Working on camera system...
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753b549aa5
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5 changed files with 98 additions and 146 deletions
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@ -23,7 +23,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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Camera camera = {{ 4.0f, 2.0f, 4.0f }, { 0.0f, 1.8f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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// Generates some random columns
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float heights[MAX_COLUMNS];
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@ -22,7 +22,7 @@ int main()
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// Define the camera to look into our 3d world
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Camera camera;
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // Camera position
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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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@ -40,6 +40,8 @@ int main()
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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//----------------------------------------------------------------------------------
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// Draw
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@ -37,25 +37,22 @@ int main()
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"); // Load model shader
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dwarf.material.shader = shader; // Set shader effect to 3d model
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dwarf.material.texDiffuse = texture; // Bind texture to model
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dwarf.material.shader = shader; // Set shader effect to 3d model
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dwarf.material.texDiffuse = texture; // Bind texture to model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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// Setup orbital camera
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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UpdateCamera(&camera); // Update internal camera and our camera
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UpdateCamera(&camera); // Update internal camera and our camera
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//----------------------------------------------------------------------------------
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// Draw
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