Reviewed examples

This commit is contained in:
raysan5 2021-10-17 19:10:09 +02:00
parent d47d7c0001
commit c20df9aa47
6 changed files with 166 additions and 156 deletions

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@ -10,7 +10,7 @@
*
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
* Copyright (c) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -32,15 +32,23 @@ int main(void)
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
Model model = LoadModelFromMesh(mesh);
// Load a cylinder model for testing
Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
// Some required variables
// Generic quaternion for operations
Quaternion q1 = { 0 };
Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
Vector3 v1 = { 0 }, v2 = { 0 };
// Transform matrices required to draw 4 cylinders
Matrix m1 = { 0 };
Matrix m2 = { 0 };
Matrix m3 = { 0 };
Matrix m4 = { 0 };
// Generic vectors for rotations
Vector3 v1 = { 0 };
Vector3 v2 = { 0 };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -50,6 +58,10 @@ int main(void)
{
// Update
//--------------------------------------------------------------------------------------
if (v2.x < 0) v2.x += PI*2;
if (v2.y < 0) v2.y += PI*2;
if (v2.z < 0) v2.z += PI*2;
if (!IsKeyDown(KEY_SPACE))
{
v1.x += 0.01f;
@ -68,7 +80,7 @@ int main(void)
q1 = QuaternionFromMatrix(m1);
m3 = QuaternionToMatrix(q1);
v2 = QuaternionToEuler(q1);
v2 = QuaternionToEuler(q1); // Angles returned in radians
m4 = MatrixRotateZYX(v2);
//--------------------------------------------------------------------------------------
@ -83,10 +95,13 @@ int main(void)
model.transform = m1;
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
model.transform = m2;
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
model.transform = m3;
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
model.transform = m4;
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
@ -94,23 +109,13 @@ int main(void)
EndMode3D();
if (v2.x < 0) v2.x += PI*2;
if (v2.y < 0) v2.y += PI*2;
if (v2.z < 0) v2.z += PI*2;
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
Color cx,cy,cz;
cx = cy = cz = BLACK;
if (v1.x == v2.x) cx = GREEN;
if (v1.y == v2.y) cy = GREEN;
if (v1.z == v2.z) cz = GREEN;
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -20,10 +20,12 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
int framesCounter = 0; // Variable used to count frames
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
int framesCounter = 0; // Variable used to count frames
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------

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@ -78,7 +78,6 @@ int main(void)
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
screenSpaceCamera.target.y *= virtualRatio;
//----------------------------------------------------------------------------------
// Draw

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@ -122,7 +122,7 @@ int main(void)
BeginMode3D(cameraPlayer1);
DrawScene();
EndMode3D();
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
EndTextureMode();
// Draw Player2 view to the render texture
@ -131,7 +131,7 @@ int main(void)
BeginMode3D(cameraPlayer2);
DrawScene();
EndMode3D();
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
EndTextureMode();
// Draw both views render textures to the screen side by side

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@ -15,7 +15,7 @@
#include "raylib.h"
#include "raymath.h"
#define MAX_POINTS 11 // 10 points and back to the start
#define MAX_POINTS 11 // 10 points and back to the start
int main(void)
{
@ -24,6 +24,9 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
// Define texture coordinates to map our texture to poly
Vector2 texcoords[MAX_POINTS] = {
(Vector2){ 0.75f, 0.0f },
(Vector2){ 0.25f, 0.0f },
@ -38,22 +41,24 @@ int main(void)
(Vector2){ 0.75f, 0.0f} // Close the poly
};
// Define the base poly vertices from the UV's
// NOTE: They can be specified in any other way
Vector2 points[MAX_POINTS] = { 0 };
// Create the poly coords from the UV's
// you don't have to do this you can specify
// them however you want
for (int i = 0; i < MAX_POINTS; i++)
{
points[i].x = (texcoords[i].x - 0.5f)*256.0f;
points[i].y = (texcoords[i].y - 0.5f)*256.0f;
}
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
// Define the vertices drawing position
// NOTE: Initially same as points but updated every frame
Vector2 positions[MAX_POINTS] = { 0 };
for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
// Load texture to be mapped to poly
Texture texture = LoadTexture("resources/cat.png");
float angle = 0.0f;
float angle = 0.0f; // Rotation angle (in degrees)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -63,10 +68,9 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Update points rotation with an angle transform
// NOTE: Base points position are not modified
angle++;
Vector2 positions[MAX_POINTS] = { 0 };
for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
//----------------------------------------------------------------------------------

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