Reviewed examples
This commit is contained in:
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6 changed files with 166 additions and 156 deletions
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@ -10,7 +10,7 @@
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*
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* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -32,15 +32,23 @@ 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 mode type
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Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
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Model model = LoadModelFromMesh(mesh);
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// Load a cylinder model for testing
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Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
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// Some required variables
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// Generic quaternion for operations
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Quaternion q1 = { 0 };
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Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
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Vector3 v1 = { 0 }, v2 = { 0 };
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// Transform matrices required to draw 4 cylinders
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Matrix m1 = { 0 };
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Matrix m2 = { 0 };
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Matrix m3 = { 0 };
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Matrix m4 = { 0 };
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// Generic vectors for rotations
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Vector3 v1 = { 0 };
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Vector3 v2 = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -50,6 +58,10 @@ int main(void)
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{
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// Update
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//--------------------------------------------------------------------------------------
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if (v2.x < 0) v2.x += PI*2;
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if (v2.y < 0) v2.y += PI*2;
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if (v2.z < 0) v2.z += PI*2;
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if (!IsKeyDown(KEY_SPACE))
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{
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v1.x += 0.01f;
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@ -68,7 +80,7 @@ int main(void)
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q1 = QuaternionFromMatrix(m1);
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m3 = QuaternionToMatrix(q1);
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v2 = QuaternionToEuler(q1);
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v2 = QuaternionToEuler(q1); // Angles returned in radians
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m4 = MatrixRotateZYX(v2);
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//--------------------------------------------------------------------------------------
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@ -83,10 +95,13 @@ int main(void)
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model.transform = m1;
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DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
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model.transform = m2;
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DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
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model.transform = m3;
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DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
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model.transform = m4;
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DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
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@ -94,23 +109,13 @@ int main(void)
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EndMode3D();
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if (v2.x < 0) v2.x += PI*2;
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if (v2.y < 0) v2.y += PI*2;
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if (v2.z < 0) v2.z += PI*2;
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DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
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DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
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DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
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Color cx,cy,cz;
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cx = cy = cz = BLACK;
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if (v1.x == v2.x) cx = GREEN;
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if (v1.y == v2.y) cy = GREEN;
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if (v1.z == v2.z) cz = GREEN;
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DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
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DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
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DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
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DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
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DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
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DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
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DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
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DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
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DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -20,10 +20,12 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
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int framesCounter = 0; // Variable used to count frames
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// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
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int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
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int framesCounter = 0; // Variable used to count frames
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -1,118 +1,117 @@
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/*******************************************************************************************
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*
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* raylib [core] example - smooth pixel-perfect camera
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*
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* This example has been created using raylib 3.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
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* reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h> // Required for: sinf(), cosf()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int virtualScreenWidth = 160;
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const int virtualScreenHeight = 90;
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const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
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Camera2D worldSpaceCamera = { 0 }; // Game world camera
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worldSpaceCamera.zoom = 1.0f;
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Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
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screenSpaceCamera.zoom = 1.0f;
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RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
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Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
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Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
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Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
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// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
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Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
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Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
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Vector2 origin = { 0.0f, 0.0f };
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float rotation = 0.0f;
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float cameraX = 0.0f;
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float cameraY = 0.0f;
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SetTargetFPS(60);
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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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{
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// Update
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//----------------------------------------------------------------------------------
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rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
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// Make the camera move to demonstrate the effect
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cameraX = (sinf(GetTime())*50.0f) - 10.0f;
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cameraY = cosf(GetTime())*30.0f;
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// Set the camera's target to the values computed above
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screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
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// Round worldSpace coordinates, keep decimals into screenSpace coordinates
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worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
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screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
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screenSpaceCamera.target.x *= virtualRatio;
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worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
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screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
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screenSpaceCamera.target.y *= virtualRatio;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target);
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ClearBackground(RAYWHITE);
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BeginMode2D(worldSpaceCamera);
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DrawRectanglePro(rec01, origin, rotation, BLACK);
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DrawRectanglePro(rec02, origin, -rotation, RED);
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DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
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EndMode2D();
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RED);
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BeginMode2D(screenSpaceCamera);
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DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
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EndMode2D();
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DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
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DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
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DrawFPS(GetScreenWidth() - 95, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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/*******************************************************************************************
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*
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* raylib [core] example - smooth pixel-perfect camera
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*
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* This example has been created using raylib 3.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
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* reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h> // Required for: sinf(), cosf()
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int virtualScreenWidth = 160;
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const int virtualScreenHeight = 90;
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const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
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InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
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Camera2D worldSpaceCamera = { 0 }; // Game world camera
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worldSpaceCamera.zoom = 1.0f;
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Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
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screenSpaceCamera.zoom = 1.0f;
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RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
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Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
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Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
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Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
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// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
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Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
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Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
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Vector2 origin = { 0.0f, 0.0f };
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float rotation = 0.0f;
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float cameraX = 0.0f;
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float cameraY = 0.0f;
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SetTargetFPS(60);
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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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{
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// Update
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//----------------------------------------------------------------------------------
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rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
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// Make the camera move to demonstrate the effect
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cameraX = (sinf(GetTime())*50.0f) - 10.0f;
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cameraY = cosf(GetTime())*30.0f;
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// Set the camera's target to the values computed above
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screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
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// Round worldSpace coordinates, keep decimals into screenSpace coordinates
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worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
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screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
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screenSpaceCamera.target.x *= virtualRatio;
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worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
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screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
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screenSpaceCamera.target.y *= virtualRatio;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target);
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ClearBackground(RAYWHITE);
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BeginMode2D(worldSpaceCamera);
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DrawRectanglePro(rec01, origin, rotation, BLACK);
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DrawRectanglePro(rec02, origin, -rotation, RED);
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DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
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EndMode2D();
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EndTextureMode();
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BeginDrawing();
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ClearBackground(RED);
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BeginMode2D(screenSpaceCamera);
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DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
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EndMode2D();
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DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
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DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
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DrawFPS(GetScreenWidth() - 95, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(target); // Unload render texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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@ -122,7 +122,7 @@ int main(void)
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BeginMode3D(cameraPlayer1);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
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DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
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EndTextureMode();
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// Draw Player2 view to the render texture
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BeginMode3D(cameraPlayer2);
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DrawScene();
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EndMode3D();
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DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
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DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
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EndTextureMode();
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// Draw both views render textures to the screen side by side
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#include "raylib.h"
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#include "raymath.h"
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#define MAX_POINTS 11 // 10 points and back to the start
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#define MAX_POINTS 11 // 10 points and back to the start
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int main(void)
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{
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
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// Define texture coordinates to map our texture to poly
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Vector2 texcoords[MAX_POINTS] = {
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(Vector2){ 0.75f, 0.0f },
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(Vector2){ 0.25f, 0.0f },
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(Vector2){ 0.75f, 0.0f} // Close the poly
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};
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// Define the base poly vertices from the UV's
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// NOTE: They can be specified in any other way
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Vector2 points[MAX_POINTS] = { 0 };
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// Create the poly coords from the UV's
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// you don't have to do this you can specify
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// them however you want
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for (int i = 0; i < MAX_POINTS; i++)
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{
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points[i].x = (texcoords[i].x - 0.5f)*256.0f;
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points[i].y = (texcoords[i].y - 0.5f)*256.0f;
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}
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// Define the vertices drawing position
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// NOTE: Initially same as points but updated every frame
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Vector2 positions[MAX_POINTS] = { 0 };
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
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// Load texture to be mapped to poly
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Texture texture = LoadTexture("resources/cat.png");
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float angle = 0.0f;
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float angle = 0.0f; // Rotation angle (in degrees)
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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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// Update points rotation with an angle transform
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// NOTE: Base points position are not modified
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angle++;
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Vector2 positions[MAX_POINTS] = { 0 };
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
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//----------------------------------------------------------------------------------
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Before Width: | Height: | Size: 190 KiB After Width: | Height: | Size: 190 KiB |
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