0f, 2.0f, 6.0f }, // position
|
||||
(Vector3){ 0.0f, 0.5f, 0.0f }, // target
|
||||
(Vector3){ 0.0f, 1.0f, 0.0f }, // up
|
||||
45.0f, CAMERA_PERSPECTIVE }; // fov, type
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load models and texture
|
||||
Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
|
||||
@ -84,12 +85,12 @@ int main(void)
|
||||
// Using just 1 point lights
|
||||
CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -44,11 +44,11 @@ int main(void)
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ -125.0f, 125.0f, -125.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Define mesh to be instanced
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
@ -94,12 +94,12 @@ int main(void)
|
||||
Material matDefault = LoadMaterialDefault();
|
||||
matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -42,11 +42,11 @@ int main(void)
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
|
||||
camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 1.0f, -1.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
|
||||
@ -60,12 +60,12 @@ int main(void)
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -75,13 +75,18 @@ int main(void)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 2.0f, 3.0f, 2.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
// Load all postpro shaders
|
||||
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
|
||||
@ -107,12 +112,12 @@ int main(void)
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -40,6 +40,7 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 65.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Load raymarching shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
@ -56,12 +57,12 @@ int main(void)
|
||||
|
||||
float runTime = 0.0f;
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -39,15 +39,15 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib - simple shader mask");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple shader mask");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
// Define our three models to show the shader on
|
||||
Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
|
||||
@ -83,14 +83,14 @@ int main(void)
|
||||
model2.materials[0].shader = shader;
|
||||
|
||||
int framesCounter = 0;
|
||||
Vector3 rotation = { 0 }; // Model rotation angles
|
||||
Vector3 rotation = { 0 }; // Model rotation angles
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -116,9 +116,9 @@ int main(void)
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
|
||||
DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
|
||||
DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
|
||||
DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE);
|
||||
DrawModelEx(model2, (Vector3){ -0.5f, 0.0f, 0.0f }, (Vector3){ 1.0f, 1.0f, 0.0f }, 50, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
|
||||
DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 1, WHITE);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
@ -29,10 +29,8 @@
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stddef.h>
|
||||
#include <stdint.h>
|
||||
#include "raymath.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
@ -44,26 +42,26 @@
|
||||
#define MAX_STARS 400
|
||||
|
||||
// Spot data
|
||||
typedef struct {
|
||||
Vector2 pos;
|
||||
Vector2 vel;
|
||||
typedef struct Spot {
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
float inner;
|
||||
float radius;
|
||||
|
||||
// Shader locations
|
||||
unsigned int posLoc;
|
||||
unsigned int positionLoc;
|
||||
unsigned int innerLoc;
|
||||
unsigned int radiusLoc;
|
||||
} Spot;
|
||||
|
||||
// Stars in the star field have a position and velocity
|
||||
typedef struct Star {
|
||||
Vector2 pos;
|
||||
Vector2 vel;
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
} Star;
|
||||
|
||||
void UpdateStar(Star *s);
|
||||
void ResetStar(Star *s);
|
||||
static void UpdateStar(Star *s);
|
||||
static void ResetStar(Star *s);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
@ -75,7 +73,7 @@ int main(void)
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight");
|
||||
HideCursor();
|
||||
|
||||
Texture texRay = LoadTexture("resources/raysan.png");
|
||||
@ -108,7 +106,7 @@ int main(void)
|
||||
innerName[6] = '0' + i;
|
||||
radiusName[6] = '0' + i;
|
||||
|
||||
spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
|
||||
spots[i].positionLoc = GetShaderLocation(shdrSpot, posName);
|
||||
spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
|
||||
spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
|
||||
|
||||
@ -124,20 +122,20 @@ int main(void)
|
||||
// and initialize the shader locations
|
||||
for (int i = 0; i < MAX_SPOTS; i++)
|
||||
{
|
||||
spots[i].pos.x = (float)GetRandomValue(64, screenWidth - 64);
|
||||
spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64);
|
||||
spots[i].vel = (Vector2){ 0, 0 };
|
||||
spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
|
||||
spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
|
||||
spots[i].speed = (Vector2){ 0, 0 };
|
||||
|
||||
while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
|
||||
while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
|
||||
{
|
||||
spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
|
||||
spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
|
||||
spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
|
||||
spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
|
||||
}
|
||||
|
||||
spots[i].inner = 28.0f * (i + 1);
|
||||
spots[i].radius = 48.0f * (i + 1);
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
|
||||
}
|
||||
@ -161,21 +159,21 @@ int main(void)
|
||||
if (i == 0)
|
||||
{
|
||||
Vector2 mp = GetMousePosition();
|
||||
spots[i].pos.x = mp.x;
|
||||
spots[i].pos.y = screenHeight - mp.y;
|
||||
spots[i].position.x = mp.x;
|
||||
spots[i].position.y = screenHeight - mp.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
spots[i].pos.x += spots[i].vel.x;
|
||||
spots[i].pos.y += spots[i].vel.y;
|
||||
spots[i].position.x += spots[i].speed.x;
|
||||
spots[i].position.y += spots[i].speed.y;
|
||||
|
||||
if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
|
||||
if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;
|
||||
if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
|
||||
if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
|
||||
if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
|
||||
if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
|
||||
if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
|
||||
if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
|
||||
}
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
// Draw
|
||||
@ -188,7 +186,7 @@ int main(void)
|
||||
for (int n = 0; n < MAX_STARS; n++)
|
||||
{
|
||||
// Single pixel is just too small these days!
|
||||
DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
|
||||
DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
@ -213,7 +211,6 @@ int main(void)
|
||||
DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
|
||||
DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
@ -230,26 +227,26 @@ int main(void)
|
||||
}
|
||||
|
||||
|
||||
void ResetStar(Star *s)
|
||||
static void ResetStar(Star *s)
|
||||
{
|
||||
s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
s->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
|
||||
do
|
||||
{
|
||||
s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
s->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
s->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
|
||||
} while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
|
||||
} while (!(fabs(s->speed.x) + (fabs(s->speed.y) > 1)));
|
||||
|
||||
s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
|
||||
s->position = Vector2Add(s->position, Vector2Multiply(s->speed, (Vector2){ 8.0f, 8.0f }));
|
||||
}
|
||||
|
||||
void UpdateStar(Star *s)
|
||||
static void UpdateStar(Star *s)
|
||||
{
|
||||
s->pos = Vector2Add(s->pos, s->vel);
|
||||
s->position = Vector2Add(s->position, s->speed);
|
||||
|
||||
if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
|
||||
(s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
|
||||
if ((s->position.x < 0) || (s->position.x > GetScreenWidth()) ||
|
||||
(s->position.y < 0) || (s->position.y > GetScreenHeight()))
|
||||
{
|
||||
ResetStar(s);
|
||||
}
|
||||
|
@ -96,16 +96,13 @@ int main(void)
|
||||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
||||
|
||||
int camera_mode = CAMERA_ORBITAL;
|
||||
|
||||
Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
// Use the default font
|
||||
Font font = GetFontDefault();
|
||||
float fontSize = 8.0f;
|
||||
@ -135,6 +132,10 @@ int main(void)
|
||||
|
||||
// Array filled with multiple random colors (when multicolor mode is set)
|
||||
Color multi[TEXT_MAX_LAYERS] = {0};
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
@ -265,6 +265,8 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "audio_stream_effects", "exa
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "textures_textured_curve", "examples\textures_textured_curve.vcxproj", "{769FF0C1-4424-4FA3-BC44-D7A7DA312A06}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_m3d", "examples\models_loading_m3d.vcxproj", "{6D9E00D8-2893-45E4-9363-3F7F61D416BD}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
Debug.DLL|x64 = Debug.DLL|x64
|
||||
@ -2225,6 +2227,22 @@ Global
|
||||
{769FF0C1-4424-4FA3-BC44-D7A7DA312A06}.Release|x64.Build.0 = Release|x64
|
||||
{769FF0C1-4424-4FA3-BC44-D7A7DA312A06}.Release|x86.ActiveCfg = Release|Win32
|
||||
{769FF0C1-4424-4FA3-BC44-D7A7DA312A06}.Release|x86.Build.0 = Release|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug|x64.Build.0 = Debug|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Debug|x86.Build.0 = Debug|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release|x64.ActiveCfg = Release|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release|x64.Build.0 = Release|x64
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release|x86.ActiveCfg = Release|Win32
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD}.Release|x86.Build.0 = Release|Win32
|
||||
EndGlobalSection
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
@ -2359,6 +2377,7 @@ Global
|
||||
{1DE84812-E143-4C4B-A61D-9267AAD55401} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{4A87569C-4BD3-4113-B4B9-573D65B3D3F8} = {CC132A4D-D081-4C26-BFB9-AB11984054F8}
|
||||
{769FF0C1-4424-4FA3-BC44-D7A7DA312A06} = {DA049009-21FF-4AC0-84E4-830DD1BCD0CE}
|
||||
{6D9E00D8-2893-45E4-9363-3F7F61D416BD} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
EndGlobalSection
|
||||
GlobalSection(ExtensibilityGlobals) = postSolution
|
||||
SolutionGuid = {E926C768-6307-4423-A1EC-57E95B1FAB29}
|
||||
|
@ -1156,7 +1156,7 @@ RLAPI float GetGesturePinchAngle(void); // Get gesture pinch ang
|
||||
//------------------------------------------------------------------------------------
|
||||
// Camera System Functions (Module: rcamera)
|
||||
//------------------------------------------------------------------------------------
|
||||
RLAPI void UpdateCamera(Camera3D *camera, int mode); // Update camera position for selected mode
|
||||
RLAPI void UpdateCamera(Camera *camera, int mode); // Update camera position for selected mode
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Basic Shapes Drawing Functions (Module: shapes)
|
||||
|
106
src/rcamera.h
106
src/rcamera.h
@ -1,6 +1,6 @@
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* rcamera - Basic camera system for multiple camera modes
|
||||
* rcamera - Basic camera system with support for multiple camera modes
|
||||
*
|
||||
* CONFIGURATION:
|
||||
*
|
||||
@ -15,13 +15,13 @@
|
||||
*
|
||||
* CONTRIBUTORS:
|
||||
* Ramon Santamaria: Supervision, review, update and maintenance
|
||||
* Christoph Wagner: Redesign (2022)
|
||||
* Christoph Wagner: Complete redesign, using raymath (2022)
|
||||
* Marc Palau: Initial implementation (2014)
|
||||
*
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2022-2023 Christoph Wagner (@Crydsch) & Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
@ -43,9 +43,6 @@
|
||||
#ifndef RCAMERA_H
|
||||
#define RCAMERA_H
|
||||
|
||||
// The only dependency // TODO review standalone mode
|
||||
#include "raymath.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -86,6 +83,8 @@
|
||||
int projection; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
|
||||
} Camera3D;
|
||||
|
||||
typedef Camera3D Camera; // Camera type fallback, defaults to Camera3D
|
||||
|
||||
// Camera system modes
|
||||
typedef enum {
|
||||
CAMERA_CUSTOM = 0,
|
||||
@ -115,19 +114,21 @@
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
Vector3 GetCameraForward(Camera3D* camera);
|
||||
Vector3 GetCameraUp(Camera3D* camera);
|
||||
Vector3 GetCameraRight(Camera3D* camera);
|
||||
void CameraMoveForward(Camera3D* camera, float distance, bool moveInWorldPlane);
|
||||
void CameraMoveUp(Camera3D* camera, float distance);
|
||||
void CameraMoveRight(Camera3D* camera, float distance, bool moveInWorldPlane);
|
||||
void CameraZoom(Camera3D* camera, float delta);
|
||||
void CameraYaw(Camera3D* camera, float angle, bool rotateAroundTarget);
|
||||
void CameraPitch(Camera3D* camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
|
||||
void CameraRoll(Camera3D* camera, float angle);
|
||||
void CameraViewBobbing(Camera3D* camera);
|
||||
Matrix GetCameraViewMatrix(Camera3D* camera);
|
||||
Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
|
||||
Vector3 GetCameraForward(Camera *camera);
|
||||
Vector3 GetCameraUp(Camera *camera);
|
||||
Vector3 GetCameraRight(Camera *camera);
|
||||
|
||||
void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane);
|
||||
void CameraMoveUp(Camera *camera, float distance);
|
||||
void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane);
|
||||
void CameraMoveToTarget(Camera *camera, float delta);
|
||||
|
||||
void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget);
|
||||
void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp);
|
||||
void CameraRoll(Camera *camera, float angle);
|
||||
|
||||
Matrix GetCameraViewMatrix(Camera *camera);
|
||||
Matrix GetCameraProjectionMatrix(Camera* camera, float aspect);
|
||||
|
||||
#if defined(__cplusplus)
|
||||
}
|
||||
@ -144,10 +145,12 @@ Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
|
||||
|
||||
#if defined(CAMERA_IMPLEMENTATION)
|
||||
|
||||
|
||||
#include "raymath.h" // Required for some vector maths
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
#define CAMERA_MOVE_SPEED 0.09f
|
||||
#define CAMERA_ROTATION_SPEED 0.03f
|
||||
|
||||
@ -185,20 +188,20 @@ Matrix GetCameraProjectionMatrix(Camera3D* camera, float aspect);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Returns the cameras forward vector (normalized)
|
||||
Vector3 GetCameraForward(Camera3D *camera)
|
||||
Vector3 GetCameraForward(Camera *camera)
|
||||
{
|
||||
return Vector3Normalize(Vector3Subtract(camera->target, camera->position));
|
||||
}
|
||||
|
||||
// Returns the cameras up vector (normalized)
|
||||
// Note: The up vector might not be perpendicular to the forward vector
|
||||
Vector3 GetCameraUp(Camera3D *camera)
|
||||
Vector3 GetCameraUp(Camera *camera)
|
||||
{
|
||||
return Vector3Normalize(camera->up);
|
||||
}
|
||||
|
||||
// Returns the cameras right vector (normalized)
|
||||
Vector3 GetCameraRight(Camera3D *camera)
|
||||
Vector3 GetCameraRight(Camera *camera)
|
||||
{
|
||||
Vector3 forward = GetCameraForward(camera);
|
||||
Vector3 up = GetCameraUp(camera);
|
||||
@ -206,7 +209,7 @@ Vector3 GetCameraRight(Camera3D *camera)
|
||||
}
|
||||
|
||||
// Moves the camera in its forward direction
|
||||
void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
|
||||
void CameraMoveForward(Camera *camera, float distance, bool moveInWorldPlane)
|
||||
{
|
||||
Vector3 forward = GetCameraForward(camera);
|
||||
|
||||
@ -226,7 +229,7 @@ void CameraMoveForward(Camera3D *camera, float distance, bool moveInWorldPlane)
|
||||
}
|
||||
|
||||
// Moves the camera in its up direction
|
||||
void CameraMoveUp(Camera3D *camera, float distance)
|
||||
void CameraMoveUp(Camera *camera, float distance)
|
||||
{
|
||||
Vector3 up = GetCameraUp(camera);
|
||||
|
||||
@ -239,7 +242,7 @@ void CameraMoveUp(Camera3D *camera, float distance)
|
||||
}
|
||||
|
||||
// Moves the camera target in its current right direction
|
||||
void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
|
||||
void CameraMoveRight(Camera *camera, float distance, bool moveInWorldPlane)
|
||||
{
|
||||
Vector3 right = GetCameraRight(camera);
|
||||
|
||||
@ -259,7 +262,7 @@ void CameraMoveRight(Camera3D *camera, float distance, bool moveInWorldPlane)
|
||||
}
|
||||
|
||||
// Moves the camera position closer/farther to/from the camera target
|
||||
void CameraZoom(Camera3D *camera, float delta)
|
||||
void CameraMoveToTarget(Camera *camera, float delta)
|
||||
{
|
||||
float distance = Vector3Distance(camera->position, camera->target);
|
||||
|
||||
@ -278,7 +281,7 @@ void CameraZoom(Camera3D *camera, float delta)
|
||||
// Yaw is "looking left and right"
|
||||
// If rotateAroundTarget is false, the camera rotates around its position
|
||||
// Note: angle must be provided in radians
|
||||
void CameraYaw(Camera3D *camera, float angle, bool rotateAroundTarget)
|
||||
void CameraYaw(Camera *camera, float angle, bool rotateAroundTarget)
|
||||
{
|
||||
// Rotation axis
|
||||
Vector3 up = GetCameraUp(camera);
|
||||
@ -307,7 +310,7 @@ void CameraYaw(Camera3D *camera, float angle, bool rotateAroundTarget)
|
||||
// If rotateAroundTarget is false, the camera rotates around its position
|
||||
// rotateUp rotates the up direction as well (typically only usefull in CAMERA_FREE)
|
||||
// Note: angle must be provided in radians
|
||||
void CameraPitch(Camera3D *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
|
||||
void CameraPitch(Camera *camera, float angle, bool lockView, bool rotateAroundTarget, bool rotateUp)
|
||||
{
|
||||
// Up direction
|
||||
Vector3 up = GetCameraUp(camera);
|
||||
@ -359,7 +362,7 @@ void CameraPitch(Camera3D *camera, float angle, bool lockView, bool rotateAround
|
||||
// Rotates the camera around its forward vector
|
||||
// Roll is "turning your head sideways to the left or right"
|
||||
// Note: angle must be provided in radians
|
||||
void CameraRoll(Camera3D *camera, float angle)
|
||||
void CameraRoll(Camera *camera, float angle)
|
||||
{
|
||||
// Rotation axis
|
||||
Vector3 forward = GetCameraForward(camera);
|
||||
@ -368,30 +371,14 @@ void CameraRoll(Camera3D *camera, float angle)
|
||||
camera->up = Vector3RotateByAxisAngle(camera->up, forward, angle);
|
||||
}
|
||||
|
||||
// Moves camera slightly to simulate a walking motion
|
||||
// Note: Only active if camera->swingCounter > 0
|
||||
void CameraViewBobbing(Camera3D *camera)
|
||||
{
|
||||
if (camera->swingCounter > 0)
|
||||
{
|
||||
// NOTE: We delay the target movement relative to the position movement to create a little pitch with each step.
|
||||
camera->position.y = camera->position.y - 0.25f * sinf((camera->swingCounter + 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
camera->target.y = camera->target.y - 0.25f * sinf((camera->swingCounter - 1) / CAMERA_FIRST_PERSON_STEP_TRIGONOMETRIC_DIVIDER) / CAMERA_FIRST_PERSON_STEP_DIVIDER;
|
||||
|
||||
// Update counter for next frame
|
||||
camera->swingCounter %= 2147483647 /* INT_MAX */; // Counter must be positive
|
||||
camera->swingCounter++;
|
||||
}
|
||||
}
|
||||
|
||||
// Returns the camera view matrix
|
||||
Matrix GetCameraViewMatrix(Camera3D *camera)
|
||||
Matrix GetCameraViewMatrix(Camera *camera)
|
||||
{
|
||||
return MatrixLookAt(camera->position, camera->target, camera->up);
|
||||
}
|
||||
|
||||
// Returns the camera projection matrix
|
||||
Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
|
||||
Matrix GetCameraProjectionMatrix(Camera *camera, float aspect)
|
||||
{
|
||||
if (camera->projection == CAMERA_PERSPECTIVE)
|
||||
{
|
||||
@ -407,11 +394,10 @@ Matrix GetCameraProjectionMatrix(Camera3D *camera, float aspect)
|
||||
return MatrixIdentity();
|
||||
}
|
||||
|
||||
|
||||
#ifndef CAMERA_STANDALONE
|
||||
// Update camera position for selected mode
|
||||
// Camera mode: CAMERA_FREE, CAMERA_FIRST_PERSON, CAMERA_THIRD_PERSON, CAMERA_ORBITAL or CUSTOM
|
||||
void UpdateCamera(Camera3D *camera, int mode)
|
||||
void UpdateCamera(Camera *camera, int mode)
|
||||
{
|
||||
Vector2 mousePositionDelta = GetMouseDelta();
|
||||
|
||||
@ -422,11 +408,11 @@ void UpdateCamera(Camera3D *camera, int mode)
|
||||
|
||||
// Camera movement
|
||||
if (IsKeyDown(KEY_W)) CameraMoveForward(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (IsKeyDown(KEY_S)) CameraMoveForward(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (IsKeyDown(KEY_D)) CameraMoveRight(camera, CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (IsKeyDown(KEY_A)) CameraMoveRight(camera, -CAMERA_MOVE_SPEED, moveInWorldPlane);
|
||||
if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
|
||||
if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
|
||||
//if (IsKeyDown(KEY_SPACE)) CameraMoveUp(camera, CAMERA_MOVE_SPEED);
|
||||
//if (IsKeyDown(KEY_LEFT_CONTROL)) CameraMoveUp(camera, -CAMERA_MOVE_SPEED);
|
||||
|
||||
// Camera rotation
|
||||
if (IsKeyDown(KEY_DOWN)) CameraPitch(camera, -CAMERA_ROTATION_SPEED, lockView, rotateAroundTarget, rotateUp);
|
||||
@ -436,17 +422,13 @@ void UpdateCamera(Camera3D *camera, int mode)
|
||||
if (IsKeyDown(KEY_Q)) CameraRoll(camera, -CAMERA_ROTATION_SPEED);
|
||||
if (IsKeyDown(KEY_E)) CameraRoll(camera, CAMERA_ROTATION_SPEED);
|
||||
|
||||
CameraYaw(camera, mousePositionDelta.x * -CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||||
CameraPitch(camera, mousePositionDelta.y * -CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||||
CameraYaw(camera, -mousePositionDelta.x*CAMERA_MOUSE_MOVE_SENSITIVITY, rotateAroundTarget);
|
||||
CameraPitch(camera, -mousePositionDelta.y*CAMERA_MOUSE_MOVE_SENSITIVITY, lockView, rotateAroundTarget, rotateUp);
|
||||
|
||||
// Zoom target distance
|
||||
CameraZoom(camera, -GetMouseWheelMove());
|
||||
if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraZoom(camera, 2.0f);
|
||||
if (IsKeyPressed(KEY_KP_ADD)) CameraZoom(camera, -2.0f);
|
||||
|
||||
|
||||
// Apply view bobbing when moving around (per default only active in CAMERA_FIRST_PERSON)
|
||||
if (mode == CAMERA_FIRST_PERSON && (IsKeyDown(KEY_W) || IsKeyDown(KEY_A) || IsKeyDown(KEY_S) || IsKeyDown(KEY_D))) CameraViewBobbing(camera);
|
||||
CameraMoveToTarget(camera, -GetMouseWheelMove());
|
||||
if (IsKeyPressed(KEY_KP_SUBTRACT)) CameraMoveToTarget(camera, 2.0f);
|
||||
if (IsKeyPressed(KEY_KP_ADD)) CameraMoveToTarget(camera, -2.0f);
|
||||
}
|
||||
#endif // !CAMERA_STANDALONE
|
||||
|
||||
|
13
src/rcore.c
13
src/rcore.c
@ -925,6 +925,8 @@ void InitWindow(int width, int height, const char *title)
|
||||
|
||||
CORE.Input.Mouse.currentPosition.x = (float)CORE.Window.screen.width/2.0f;
|
||||
CORE.Input.Mouse.currentPosition.y = (float)CORE.Window.screen.height/2.0f;
|
||||
|
||||
SetMousePosition((int)CORE.Input.Mouse.currentPosition.x, (int)CORE.Input.Mouse.currentPosition.x);
|
||||
|
||||
#if defined(SUPPORT_EVENTS_AUTOMATION)
|
||||
events = (AutomationEvent *)malloc(MAX_CODE_AUTOMATION_EVENTS*sizeof(AutomationEvent));
|
||||
@ -2024,6 +2026,13 @@ void DisableCursor(void)
|
||||
{
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
glfwSetInputMode(CORE.Window.handle, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
|
||||
|
||||
// Set cursor position in the middle of screen and update delta accordingly
|
||||
SetMousePosition(CORE.Window.screen.width/2, CORE.Window.screen.height/2);
|
||||
CORE.Input.Mouse.currentPosition.x = CORE.Window.screen.width/2;
|
||||
CORE.Input.Mouse.currentPosition.y = CORE.Window.screen.width/2;
|
||||
CORE.Input.Mouse.previousPosition.x = CORE.Input.Mouse.currentPosition.x;
|
||||
CORE.Input.Mouse.previousPosition.y = CORE.Input.Mouse.currentPosition.y;
|
||||
#endif
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_request_pointerlock("#canvas", 1);
|
||||
@ -2189,7 +2198,7 @@ void EndMode2D(void)
|
||||
}
|
||||
|
||||
// Initializes 3D mode with custom camera (3D)
|
||||
void BeginMode3D(Camera3D camera)
|
||||
void BeginMode3D(Camera camera)
|
||||
{
|
||||
rlDrawRenderBatchActive(); // Update and draw internal render batch
|
||||
|
||||
@ -3788,7 +3797,7 @@ Vector2 GetMousePosition(void)
|
||||
// Get mouse delta between frames
|
||||
Vector2 GetMouseDelta(void)
|
||||
{
|
||||
Vector2 delta = {0};
|
||||
Vector2 delta = { 0 };
|
||||
|
||||
delta.x = CORE.Input.Mouse.currentPosition.x - CORE.Input.Mouse.previousPosition.x;
|
||||
delta.y = CORE.Input.Mouse.currentPosition.y - CORE.Input.Mouse.previousPosition.y;
|
||||
|
Loading…
Reference in New Issue
Block a user