REVIEWED: Camera redesign PR
This commit is contained in:
parent
73989a4981
commit
ea590c44a9
34 changed files with 321 additions and 268 deletions
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@ -50,7 +50,7 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.5f, 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 projection type
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// Load plane model from a generated mesh
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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@ -80,12 +80,12 @@ int main(void)
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
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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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DisableCursor(); // Limit cursor to relative movement inside the window
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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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@ -42,11 +42,11 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
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camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 1.5f, 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 projection type
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Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
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@ -67,7 +67,6 @@ int main(void)
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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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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@ -45,11 +45,12 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
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// Define the camera to look into our 3d world
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Camera camera = {
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(Vector3){ 2.0f, 2.0f, 6.0f }, // position
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(Vector3){ 0.0f, 0.5f, 0.0f }, // target
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(Vector3){ 0.0f, 1.0f, 0.0f }, // up
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45.0f, CAMERA_PERSPECTIVE }; // fov, type
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 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 projection type
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// Load models and texture
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Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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@ -84,12 +85,12 @@ int main(void)
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// Using just 1 point lights
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CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
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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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DisableCursor(); // Limit cursor to relative movement inside the window
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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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@ -44,11 +44,11 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ -125.0f, 125.0f, -125.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; // 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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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Define mesh to be instanced
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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@ -94,12 +94,12 @@ int main(void)
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Material matDefault = LoadMaterialDefault();
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matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
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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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DisableCursor(); // Limit cursor to relative movement inside the window
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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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@ -42,11 +42,11 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 1.0f, -1.0f }; // 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 projection type
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Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
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@ -60,12 +60,12 @@ int main(void)
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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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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DisableCursor(); // Limit cursor to relative movement inside the window
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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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@ -75,13 +75,18 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
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// Define the camera to look into our 3d world
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Camera camera = { { 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 3.0f, 2.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 1.0f, 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 projection type
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Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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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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// Load all postpro shaders
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// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
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@ -107,12 +112,12 @@ int main(void)
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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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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DisableCursor(); // Limit cursor to relative movement inside the window
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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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@ -40,6 +40,7 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // 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 = 65.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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@ -56,12 +57,12 @@ int main(void)
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float runTime = 0.0f;
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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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DisableCursor(); // Limit cursor to relative movement inside the window
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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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@ -39,15 +39,15 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - simple shader mask");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple shader mask");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 1.0f, 2.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 0.0f, 1.0f, 2.0f }; // 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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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Define our three models to show the shader on
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Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
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@ -83,14 +83,14 @@ int main(void)
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model2.materials[0].shader = shader;
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int framesCounter = 0;
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Vector3 rotation = { 0 }; // Model rotation angles
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Vector3 rotation = { 0 }; // Model rotation angles
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set 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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@ -116,9 +116,9 @@ int main(void)
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BeginMode3D(camera);
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DrawModel(model1, (Vector3){0.5,0,0}, 1, WHITE);
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DrawModelEx(model2, (Vector3){-.5,0,0}, (Vector3){1,1,0}, 50, (Vector3){1,1,1}, WHITE);
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DrawModel(model3,(Vector3){0,0,-1.5}, 1, WHITE);
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DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE);
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DrawModelEx(model2, (Vector3){ -0.5f, 0.0f, 0.0f }, (Vector3){ 1.0f, 1.0f, 0.0f }, 50, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 1, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stddef.h>
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#include <stdint.h>
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#include "raymath.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define MAX_STARS 400
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// Spot data
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typedef struct {
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Vector2 pos;
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Vector2 vel;
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typedef struct Spot {
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Vector2 position;
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Vector2 speed;
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float inner;
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float radius;
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// Shader locations
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unsigned int posLoc;
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unsigned int positionLoc;
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unsigned int innerLoc;
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unsigned int radiusLoc;
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} Spot;
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// Stars in the star field have a position and velocity
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typedef struct Star {
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Vector2 pos;
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Vector2 vel;
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Vector2 position;
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Vector2 speed;
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} Star;
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void UpdateStar(Star *s);
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void ResetStar(Star *s);
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static void UpdateStar(Star *s);
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static void ResetStar(Star *s);
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//------------------------------------------------------------------------------------
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// Program main entry point
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shader spotlight");
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HideCursor();
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Texture texRay = LoadTexture("resources/raysan.png");
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innerName[6] = '0' + i;
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radiusName[6] = '0' + i;
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spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
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spots[i].positionLoc = GetShaderLocation(shdrSpot, posName);
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spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
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spots[i].radiusLoc = GetShaderLocation(shdrSpot, radiusName);
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// and initialize the shader locations
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for (int i = 0; i < MAX_SPOTS; i++)
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{
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spots[i].pos.x = (float)GetRandomValue(64, screenWidth - 64);
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spots[i].pos.y = (float)GetRandomValue(64, screenHeight - 64);
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spots[i].vel = (Vector2){ 0, 0 };
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spots[i].position.x = (float)GetRandomValue(64, screenWidth - 64);
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spots[i].position.y = (float)GetRandomValue(64, screenHeight - 64);
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spots[i].speed = (Vector2){ 0, 0 };
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while ((fabs(spots[i].vel.x) + fabs(spots[i].vel.y)) < 2)
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while ((fabs(spots[i].speed.x) + fabs(spots[i].speed.y)) < 2)
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{
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spots[i].vel.x = GetRandomValue(-400, 40) / 10.0f;
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spots[i].vel.y = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.x = GetRandomValue(-400, 40) / 10.0f;
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spots[i].speed.y = GetRandomValue(-400, 40) / 10.0f;
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}
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spots[i].inner = 28.0f * (i + 1);
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spots[i].radius = 48.0f * (i + 1);
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SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
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SetShaderValue(shdrSpot, spots[i].innerLoc, &spots[i].inner, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shdrSpot, spots[i].radiusLoc, &spots[i].radius, SHADER_UNIFORM_FLOAT);
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}
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if (i == 0)
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{
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Vector2 mp = GetMousePosition();
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spots[i].pos.x = mp.x;
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spots[i].pos.y = screenHeight - mp.y;
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spots[i].position.x = mp.x;
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spots[i].position.y = screenHeight - mp.y;
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}
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else
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{
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spots[i].pos.x += spots[i].vel.x;
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spots[i].pos.y += spots[i].vel.y;
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spots[i].position.x += spots[i].speed.x;
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spots[i].position.y += spots[i].speed.y;
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if (spots[i].pos.x < 64) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.x > (screenWidth - 64)) spots[i].vel.x = -spots[i].vel.x;
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if (spots[i].pos.y < 64) spots[i].vel.y = -spots[i].vel.y;
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if (spots[i].pos.y > (screenHeight - 64)) spots[i].vel.y = -spots[i].vel.y;
|
||||
if (spots[i].position.x < 64) spots[i].speed.x = -spots[i].speed.x;
|
||||
if (spots[i].position.x > (screenWidth - 64)) spots[i].speed.x = -spots[i].speed.x;
|
||||
if (spots[i].position.y < 64) spots[i].speed.y = -spots[i].speed.y;
|
||||
if (spots[i].position.y > (screenHeight - 64)) spots[i].speed.y = -spots[i].speed.y;
|
||||
}
|
||||
|
||||
SetShaderValue(shdrSpot, spots[i].posLoc, &spots[i].pos.x, SHADER_UNIFORM_VEC2);
|
||||
SetShaderValue(shdrSpot, spots[i].positionLoc, &spots[i].position.x, SHADER_UNIFORM_VEC2);
|
||||
}
|
||||
|
||||
// Draw
|
||||
|
@ -188,7 +186,7 @@ int main(void)
|
|||
for (int n = 0; n < MAX_STARS; n++)
|
||||
{
|
||||
// Single pixel is just too small these days!
|
||||
DrawRectangle((int)stars[n].pos.x, (int)stars[n].pos.y, 2, 2, WHITE);
|
||||
DrawRectangle((int)stars[n].position.x, (int)stars[n].position.y, 2, 2, WHITE);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
|
@ -213,7 +211,6 @@ int main(void)
|
|||
DrawText("Pitch Black", (int)(screenWidth*0.2f), screenHeight/2, 20, GREEN);
|
||||
DrawText("Dark", (int)(screenWidth*.66f), screenHeight/2, 20, GREEN);
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
@ -230,26 +227,26 @@ int main(void)
|
|||
}
|
||||
|
||||
|
||||
void ResetStar(Star *s)
|
||||
static void ResetStar(Star *s)
|
||||
{
|
||||
s->pos = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
s->position = (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f };
|
||||
|
||||
do
|
||||
{
|
||||
s->vel.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
s->vel.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
s->speed.x = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
s->speed.y = (float)GetRandomValue(-1000, 1000)/100.0f;
|
||||
|
||||
} while (!(fabs(s->vel.x) + (fabs(s->vel.y) > 1)));
|
||||
} while (!(fabs(s->speed.x) + (fabs(s->speed.y) > 1)));
|
||||
|
||||
s->pos = Vector2Add(s->pos, Vector2Multiply(s->vel, (Vector2){ 8.0f, 8.0f }));
|
||||
s->position = Vector2Add(s->position, Vector2Multiply(s->speed, (Vector2){ 8.0f, 8.0f }));
|
||||
}
|
||||
|
||||
void UpdateStar(Star *s)
|
||||
static void UpdateStar(Star *s)
|
||||
{
|
||||
s->pos = Vector2Add(s->pos, s->vel);
|
||||
s->position = Vector2Add(s->position, s->speed);
|
||||
|
||||
if ((s->pos.x < 0) || (s->pos.x > GetScreenWidth()) ||
|
||||
(s->pos.y < 0) || (s->pos.y > GetScreenHeight()))
|
||||
if ((s->position.x < 0) || (s->position.x > GetScreenWidth()) ||
|
||||
(s->position.y < 0) || (s->position.y > GetScreenHeight()))
|
||||
{
|
||||
ResetStar(s);
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue