WIP rcamera redesign vector (#2563)
* core functionality CAMERA_FREE * fix example * add remaining camera modes * add view bobbing * view bobbing * catch curser in SetCameraMode * adjust examples * fix compilation on linux * fix example text_draw_3d * actually fix text_draw_3d * Updated camera API * Improve Vector3RotateByAxisAngle() function * remove camera.mode dependency from low-level functions * remove camera.mode from struct * fixes after rebase * adjust examples for new UpdateCamera function * adjust example models_loading_m3d --------- Co-authored-by: Ray <raysan5@gmail.com>
This commit is contained in:
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30 changed files with 996 additions and 477 deletions
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@ -12,6 +12,7 @@
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********************************************************************************************/
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#include "raylib.h"
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#include "rcamera.h"
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#define MAX_COLUMNS 20
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@ -29,11 +30,14 @@ 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){ 4.0f, 2.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
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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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int cameraMode = CAMERA_FIRST_PERSON;
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// Generates some random columns
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float heights[MAX_COLUMNS] = { 0 };
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@ -47,8 +51,7 @@ 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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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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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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//--------------------------------------------------------------------------------------
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@ -57,7 +60,51 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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// Switch camera mode
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if (IsKeyPressed(KEY_ONE)) {
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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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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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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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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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// 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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camera.position = (Vector3){ 0.0f, 2.0f, -100.0f };
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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.projection = CAMERA_ORTHOGRAPHIC;
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camera.fovy = 20.0f; // near plane width in CAMERA_ORTHOGRAPHIC
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CameraYaw(&camera, -135 * DEG2RAD, true);
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CameraPitch(&camera, -45 * DEG2RAD, true, true, false);
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}
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else if (camera.projection == CAMERA_ORTHOGRAPHIC)
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{
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// Reset to default view
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cameraMode = CAMERA_THIRD_PERSON;
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camera.position = (Vector3){ 0.0f, 2.0f, 10.0f };
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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.projection = CAMERA_PERSPECTIVE;
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camera.fovy = 60.0f;
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}
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}
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UpdateCamera(&camera, cameraMode); // Update camera
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//----------------------------------------------------------------------------------
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// Draw
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@ -80,14 +127,39 @@ int main(void)
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DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, MAROON);
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}
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// Draw player cube
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if (cameraMode == CAMERA_THIRD_PERSON)
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{
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DrawCube(camera.target, 0.5f, 0.5f, 0.5f, PURPLE);
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DrawCubeWires(camera.target, 0.5f, 0.5f, 0.5f, DARKPURPLE);
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}
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EndMode3D();
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DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 220, 70, BLUE);
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// Draw info boxes
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DrawRectangle(5, 5, 330, 100, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(5, 5, 330, 100, BLUE);
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DrawText("First person camera default controls:", 20, 20, 10, BLACK);
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DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
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DrawText("Camera controls:", 15, 15, 10, BLACK);
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DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
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DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
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DrawText("- Camera mode keys: 1, 2, 3, 4", 15, 60, 10, BLACK);
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DrawText("- Zoom keys: num-plus, num-minus or mouse scroll", 15, 75, 10, BLACK);
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DrawText("- Camera projection key: P", 15, 90, 10, BLACK);
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DrawRectangle(600, 5, 195, 100, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(600, 5, 195, 100, BLUE);
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DrawText("Camera status:", 610, 15, 10, BLACK);
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DrawText(TextFormat("- Mode: %s", (cameraMode == CAMERA_FREE) ? "FREE" :
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(cameraMode == CAMERA_FIRST_PERSON) ? "FIRST_PERSON" :
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(cameraMode == CAMERA_THIRD_PERSON) ? "THIRD_PERSON" :
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(cameraMode == CAMERA_ORBITAL) ? "ORBITAL" : "CUSTOM"), 610, 30, 10, BLACK);
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DrawText(TextFormat("- Projection: %s", (camera.projection == CAMERA_PERSPECTIVE) ? "PERSPECTIVE" :
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(camera.projection == CAMERA_ORTHOGRAPHIC) ? "ORTHOGRAPHIC" : "CUSTOM"), 610, 45, 10, BLACK);
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DrawText(TextFormat("- Position: (%06.3f, %06.3f, %06.3f)", camera.position.x, camera.position.y, camera.position.z), 610, 60, 10, BLACK);
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DrawText(TextFormat("- Target: (%06.3f, %06.3f, %06.3f)", camera.target.x, camera.target.y, camera.target.z), 610, 75, 10, BLACK);
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DrawText(TextFormat("- Up: (%06.3f, %06.3f, %06.3f)", camera.up.x, camera.up.y, camera.up.z), 610, 90, 10, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -35,8 +35,6 @@ int main(void)
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_FREE);
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if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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//----------------------------------------------------------------------------------
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RayCollision collision = { 0 };
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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EnableCursor(); // Disable camera controls
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
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// Toggle camera controls
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if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
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{
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if (IsCursorHidden()) EnableCursor();
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else DisableCursor();
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}
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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EndMode3D();
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DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
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DrawText("Try clicking on the box with your mouse!", 240, 10, 20, DARKGRAY);
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if (collision.hit) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, (int)(screenHeight * 0.1f), 30, GREEN);
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DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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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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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set first person camera mode
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DisableCursor(); // Catch cursor
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SetTargetFPS(90); // Set our game to run at 90 frames-per-second
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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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//----------------------------------------------------------------------------------
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// Draw
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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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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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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// Calculate cube screen space position (with a little offset to be in top)
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cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
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@ -54,8 +54,7 @@ int main(void)
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ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
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int animFrameCounter = 0;
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Play animation when spacebar is held down
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if (IsKeyDown(KEY_SPACE))
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// Here we choose to rotate around the image center
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// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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Vector2 rotateOrigin = { 0.0f };
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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// Distance is needed for the correct billboard draw order
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// Larger distance (further away from the camera) should be drawn prior to smaller distance.
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float distanceStatic;
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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rotation += 0.4f;
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distanceStatic = Vector3Distance(camera.position, billPositionStatic);
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distanceRotating = Vector3Distance(camera.position, billPositionRotating);
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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//----------------------------------------------------------------------------------
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// Draw
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode
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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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//--------------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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Vector3 oldCamPos = camera.position; // Store old camera position
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Check player collision (we simplify to 2D collision detection)
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Vector2 playerPos = { camera.position.x, camera.position.z };
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_ORBITAL);
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//----------------------------------------------------------------------------------
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// Draw
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// NOTE: bounds are calculated from the original size of the model,
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// if model is scaled on drawing, bounds must be also scaled
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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bool selected = false; // Selected object flag
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Load new models/textures on drag&drop
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if (IsFileDropped())
