Merge pull request #86 from sDos280/master

adding example and making examples look neater
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Richard Smith 2022-09-23 19:47:21 +01:00 committed by GitHub
commit d4278968b5
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4 changed files with 133 additions and 83 deletions

View file

@ -30,7 +30,6 @@
import raylib as rl
from raylib.colors import *
from dataclasses import dataclass
from enum import Enum
@ -43,12 +42,13 @@ from rlmath import *
# lighting system
from light_system import *
#// Initialization
#//--------------------------------------------------------------------------------------
screenWidth = 1200;
screenHeight = 720;
# Initialization
# --------------------------------------------------------------------------------------
screenWidth = 1200
screenHeight = 720
rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT| rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
rl.SetConfigFlags(
rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE); # Enable Multi Sampling Anti Aliasing 4x (if available)
rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting")
camera = rl.ffi.new('struct Camera3D *', [
@ -59,101 +59,98 @@ camera = rl.ffi.new('struct Camera3D *', [
rl.CAMERA_PERSPECTIVE
])
#// Load models
# Load models
modelA = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1.0, 16, 32))
modelB = rl.LoadModelFromMesh(rl.GenMeshCube(1.0, 1.0, 1.0))
modelC = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32))
#// Load models texture
# Load models texture
texture = rl.LoadTexture(b"resources/texel_checker.png")
#// Assign texture to default model material
# Assign texture to default model material
modelA.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
modelB.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
modelC.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
angle = 6.282;
angle = 6.282
#// Using 4 point lights, white, red, green and blue
# Using 4 point lights, white, red, green and blue
lights0 = Light(LIGHT_POINT, [ 4, 2, 4 ], Vector3Zero(), WHITE)
lights1 = Light(LIGHT_POINT, [4, 2, 4 ], Vector3Zero(), RED)
lights2 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), GREEN)
lights3 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), BLUE)
lights0 = Light(LIGHT_POINT, [4, 2, 4], Vector3Zero(), WHITE)
lights1 = Light(LIGHT_POINT, [4, 2, 4], Vector3Zero(), RED)
lights2 = Light(LIGHT_POINT, [0, 4, 2], Vector3Zero(), GREEN)
lights3 = Light(LIGHT_POINT, [0, 4, 2], Vector3Zero(), BLUE)
lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], lights0, lights1, lights2, lights3)
lightSystem = LightSystem([0.2, 0.2, 0.2, 1.0], lights0, lights1, lights2, lights3)
fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity')
fogDensity = 0.0
#// All models use the same shader - which lights them
# All models use the same shader - which lights them
modelA.materials[0].shader = lightSystem.shader
modelB.materials[0].shader = lightSystem.shader
modelC.materials[0].shader = lightSystem.shader
rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL) # Set an orbital camera mode
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
#//--------------------------------------------------------------------------------------
rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second
# --------------------------------------------------------------------------------------
#// Main game loop
while not rl.WindowShouldClose(): #// Detect window close button or ESC key
#// Update
#//----------------------------------------------------------------------------------
# Main game loop
while not rl.WindowShouldClose(): # Detect window close button or ESC key
# Update
# ----------------------------------------------------------------------------------
if rl.IsKeyPressed(rl.KEY_W): lights0.enabled = not lights0.enabled
if rl.IsKeyPressed(rl.KEY_R): lights1.enabled = not lights1.enabled
