adjust examples for new UpdateCamera function
This commit is contained in:
parent
866d47434f
commit
42a6520f4d
|
|
@ -51,9 +51,7 @@ int main(void)
|
||||||
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
colors[i] = (Color){ GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255 };
|
||||||
}
|
}
|
||||||
|
|
||||||
// Catch cursor
|
DisableCursor(); // Catch cursor
|
||||||
DisableCursor();
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -35,8 +35,6 @@ int main(void)
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -45,7 +43,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FREE);
|
||||||
|
|
||||||
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -40,8 +40,7 @@ int main(void)
|
||||||
|
|
||||||
RayCollision collision = { 0 };
|
RayCollision collision = { 0 };
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode
|
EnableCursor(); // Disable camera controls
|
||||||
EnableCursor(); // Disable camera controls
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
@ -51,7 +50,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsCursorHidden()) UpdateCamera(&camera); // Update camera
|
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
|
||||||
|
|
||||||
// Toggle camera controls
|
// Toggle camera controls
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
||||||
|
|
|
||||||
|
|
@ -96,11 +96,11 @@ int main(void)
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector
|
||||||
camera.fovy = 60.0f; // Camera field-of-view Y
|
camera.fovy = 60.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera type
|
camera.projection = CAMERA_PERSPECTIVE; // Camera type
|
||||||
|
camera.swingCounter = 1; // Enable view bobbing
|
||||||
|
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FIRST_PERSON); // Set first person camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -109,7 +109,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -36,8 +36,7 @@ int main(void)
|
||||||
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
|
||||||
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
|
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -46,7 +45,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||||
|
|
||||||
// Calculate cube screen space position (with a little offset to be in top)
|
// Calculate cube screen space position (with a little offset to be in top)
|
||||||
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
|
||||||
|
|
|
||||||
|
|
@ -54,8 +54,7 @@ int main(void)
|
||||||
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
|
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
|
||||||
int animFrameCounter = 0;
|
int animFrameCounter = 0;
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set free camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -64,7 +63,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
// Play animation when spacebar is held down
|
// Play animation when spacebar is held down
|
||||||
if (IsKeyDown(KEY_SPACE))
|
if (IsKeyDown(KEY_SPACE))
|
||||||
|
|
|
||||||
|
|
@ -36,8 +36,7 @@ int main(void)
|
||||||
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
|
||||||
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -46,7 +45,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -42,8 +42,7 @@ int main(void)
|
||||||
|
|
||||||
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -52,7 +51,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -45,8 +45,7 @@ int main(void)
|
||||||
|
|
||||||
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FIRST_PERSON); // Set camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -57,7 +56,7 @@ int main(void)
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
Vector3 oldCamPos = camera.position; // Store old camera position
|
Vector3 oldCamPos = camera.position; // Store old camera position
|
||||||
|
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
// Check player collision (we simplify to 2D collision detection)
|
// Check player collision (we simplify to 2D collision detection)
|
||||||
Vector2 playerPos = { camera.position.x, camera.position.z };
|
Vector2 playerPos = { camera.position.x, camera.position.z };
|
||||||
|
|
|
||||||
|
|
@ -39,8 +39,7 @@ int main(void)
|
||||||
|
|
||||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -49,7 +48,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -57,10 +57,9 @@ int main(void)
|
||||||
// NOTE: bounds are calculated from the original size of the model,
|
// NOTE: bounds are calculated from the original size of the model,
|
||||||
// if model is scaled on drawing, bounds must be also scaled
|
// if model is scaled on drawing, bounds must be also scaled
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode
|
|
||||||
|
|
||||||
bool selected = false; // Selected object flag
|
bool selected = false; // Selected object flag
|
||||||
|
|
||||||
|
DisableCursor(); // Catch cursor
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -69,7 +68,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
// Load new models/textures on drag&drop
|
// Load new models/textures on drag&drop
|
||||||
if (IsFileDropped())
|
if (IsFileDropped())
|
||||||
|
|
|
||||||
|
|
@ -38,8 +38,7 @@ int main(void)
|
||||||
|
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set free camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -48,7 +47,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -69,8 +69,7 @@ int main(void)
|
||||||
|
|
||||||
int currentModel = 0;
|
int currentModel = 0;
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -79,7 +78,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Cycle between models on mouse click
|
// Cycle between models on mouse click
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
|
||||||
|
|
|
||||||
|
|
@ -68,8 +68,7 @@ int main(void)
|
||||||
|
|
||||||
int currentModel = 0;
|
int currentModel = 0;
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -78,7 +77,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -64,9 +64,7 @@ int main(void)
|
||||||
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
Vector3 sp = (Vector3){ -30.0f, 5.0f, 5.0f };
|
||||||
float sr = 4.0f;
|
float sr = 4.0f;
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set a free camera mode
|
EnableCursor(); // Disable camera controls
|
||||||
EnableCursor(); // Disable camera controls
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
// Main game loop
|
// Main game loop
|
||||||
|
|
@ -74,7 +72,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
if (IsCursorHidden()) UpdateCamera(&camera); // Update camera
|
if (IsCursorHidden()) UpdateCamera(&camera, CAMERA_FIRST_PERSON); // Update camera
|
||||||
|
|
||||||
// Toggle camera controls
|
// Toggle camera controls
|
||||||
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT))
|
||||||
|
|
|
||||||
|
|
@ -49,8 +49,6 @@ int main(void)
|
||||||
camera.fovy = 45.0f;
|
camera.fovy = 45.0f;
|
||||||
camera.projection = CAMERA_PERSPECTIVE;
|
camera.projection = CAMERA_PERSPECTIVE;
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE);
|
|
||||||
|
|
||||||
float rotationSpeed = 0.2f; // General system rotation speed
|
float rotationSpeed = 0.2f; // General system rotation speed
|
||||||
|
|
||||||
float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
|
float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
|
||||||
|
|
@ -58,6 +56,7 @@ int main(void)
|
||||||
float moonRotation = 0.0f; // Rotation of moon around itself
|
float moonRotation = 0.0f; // Rotation of moon around itself
|
||||||
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
|
float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
|
||||||
|
|
||||||
|
DisableCursor(); // Catch cursor
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -66,7 +65,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
earthRotation += (5.0f*rotationSpeed);
|
earthRotation += (5.0f*rotationSpeed);
|
||||||
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
|
earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
|
||||||
|
|
|
||||||
|
|
@ -87,8 +87,7 @@ int main(void)
|
||||||
UnloadImage(img);
|
UnloadImage(img);
|
||||||
}
|
}
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -97,7 +96,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
// Load new cubemap texture on drag&drop
|
// Load new cubemap texture on drag&drop
|
||||||
if (IsFileDropped())
|
if (IsFileDropped())
|
||||||
|
|
|
||||||
|
|
@ -80,8 +80,7 @@ int main(void)
|
||||||
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
||||||
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -90,7 +89,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||||
|
|
|
||||||
|
|
@ -67,9 +67,7 @@ int main(void)
|
||||||
// Create a RenderTexture2D to be used for render to texture
|
// Create a RenderTexture2D to be used for render to texture
|
||||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||||
|
|
||||||
// Setup orbital camera
|
DisableCursor(); // Catch cursor
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -78,7 +76,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
Vector2 mousePosition = GetMousePosition();
|
Vector2 mousePosition = GetMousePosition();
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -84,8 +84,7 @@ int main(void)
|
||||||
// Using just 1 point lights
|
// Using just 1 point lights
|
||||||
CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
|
CreateLight(LIGHT_POINT, (Vector3){ 0, 2, 6 }, Vector3Zero(), WHITE, shader);
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -94,7 +93,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
if (IsKeyDown(KEY_UP))
|
if (IsKeyDown(KEY_UP))
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -94,9 +94,7 @@ int main(void)
|
||||||
Material matDefault = LoadMaterialDefault();
|
Material matDefault = LoadMaterialDefault();
|
||||||
matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
|
matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
|
||||||
|
|
||||||
// Set an orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL);
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -105,7 +103,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
// Update the light shader with the camera view position
|
// Update the light shader with the camera view position
|
||||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||||
|
|
|
||||||
|
|
@ -60,8 +60,7 @@ int main(void)
|
||||||
|
|
||||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set an orbital camera mode
|
DisableCursor(); // Catch cursor
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -70,7 +69,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
// Draw
|
// Draw
|
||||||
|
|
|
||||||
|
|
@ -107,9 +107,7 @@ int main(void)
|
||||||
// Create a RenderTexture2D to be used for render to texture
|
// Create a RenderTexture2D to be used for render to texture
|
||||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||||
|
|
||||||
// Setup orbital camera
|
DisableCursor(); // Catch cursor
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
|
||||||
|
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -118,7 +116,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||||
|
|
||||||
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
|
if (IsKeyPressed(KEY_RIGHT)) currentShader++;
|
||||||
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
|
else if (IsKeyPressed(KEY_LEFT)) currentShader--;
|
||||||
|
|
|
||||||
|
|
@ -41,8 +41,6 @@ int main(void)
|
||||||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
|
||||||
camera.fovy = 65.0f; // Camera field-of-view Y
|
camera.fovy = 65.0f; // Camera field-of-view Y
|
||||||
|
|
||||||
SetCameraMode(&camera, CAMERA_FREE); // Set camera mode
|
|
||||||
|
|
||||||
// Load raymarching shader
|
// Load raymarching shader
|
||||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex 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));
|
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/raymarching.fs", GLSL_VERSION));
|
||||||
|
|
@ -58,6 +56,7 @@ int main(void)
|
||||||
|
|
||||||
float runTime = 0.0f;
|
float runTime = 0.0f;
|
||||||
|
|
||||||
|
DisableCursor(); // Catch cursor
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -66,7 +65,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||||
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
|
float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };
|
||||||
|
|
|
||||||
|
|
@ -85,6 +85,7 @@ int main(void)
|
||||||
int framesCounter = 0;
|
int framesCounter = 0;
|
||||||
Vector3 rotation = { 0 }; // Model rotation angles
|
Vector3 rotation = { 0 }; // Model rotation angles
|
||||||
|
|
||||||
|
DisableCursor(); // Catch cursor
|
||||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||||
//--------------------------------------------------------------------------------------
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -93,7 +94,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, CAMERA_FIRST_PERSON);
|
||||||
|
|
||||||
framesCounter++;
|
framesCounter++;
|
||||||
rotation.x += 0.01f;
|
rotation.x += 0.01f;
|
||||||
|
|
|
||||||
|
|
@ -98,11 +98,12 @@ int main(void)
|
||||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
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 cubePosition = { 0.0f, 1.0f, 0.0f };
|
||||||
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
|
||||||
|
|
||||||
|
DisableCursor(); // Catch cursor
|
||||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||||
|
|
||||||
// Use the default font
|
// Use the default font
|
||||||
|
|
@ -141,7 +142,7 @@ int main(void)
|
||||||
{
|
{
|
||||||
// Update
|
// Update
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
UpdateCamera(&camera);
|
UpdateCamera(&camera, camera_mode);
|
||||||
|
|
||||||
// Handle font files dropped
|
// Handle font files dropped
|
||||||
if (IsFileDropped())
|
if (IsFileDropped())
|
||||||
|
|
@ -181,12 +182,12 @@ int main(void)
|
||||||
if (spin)
|
if (spin)
|
||||||
{
|
{
|
||||||
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
|
camera.position = (Vector3){ -10.0f, 15.0f, -10.0f }; // Camera position
|
||||||
SetCameraMode(&camera, CAMERA_ORBITAL);
|
camera_mode = CAMERA_ORBITAL;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
camera.position = (Vector3){ 10.0f, 10.0f, -10.0f }; // Camera position
|
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