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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// Select current animation
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if (IsKeyPressed(KEY_UP)) animIndex = (animIndex + 1)%animsCount;
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else if (IsKeyPressed(KEY_DOWN)) animIndex = (animIndex + animsCount - 1)%animsCount;
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ModelAnimation anim = modelAnimations[animIndex];
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animCurrentFrame = (animCurrentFrame + 1)%anim.frameCount;
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UpdateModelAnimation(model, anim, animCurrentFrame);
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// Update camera
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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int animFrameCounter = 0, animId = 0;
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ModelAnimation *anims = LoadModelAnimations(modelFileName, &animsCount); // Load skeletal animation data
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SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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if (animsCount)
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{
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@ -69,8 +69,7 @@ int main(void)
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int currentModel = 0;
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SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
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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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//--------------------------------------------------------------------------------------
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{
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// Update
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||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
|
||||
|
|
|
@ -68,8 +68,7 @@ int main(void)
|
|||
|
||||
int currentModel = 0;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -78,7 +77,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
|
|
|
@ -64,8 +64,7 @@ int main(void)
|
|||
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
||||
float sr = 4.0f;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
|
||||
|
||||
EnableCursor(); // Disable camera controls
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Main game loop
|
||||
|
@ -73,7 +72,14 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
|
||||
|
||||
// Toggle camera controls
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
if (IsCursorHidden()) EnableCursor();
|
||||
else DisableCursor();
|
||||
}
|
||||
|
||||
// Display information about closest hit
|
||||
RayCollision collision = { 0 };
|
||||
|
@ -219,7 +225,7 @@ int main(void)
|
|||
DrawText(TextFormat("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
|
||||
}
|
||||
|
||||
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
|
||||
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, GRAY);
|
||||
|
||||
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
|
|
|
@ -49,8 +49,6 @@ int main(void)
|
|||
camera.fovy = 45.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE);
|
||||
|
||||
float rotationSpeed = 0.2f; // General system rotation speed
|
||||
|
||||
float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
|
||||
|
@ -58,6 +56,7 @@ 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
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -66,7 +65,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
earthRotation += (5.0f*rotationSpeed);
|
||||
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
|
||||
|
|
|
@ -87,8 +87,7 @@ int main(void)
|
|||
UnloadImage(img);
|
||||
}
|
||||
|
||||
SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -97,7 +96,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
// Load new cubemap texture on drag&drop
|
||||
if (IsFileDropped())
|
||||
|
|
|
@ -80,8 +80,7 @@ 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);
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -90,7 +89,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
|
|
|
@ -67,9 +67,7 @@ int main(void)
|
|||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -78,7 +76,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
|
||||
|
|
|
@ -84,8 +84,7 @@ int main(void)
|
|||
// Using just 1 point lights
|
||||
CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -94,7 +93,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
if (IsKeyDown(KEY_UP))
|
||||
{
|
||||
|
|
|
@ -94,9 +94,7 @@ int main(void)
|
|||
Material matDefault = LoadMaterialDefault();
|
||||
matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
|
||||
|
||||
// Set an orbital camera mode
|
||||
SetCameraMode(camera, CAMERA_ORBITAL);
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -105,7 +103,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
// Update the light shader with the camera view position
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
|
|
|
@ -60,8 +60,7 @@ int main(void)
|
|||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set an orbital camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -70,7 +69,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
|
@ -107,9 +107,7 @@ int main(void)
|
|||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -118,7 +116,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
|
||||
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
|
||||
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
|
||||
|
|
|
@ -41,8 +41,6 @@ int main(void)
|
|||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 65.0f; // Camera field-of-view Y
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set camera mode
|
||||
|
||||
// Load raymarching shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
|
||||
|
@ -58,6 +56,7 @@ int main(void)
|
|||
|
||||
float runTime = 0.0f;
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -66,7 +65,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
|
||||
|
|
|
@ -85,6 +85,7 @@ int main(void)
|
|||
int framesCounter = 0;
|
||||
Vector3 rotation = { 0 }; // Model rotation angles
|
||||
|
||||
DisableCursor(); // Catch cursor
|
||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
@ -93,7 +94,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||
|
||||
framesCounter++;
|
||||
rotation.x += 0.01f;
|
||||
|
|
|
@ -98,11 +98,12 @@ int main(void)
|
|||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL);
|
||||
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
|
||||
|
@ -141,7 +142,7 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera, camera_mode);
|
||||
|
||||
// Handle font files dropped
|
||||
if (IsFileDropped())
|
||||
|
@ -181,12 +182,12 @@ int main(void)
|
|||
if (spin)
|
||||
{
|
||||
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
|
||||
SetCameraMode(camera, CAMERA_ORBITAL);
|
||||
camera_mode = CAMERA_ORBITAL;
|
||||
}
|
||||
else
|
||||
{
|
||||
camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
|
||||
SetCameraMode(camera, CAMERA_FREE);
|
||||
camera_mode = CAMERA_FREE;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue