adjust examples for new UpdateCamera function
This commit is contained in:
parent
866d47434f
commit
42a6520f4d
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@ -51,9 +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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// Catch cursor
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DisableCursor();
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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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@ -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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@ -45,7 +43,7 @@ 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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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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@ -40,8 +40,7 @@ int main(void)
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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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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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@ -51,7 +50,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsCursorHidden()) UpdateCamera(&camera); // Update 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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@ -96,11 +96,11 @@ int main(void)
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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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@ -109,7 +109,7 @@ 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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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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//----------------------------------------------------------------------------------
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// Draw
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@ -36,8 +36,7 @@ int main(void)
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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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@ -46,7 +45,7 @@ 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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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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@ -64,7 +63,7 @@ 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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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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@ -36,8 +36,7 @@ int main(void)
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
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Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
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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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@ -46,7 +45,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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//----------------------------------------------------------------------------------
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// Draw
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@ -42,8 +42,7 @@ int main(void)
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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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@ -52,7 +51,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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//----------------------------------------------------------------------------------
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// Draw
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@ -45,8 +45,7 @@ int main(void)
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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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@ -57,7 +56,7 @@ int main(void)
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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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@ -39,8 +39,7 @@ int main(void)
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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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@ -49,7 +48,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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//----------------------------------------------------------------------------------
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// Draw
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@ -57,10 +57,9 @@ int main(void)
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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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@ -69,7 +68,7 @@ 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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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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@ -38,8 +38,7 @@ int main(void)
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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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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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@ -48,7 +47,7 @@ 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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UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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//----------------------------------------------------------------------------------
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// Draw
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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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@ -79,7 +78,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Cycle between models on mouse click
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
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@ -68,8 +68,7 @@ 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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@ -78,7 +77,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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@ -64,9 +64,7 @@ int main(void)
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Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
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float sr = 4.0f;
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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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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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// Main game loop
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@ -74,7 +72,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsCursorHidden()) UpdateCamera(&camera); // Update 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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@ -49,8 +49,6 @@ int main(void)
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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SetCameraMode(&camera, CAMERA_FREE);
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float rotationSpeed = 0.2f; // General system rotation speed
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float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
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@ -58,6 +56,7 @@ int main(void)
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float moonRotation = 0.0f; // Rotation of moon around itself
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float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
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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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@ -66,7 +65,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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earthRotation += (5.0f*rotationSpeed);
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earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
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@ -87,8 +87,7 @@ int main(void)
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UnloadImage(img);
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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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@ -97,7 +96,7 @@ 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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UpdateCamera(&camera, CAMERA_FIRST_PERSON);
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// Load new cubemap texture on drag&drop
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if (IsFileDropped())
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@ -80,8 +80,7 @@ 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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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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@ -90,7 +89,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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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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// Setup orbital camera
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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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@ -78,7 +76,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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Vector2 mousePosition = GetMousePosition();
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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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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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@ -94,7 +93,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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if (IsKeyDown(KEY_UP))
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{
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Material matDefault = LoadMaterialDefault();
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matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
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// Set an orbital camera mode
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SetCameraMode(&camera, CAMERA_ORBITAL);
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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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@ -105,7 +103,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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SetCameraMode(&camera, CAMERA_FREE); // 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_FIRST_PERSON);
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//----------------------------------------------------------------------------------
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// Draw
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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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// Setup orbital camera
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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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@ -118,7 +116,7 @@ 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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UpdateCamera(&camera, CAMERA_ORBITAL);
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if (IsKeyPressed(KEY_RIGHT)) currentShader++;
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else if (IsKeyPressed(KEY_LEFT)) currentShader--;
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@ -41,8 +41,6 @@ int main(void)
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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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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…
Reference in New Issue
Block a user