if rl.IsKeyPressed(rl.KEY_G): lights2.enabled = not lights2.enabled
if rl.IsKeyPressed(rl.KEY_B): lights3.enabled = not lights3.enabled
rl.UpdateCamera(camera) #// Update camera
rl.UpdateCamera(camera) # Update camera
#// Make the lights do differing orbits
# Make the lights do differing orbits
angle -= 0.02
lights0.position.x = math.cos(angle)*4.0
lights0.position.z = math.sin(angle)*4.0
lights1.position.x = math.cos(-angle*0.6)*4.0
lights1.position.z = math.sin(-angle*0.6)*4.0
lights2.position.y = math.cos(angle*0.2)*4.0
lights2.position.z = math.sin(angle*0.2)*4.0
lights3.position.y = math.cos(-angle*0.35)*4.0
lights3.position.z = math.sin(-angle*0.35)*4.0
lights0.position.x = math.cos(angle) * 4.0
lights0.position.z = math.sin(angle) * 4.0
lights1.position.x = math.cos(-angle * 0.6) * 4.0
lights1.position.z = math.sin(-angle * 0.6) * 4.0
lights2.position.y = math.cos(angle * 0.2) * 4.0
lights2.position.z = math.sin(angle * 0.2) * 4.0
lights3.position.y = math.cos(-angle * 0.35) * 4.0
lights3.position.z = math.sin(-angle * 0.35) * 4.0
#// Update the light shader with the camera view position
# Update the light shader with the camera view position
lightSystem.update(camera.position)
# ffi.cast('wchar_t', x)
# modelA.transform = ffi.cast('Matrix *', MatrixRotateY(angle*1.7))[0]
# modelA.transform = MatrixRotateY(angle*1.7)
#// Rotate the torus
# modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)[0])[0]
# modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)[0])[0]
# ffi.cast('wchar_t', x)
# modelA.transform = ffi.cast('Matrix *', MatrixRotateY(angle*1.7))[0]
# modelA.transform = MatrixRotateY(angle*1.7)
# Rotate the torus
# modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)[0])[0]
# modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)[0])[0]
modelA.transform = rl.ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)))[0]
modelA.transform = rl.ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)))[0]
if (rl.IsKeyPressed(rl.KEY_F)):
rl.ToggleFullscreen()
# ----------------------------------------------------------------------------------
#//----------------------------------------------------------------------------------
#// Draw
#//----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
rl.BeginDrawing()
rl.ClearBackground(RAYWHITE)
rl.BeginMode3D(camera[0])
#// Draw the three models
rl.DrawModel(modelA, [0,0,0], 1.0, WHITE)
rl.DrawModel(modelB, [-1.6,0,0], 1.0, WHITE)
rl.DrawModel(modelC, [ 1.6,0,0], 1.0, WHITE)
# Draw the three models
rl.DrawModel(modelA, [0, 0, 0], 1.0, WHITE)
rl.DrawModel(modelB, [-1.6, 0, 0], 1.0, WHITE)
rl.DrawModel(modelC, [1.6, 0, 0], 1.0, WHITE)
#// Draw markers to show where the lights are
# Draw markers to show where the lights are
lightSystem.draw()
rl.DrawGrid(10, 1.0)
rl.EndMode3D()
@ -163,17 +160,17 @@ while not rl.WindowShouldClose(): #// Detect window close button or E
rl.DrawText(b"Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY)
rl.EndDrawing()
#//----------------------------------------------------------------------------------
# ----------------------------------------------------------------------------------
#// De-Initialization
#//--------------------------------------------------------------------------------------
rl.UnloadModel(modelA) # // Unload the modelA
rl.UnloadModel(modelB) # // Unload the modelB
rl.UnloadModel(modelC) # // Unload the modelC
# De-Initialization
# --------------------------------------------------------------------------------------
rl.UnloadModel(modelA) # Unload the modelA
rl.UnloadModel(modelB) # Unload the modelB
rl.UnloadModel(modelC) # Unload the modelC
rl.UnloadTexture(texture) #// Unload the texture
rl.UnloadTexture(texture) # Unload the texture
rl.UnloadShader(lightSystem.shader)
rl.CloseWindow() #// Close window and OpenGL context
rl.CloseWindow() # Close window and OpenGL context

View file

@ -37,10 +37,10 @@ model.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
model2.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
model3.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture
light = Light(LIGHT_POINT, [ 0, 4, 0 ], Vector3Zero(), WHITE)
lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], light)
light = Light(LIGHT_POINT, [0, 4, 0], Vector3Zero(), WHITE)
lightSystem = LightSystem([0.2, 0.2, 0.2, 1.0], light)
fog_color = rl.ffi.new('float[]', [0.2,0.2,1.0,1.0])
fog_color = rl.ffi.new('float[]', [0.2, 0.2, 1.0, 1.0])
fogC = rl.GetShaderLocation(lightSystem.shader, b'fogColor')
rl.SetShaderValue(lightSystem.shader, fogC, fog_color, rl.SHADER_UNIFORM_VEC4);
@ -55,20 +55,19 @@ model2.materials[0].shader = lightSystem.shader
model3.materials[0].shader = lightSystem.shader
rl.SetTargetFPS(60)
a=0.0
a = 0.0
while not rl.WindowShouldClose():
a+=0.01
camera.position.x = math.sin(a)*6
camera.position.z = math.cos(a)*6
a += 0.01
camera.position.x = math.sin(a) * 6
camera.position.z = math.cos(a) * 6
rl.UpdateCamera(camera)
lightSystem.update(camera.position)
model.transform = rl.ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateX(-0.025)))[0]
model.transform = rl.ffi.cast("Matrix *",MatrixMultiply(model.transform, MatrixRotateZ(0.012)))[0]
model.transform = rl.ffi.cast("Matrix *", MatrixMultiply(model.transform, MatrixRotateX(-0.025)))[0]
model.transform = rl.ffi.cast("Matrix *", MatrixMultiply(model.transform, MatrixRotateZ(0.012)))[0]
if rl.IsKeyDown(rl.KEY_UP):
fogDensity = min(fogDensity + 0.001, 1)
@ -84,18 +83,16 @@ while not rl.WindowShouldClose():
if rl.IsKeyDown(rl.KEY_SPACE):
rl.ClearBackground(BLACK)
rl.BeginMode3D(camera[0])
rl.DrawModel(model, [0] * 3, 1, WHITE)
rl.DrawModel(model2, [-2.6, 0, 0], 1, WHITE)
rl.DrawModel(model3, [ 2.6, 0, 0], 1, WHITE)
rl.DrawModel(model3, [2.6, 0, 0], 1, WHITE)
for i in range(-20, 20, 2):
rl.DrawModel(model, [i, 0, 2], 1, WHITE)
#Raylib removed this function
#rl.DrawGizmo([1000, 1000, 1000])
# Raylib removed this function
# rl.DrawGizmo([1000, 1000, 1000])
rl.EndMode3D()
@ -110,4 +107,3 @@ rl.UnloadModel(model3)
rl.UnloadTexture(texture)
rl.UnloadShader(lightSystem.shader)
rl.CloseWindow()

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@ -0,0 +1,61 @@
"""
raylib [shapes] example - Lines Bezier
"""
from pyray import *
from raylib.colors import (
RAYWHITE,
GRAY,
RED
)
# ------------------------------------------------------------------------------------
# Program main entry point
# ------------------------------------------------------------------------------------
def main():
# Initialization
# ------------------------------------------------------------------------------------
screenWidth = 800
screenHeight = 450
set_config_flags(ConfigFlags.FLAG_MSAA_4X_HINT)
init_window(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines")
start = Vector2(0, 0)
end = Vector2(screenWidth, screenHeight)
set_target_fps(60) # Set our game to run at 60 frames-per-second
# -------------------------------------------------------------------------------------
# Main game loop
while not window_should_close(): # Detect window close button or ESC key
# Update
# ----------------------------------------------------------------------------------
if is_mouse_button_down(MouseButton.MOUSE_BUTTON_LEFT): start = get_mouse_position()
if is_mouse_button_down(MouseButton.MOUSE_BUTTON_RIGHT): end = get_mouse_position()
# ----------------------------------------------------------------------------------
# Draw
# ----------------------------------------------------------------------------------
begin_drawing()
clear_background(RAYWHITE)
draw_text("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY)
draw_line_bezier(start, end, 2.0, RED)
end_drawing()
# ----------------------------------------------------------------------------------
# De-Initialization
# ----------------------------------------------------------------------------------
close_window() # Close window and OpenGL context
# ----------------------------------------------------------------------------------
# execute the main function
if __name__ == '__main__':
main()

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@ -5,9 +5,7 @@ screenHeight = 450
InitWindow(screenWidth, screenHeight, b"raylib [textures] example - image loading")
image = LoadImage(b"resources/raylib_logo.jpg")
image = LoadImage(b"resources/raylib_logo.png")
texture = LoadTextureFromImage(image)
UnloadImage(image)
@ -24,8 +22,6 @@ while not WindowShouldClose():
EndDrawing()
UnloadTexture(texture)
UnloadTexture(texture)
CloseWindow()