void VoxGame::CameraModeChanged() { if (m_pDebugCameraOptionBox->GetToggled()) { SetCameraMode(CameraMode_Debug); TurnCursorOn(true, false); } else if (m_pMouseRotateCameraOptionBox->GetToggled()) { SetCameraMode(CameraMode_MouseRotate); InitializeCameraRotation(); TurnCursorOff(false); } else if (m_pAutoCameraOptionBox->GetToggled()) { SetCameraMode(CameraMode_AutoCamera); InitializeCameraRotation(); TurnCursorOff(false); } else if (m_pFrontendCameraOptionBox->GetToggled()) { SetCameraMode(CameraMode_Frontend); TurnCursorOn(true, false); } }
void CCameraHandler::PopMode() { if (!controllerStack.empty()) { SetCameraMode(controllerStack.top()); controllerStack.pop(); } }
int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); // Define the camera to look into our 3d world Camera camera = {{ 5.0, 4.0, 5.0 }, { 0.0, 2.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0, 2.0, 0.0 }; // Position where draw billboard SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawBillboard(camera, bill, billPosition, 2.0f, WHITE); DrawGrid(10.0, 1.0); // Draw a grid End3dMode(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(bill); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
void CCameraHandler::SetCameraMode(const std::string& modeName) { const int modeNum = GetModeIndex(modeName); if (modeNum >= 0) { SetCameraMode(modeNum); } // do nothing if the name is not matched }
void CCameraHandler::PopMode() { if (controllerStack.empty()) return; SetCameraMode(controllerStack.back()); controllerStack.pop_back(); }
void CCameraHandler::ToggleOverviewCamera() { CameraTransition(1.0f); if (controllerStack.empty()) { PushMode(); SetCameraMode(CAMERA_MODE_OVERVIEW); } else { PopMode(); } }
void CCameraHandler::ToggleState() { unsigned int newMode = (currCamCtrlNum + 1) % camControllers.size(); unsigned int numTries = 0; const unsigned int maxTries = camControllers.size() - 1; while ((numTries++ < maxTries) && !camControllers[newMode]->enabled) { newMode = (newMode + 1) % camControllers.size(); } SetCameraMode(newMode); }
CCameraHandler::CCameraHandler() { CreateGlobalCams(); camTransState.startFOV = 90.0f; camTransState.timeStart = 0.0f; camTransState.timeEnd = 0.0f; // FPS camera must always be the first one in the list camControllers.resize(CAMERA_MODE_LAST, nullptr); camControllers[CAMERA_MODE_FIRSTPERSON] = new CFPSController(); camControllers[CAMERA_MODE_OVERHEAD ] = new COverheadController(); camControllers[CAMERA_MODE_SPRING ] = new CSpringController(); camControllers[CAMERA_MODE_ROTOVERHEAD] = new CRotOverheadController(); camControllers[CAMERA_MODE_FREE ] = new CFreeController(); camControllers[CAMERA_MODE_OVERVIEW ] = new COverviewController(); for (unsigned int i = 0; i < camControllers.size(); i++) { nameModeMap[camControllers[i]->GetName()] = i; } const std::string& modeName = configHandler->GetString("CamModeName"); if (!modeName.empty()) { currCamCtrlNum = GetModeIndex(modeName); } else { currCamCtrlNum = configHandler->GetInt("CamMode"); } camTransState.timeFactor = configHandler->GetFloat("CamTimeFactor"); camTransState.timeExponent = configHandler->GetFloat("CamTimeExponent"); RegisterAction("viewfps"); RegisterAction("viewta"); RegisterAction("viewspring"); RegisterAction("viewrot"); RegisterAction("viewfree"); RegisterAction("viewov"); RegisterAction("viewtaflip"); RegisterAction("toggleoverview"); RegisterAction("togglecammode"); RegisterAction("viewsave"); RegisterAction("viewload"); SetCameraMode(currCamCtrlNum); }
void CCameraHandler::PushAction(const Action& action) { const std::string cmd = action.command; if (cmd == "viewfps") { SetCameraMode(CAMERA_MODE_FIRSTPERSON); } else if (cmd == "viewta") { SetCameraMode(CAMERA_MODE_OVERHEAD); } else if (cmd == "viewspring") { SetCameraMode(CAMERA_MODE_SPRING); } else if (cmd == "viewrot") { SetCameraMode(CAMERA_MODE_ROTOVERHEAD); } else if (cmd == "viewfree") { SetCameraMode(CAMERA_MODE_FREE); } else if (cmd == "viewov") { SetCameraMode(CAMERA_MODE_OVERVIEW); } else if (cmd == "viewtaflip") { COverheadController* taCam = dynamic_cast<COverheadController*>(camControllers[CAMERA_MODE_OVERHEAD]); if (taCam) { if (!action.extra.empty()) { taCam->flipped = !!atoi(action.extra.c_str()); } else { taCam->flipped = !taCam->flipped; } taCam->Update(); } } else if (cmd == "viewsave") { if (!action.extra.empty()) { SaveView(action.extra); LOG("Saved view: %s", action.extra.c_str()); } } else if (cmd == "viewload") { if (!LoadView(action.extra)) { LOG_L(L_WARNING, "Loading view failed!"); } } else if (cmd == "toggleoverview") { ToggleOverviewCamera(); } else if (cmd == "togglecammode") { ToggleState(); } }
void main() { //Goes in onEnter event in Area Properties //I don't fully understand the numbers but this sets the camera to the correct //height. The -1.0f is the direction - it's just telling it to keep it as it is object oPC = GetFirstPC(); SetCameraFacing(-1.0f, 6.0f, 0.0f); SetCameraMode(oPC, CAMERA_MODE_STIFF_CHASE_CAMERA); //Trigger has a script to lock the camera /* Removed because this is causing bugs object oTrigger = GetObjectByTag("CameraLockTrigger"); location lTrigger = GetLocation(oTrigger); AssignCommand(oPC,ActionForceMoveToLocation(lTrigger, FALSE, 3.0)); */ }
int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader"); // Define the camera to look into our 3d world Camera camera = {{ 3.0, 3.0, 3.0 }, { 0.0, 1.5, 0.0 }, { 0.0, 1.0, 0.0 }}; Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture SetModelTexture(&dwarf, texture); // Bind texture to model Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position Shader shader = LoadShader("resources/shaders/base.vs", "resources/shaders/bloom.fs"); // Load postpro shader SetPostproShader(shader); // Set fullscreen postprocessing shader // Setup orbital camera SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture DrawGrid(10.0, 1.0); // Draw a grid End3dMode(); DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, BLACK); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); // Unload shader UnloadTexture(texture); // Unload texture UnloadModel(dwarf); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); // Define the camera to look into our 3d world Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) Model map = LoadCubicmap(image); // Load cubicmap model (generate model from image) // NOTE: By default each cube is mapped to one part of texture atlas Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture map.material.texDiffuse = texture; // Set map diffuse texture Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawModel(map, mapPosition, 1.0f, WHITE); End3dMode(); DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE); DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN); DrawText("cubicmap image used to", 658, 90, 10, GRAY); DrawText("generate map 3d model", 658, 104, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture UnloadModel(map); // Unload map model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib example - obj viewer"); // Define the camera to look into our 3d world Camera camera = { { 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Model model = LoadModel("resources/models/turret.obj"); // Load default model obj Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load default model texture model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds bool selected = false; // Selected object flag SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode char objFilename[64] = "turret.obj"; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsFileDropped()) { int count = 0; char **droppedFiles = GetDroppedFiles(&count); if (count == 1) { if (IsFileExtension(droppedFiles[0], ".obj")) { for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]); model.meshes = LoadMeshes(droppedFiles[0], &model.meshCount); bounds = MeshBoundingBox(model.meshes[0]); } else if (IsFileExtension(droppedFiles[0], ".png")) { UnloadTexture(texture); texture = LoadTexture(droppedFiles[0]); model.materials[0].maps[MAP_DIFFUSE].texture = texture; } strcpy(objFilename, GetFileName(droppedFiles[0])); } ClearDroppedFiles(); // Clear internal buffers } UpdateCamera(&camera); // Select model on mouse click if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { // Check collision between ray and box if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected; else selected = false; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture DrawGrid(20.0, 10.0); // Draw a grid if (selected) DrawBoundingBox(bounds, GREEN); EndMode3D(); DrawText("Free camera default controls:", 10, 20, 10, DARKGRAY); DrawText("- Mouse Wheel to Zoom in-out", 20, 40, 10, GRAY); DrawText("- Mouse Wheel Pressed to Pan", 20, 60, 10, GRAY); DrawText("- Alt + Mouse Wheel Pressed to Rotate", 20, 80, 10, GRAY); DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 20, 100, 10, GRAY); DrawText("Drag & drop .obj/.png to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY); DrawText(FormatText("Current file: %s", objFilename), 250, GetScreenHeight() - 20, 10, GRAY); if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN); DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload model ClearDroppedFiles(); // Clear internal buffers CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
void CCameraHandler::PushAction(const Action& action) { const std::string cmd = action.command; if (cmd == "viewfps") { SetCameraMode(CAMERA_MODE_FIRSTPERSON); } else if (cmd == "viewta") { SetCameraMode(CAMERA_MODE_OVERHEAD); } else if (cmd == "viewtw") { SetCameraMode(CAMERA_MODE_TOTALWAR); } else if (cmd == "viewrot") { SetCameraMode(CAMERA_MODE_ROTOVERHEAD); } else if (cmd == "viewfree") { SetCameraMode(CAMERA_MODE_FREE); } else if (cmd == "viewov") { SetCameraMode(CAMERA_MODE_OVERVIEW); } else if (cmd == "viewlua") { SetCameraMode(CAMERA_MODE_SMOOTH); // ? } else if (cmd == "vieworbit") { SetCameraMode(CAMERA_MODE_ORBIT); } else if (cmd == "viewtaflip") { COverheadController* taCam = dynamic_cast<COverheadController*>(camControllers[CAMERA_MODE_OVERHEAD]); SmoothController* smCam = dynamic_cast<SmoothController*>(camControllers[CAMERA_MODE_SMOOTH]); if (taCam) { if (!action.extra.empty()) { taCam->flipped = !!atoi(action.extra.c_str()); } else { taCam->flipped = !taCam->flipped; } } if (smCam) { if (!action.extra.empty()) { smCam->flipped = !!atoi(action.extra.c_str()); } else { smCam->flipped = !smCam->flipped; } } } else if (cmd == "viewsave") { if (!action.extra.empty()) { SaveView(action.extra); logOutput.Print("Saved view: " + action.extra); } } else if (cmd == "viewload") { if (!LoadView(action.extra)) logOutput.Print("Loading view failed!"); } else if (cmd == "toggleoverview") { ToggleOverviewCamera(); } else if (cmd == "togglecammode") { ToggleState(); } }
int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free"); // Define the camera to look into our 3d world Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Vector3 cubePosition = { 0.0, 0.0, 0.0 }; SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(WHITE); Begin3dMode(camera); DrawCube(cubePosition, 2, 2, 2, RED); DrawCubeWires(cubePosition, 2, 2, 2, MAROON); DrawGrid(10.0, 1.0); End3dMode(); DrawText("Free camera default controls:", 20, 20, 10, GRAY); DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY); DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY); DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY); DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY); DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
int main() { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); // Camera initialization Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; // Model initialization Vector3 position = { 0.0f, 0.0f, 0.0f }; Model model = LoadModel("resources/model/dwarf.obj"); Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs"); SetModelShader(&model, shader); // Shader locations initialization int lIntensityLoc = GetShaderLocation(shader, "light_intensity"); int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor"); int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor"); int lSpecularLoc = GetShaderLocation(shader, "light_specularColor"); int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity"); int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor"); int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor"); int mGlossLoc = GetShaderLocation(shader, "mat_glossiness"); // Camera and light vectors shader locations int cameraLoc = GetShaderLocation(shader, "cameraPos"); int lightLoc = GetShaderLocation(shader, "lightPos"); // Model and View matrix locations (required for lighting) int modelLoc = GetShaderLocation(shader, "modelMatrix"); //int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used // Light and material definitions Light light; Material matBlinn; // Light initialization light.position = (Vector3){ 4.0f, 2.0f, 0.0f }; light.direction = (Vector3){ 5.0f, 1.0f, 1.0f }; light.intensity = 1.0f; light.diffuse = WHITE; light.ambient = (Color){ 150, 75, 0, 255 }; light.specular = WHITE; light.specIntensity = 1.0f; // Material initialization matBlinn.colDiffuse = WHITE; matBlinn.colAmbient = (Color){ 50, 50, 50, 255 }; matBlinn.colSpecular = WHITE; matBlinn.glossiness = 50.0f; // Setup camera SetCameraMode(CAMERA_FREE); // Set camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetCameraTarget(camera.target); // Set internal camera target to match our camera target SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera position // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT! SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used // Glossiness input control if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED; else if(IsKeyDown(KEY_DOWN)) { matBlinn.glossiness -= SHININESS_SPEED; if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f; } // Light X movement if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED; else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED; // Light Y movement if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED; else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED; // Light Z movement if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED; else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED; // Send light values to shader SetShaderValue(shader, lIntensityLoc, &light.intensity, 1); SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3); SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3); SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3); SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1); // Send material values to shader SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3); SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3); SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1); // Send camera and light transform values to shader SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3); SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawModel(model, position, 4.0f, matBlinn.colDiffuse); DrawSphere(light.position, 0.5f, GOLD); DrawGrid(20, 1.0f); End3dMode(); DrawFPS(10, 10); // Draw FPS EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadShader(shader); UnloadModel(model); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking"); // Define the camera to look into our 3d world Camera camera = {{ 0.0, 10.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; Vector3 cubePosition = { 0.0, 1.0, 0.0 }; Ray ray; // Picking line ray SetCameraMode(CAMERA_FREE); // Set a free camera mode SetCameraPosition(camera.position); // Set internal camera position to match our camera position SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { // NOTE: This function is NOT WORKING properly! ray = GetMouseRay(GetMousePosition(), camera); // TODO: Check collision between ray and box } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawCube(cubePosition, 2, 2, 2, GRAY); DrawCubeWires(cubePosition, 2, 2, 2, DARKGRAY); DrawGrid(10.0, 1.0); DrawRay(ray, MAROON); End3dMode(); DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); // Define our custom camera to look into our 3d world Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) Model map = LoadHeightmap(image, (Vector3) { 16, 8, 16 }); // Load heightmap model with defined size map.material.texDiffuse = texture; // Set map diffuse texture Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!) UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); // NOTE: Model is scaled to 1/4 of its original size (128x128 units) DrawModel(map, mapPosition, 1.0f, RED); DrawGrid(20, 1.0f); End3dMode(); DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE); DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Unload texture UnloadModel(map); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze"); // Define the camera to look into our 3d world Camera camera = { { 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM) Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f }); Model model = LoadModelFromMesh(mesh); // NOTE: By default each cube is mapped to one part of texture atlas Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture // Get map image data to be used for collision detection Color *mapPixels = GetImageData(imMap); UnloadImage(imMap); // Unload image from RAM Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position Vector3 playerPosition = camera.position; // Set player position SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- Vector3 oldCamPos = camera.position; // Store old camera position UpdateCamera(&camera); // Update camera // Check player collision (we simplify to 2D collision detection) Vector2 playerPos = { camera.position.x, camera.position.z }; float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision) int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f); int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f); // Out-of-limits security check if (playerCellX < 0) playerCellX = 0; else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1; if (playerCellY < 0) playerCellY = 0; else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1; // Check map collisions using image data and player position // TODO: Improvement: Just check player surrounding cells for collision for (int y = 0; y < cubicmap.height; y++) { for (int x = 0; x < cubicmap.width; x++) { if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel (CheckCollisionCircleRec(playerPos, playerRadius, (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f }))) { // Collision detected, reset camera position camera.position = oldCamPos; } } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED); // Draw player EndMode3D(); DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE); DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN); // Draw player position radar DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- free(mapPixels); // Unload color array UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture UnloadModel(model); // Unload map model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }