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| author | Ray <raysan5@gmail.com> | 2019-05-20 16:36:42 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2019-05-20 16:36:42 +0200 |
| commit | b525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch) | |
| tree | 08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/models | |
| parent | a43a7980a30a52462956b23f2473e8ef8f38d1fb (diff) | |
| download | raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip | |
Review ALL examples
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_animation.c | 10 | ||||
| -rw-r--r-- | examples/models/models_billboard.c | 16 | ||||
| -rw-r--r-- | examples/models/models_box_collisions.c | 58 | ||||
| -rw-r--r-- | examples/models/models_cubicmap.c | 18 | ||||
| -rw-r--r-- | examples/models/models_first_person_maze.c | 34 | ||||
| -rw-r--r-- | examples/models/models_geometric_shapes.c | 8 | ||||
| -rw-r--r-- | examples/models/models_heightmap.c | 12 | ||||
| -rw-r--r-- | examples/models/models_material_pbr.c | 28 | ||||
| -rw-r--r-- | examples/models/models_mesh_generation.c | 36 | ||||
| -rw-r--r-- | examples/models/models_mesh_picking.c | 79 | ||||
| -rw-r--r-- | examples/models/models_obj_loading.c | 8 | ||||
| -rw-r--r-- | examples/models/models_obj_viewer.c | 8 | ||||
| -rw-r--r-- | examples/models/models_orthographic_projection.c | 18 | ||||
| -rw-r--r-- | examples/models/models_rlgl_solar_system.c | 30 | ||||
| -rw-r--r-- | examples/models/models_skybox.c | 20 | ||||
| -rw-r--r-- | examples/models/models_yaw_pitch_roll.c | 9 |
16 files changed, 194 insertions, 198 deletions
diff --git a/examples/models/models_animation.c b/examples/models/models_animation.c index a75241b3..294b07a5 100644 --- a/examples/models/models_animation.c +++ b/examples/models/models_animation.c @@ -11,12 +11,12 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation"); @@ -32,7 +32,7 @@ int main() Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture - + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position // Load animation data @@ -91,7 +91,7 @@ int main() //-------------------------------------------------------------------------------------- // Unload model animations data for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]); - + UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context diff --git a/examples/models/models_billboard.c b/examples/models/models_billboard.c index 59655714..597e9a60 100644 --- a/examples/models/models_billboard.c +++ b/examples/models/models_billboard.c @@ -11,12 +11,12 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); @@ -27,10 +27,10 @@ int main() camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; - + Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard - + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -51,11 +51,11 @@ int main() ClearBackground(RAYWHITE); BeginMode3D(camera); - + DrawGrid(10, 1.0f); // Draw a grid - + DrawBillboard(camera, bill, billPosition, 2.0f, WHITE); - + EndMode3D(); DrawFPS(10, 10); diff --git a/examples/models/models_box_collisions.c b/examples/models/models_box_collisions.c index 41f6056c..0dd0710e 100644 --- a/examples/models/models_box_collisions.c +++ b/examples/models/models_box_collisions.c @@ -11,31 +11,31 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions"); // Define the camera to look into our 3d world Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; - + Vector3 playerPosition = { 0.0f, 1.0f, 2.0f }; Vector3 playerSize = { 1.0f, 2.0f, 1.0f }; Color playerColor = GREEN; - + Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f }; Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f }; - + Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f }; float enemySphereSize = 1.5f; - + bool collision = false; - 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 @@ -43,40 +43,40 @@ int main() { // Update //---------------------------------------------------------------------------------- - + // Move player if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f; else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f; else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f; else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f; - + collision = false; - + // Check collisions player vs enemy-box if (CheckCollisionBoxes( - (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, - playerPosition.y - playerSize.y/2, - playerPosition.z - playerSize.z/2 }, + (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2 }, (Vector3){ playerPosition.x + playerSize.x/2, - playerPosition.y + playerSize.y/2, + playerPosition.y + playerSize.y/2, playerPosition.z + playerSize.z/2 }}, - (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, - enemyBoxPos.y - enemyBoxSize.y/2, - enemyBoxPos.z - enemyBoxSize.z/2 }, + (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2, + enemyBoxPos.y - enemyBoxSize.y/2, + enemyBoxPos.z - enemyBoxSize.z/2 }, (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2, - enemyBoxPos.y + enemyBoxSize.y/2, + enemyBoxPos.y + enemyBoxSize.y/2, enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true; - + // Check collisions player vs enemy-sphere if (CheckCollisionBoxSphere( - (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, - playerPosition.y - playerSize.y/2, - playerPosition.z - playerSize.z/2 }, + (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2, + playerPosition.y - playerSize.y/2, + playerPosition.z - playerSize.z/2 }, (Vector3){ playerPosition.x + playerSize.x/2, - playerPosition.y + playerSize.y/2, - playerPosition.z + playerSize.z/2 }}, + playerPosition.y + playerSize.y/2, + playerPosition.z + playerSize.z/2 }}, enemySpherePos, enemySphereSize)) collision = true; - + if (collision) playerColor = RED; else playerColor = GREEN; //---------------------------------------------------------------------------------- @@ -92,18 +92,18 @@ int main() // Draw enemy-box DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY); DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY); - + // Draw enemy-sphere DrawSphere(enemySpherePos, enemySphereSize, GRAY); DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY); - + // Draw player DrawCubeV(playerPosition, playerSize, playerColor); DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); - + DrawText("Move player with cursors to collide", 220, 40, 20, GRAY); DrawFPS(10, 10); diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c index ac24188e..f399a56e 100644 --- a/examples/models/models_cubicmap.c +++ b/examples/models/models_cubicmap.c @@ -11,12 +11,12 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); @@ -25,18 +25,18 @@ int main() Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) - + Mesh mesh = GenMeshCubicmap(image, (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 - + 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 @@ -61,10 +61,10 @@ int main() DrawModel(model, mapPosition, 1.0f, WHITE); EndMode3D(); - + 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); diff --git a/examples/models/models_first_person_maze.c b/examples/models/models_first_person_maze.c index 093334ba..42363747 100644 --- a/examples/models/models_first_person_maze.c +++ b/examples/models/models_first_person_maze.c @@ -13,12 +13,12 @@ #include <stdlib.h> // Required for: free() -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze"); @@ -29,18 +29,18 @@ int main() 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 @@ -52,23 +52,23 @@ int main() // 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++) @@ -76,7 +76,7 @@ int main() 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, + (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 @@ -98,10 +98,10 @@ int main() //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); @@ -114,7 +114,7 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- free(mapPixels); // Unload color array - + UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture UnloadModel(model); // Unload map model diff --git a/examples/models/models_geometric_shapes.c b/examples/models/models_geometric_shapes.c index 82ca4c60..39477927 100644 --- a/examples/models/models_geometric_shapes.c +++ b/examples/models/models_geometric_shapes.c @@ -11,12 +11,12 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); @@ -28,7 +28,7 @@ int main() camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; - 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 diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c index e0475f18..e242db16 100644 --- a/examples/models/models_heightmap.c +++ b/examples/models/models_heightmap.c @@ -11,12 +11,12 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); @@ -25,7 +25,7 @@ int main() Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) - + Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM) Model model = LoadModelFromMesh(mesh); // Load model from generated mesh @@ -33,7 +33,7 @@ int main() Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position 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 @@ -60,7 +60,7 @@ int main() DrawGrid(20, 1.0f); EndMode3D(); - + DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE); DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN); diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index af2fc5b9..8d51eefd 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -25,12 +25,12 @@ // PBR material loading static Material LoadMaterialPBR(Color albedo, float metalness, float roughness); -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material"); @@ -45,7 +45,7 @@ int main() // Load model and PBR material Model model = LoadModel("resources/pbr/trooper.obj"); - + // Mesh tangents are generated... and uploaded to GPU // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO MeshTangents(&model.meshes[0]); @@ -54,13 +54,13 @@ int main() // Define lights attributes // NOTE: Shader is passed to every light on creation to define shader bindings internally - Light lights[MAX_LIGHTS] = { + Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader), CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader), CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader), - CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader) + CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader) }; - + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -72,7 +72,7 @@ int main() // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera - + // Send to material PBR shader camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); @@ -87,7 +87,7 @@ int main() BeginMode3D(camera); DrawModel(model, Vector3Zero(), 1.0f, WHITE); - + DrawGrid(10, 1.0f); EndMode3D(); @@ -137,7 +137,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel"); mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view"); mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos"); - + // Set PBR standard maps mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png"); mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png"); @@ -185,27 +185,27 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE); UnloadTexture(cubemap); UnloadTexture(texHDR); - + // Unload already used shaders (to create specific textures) UnloadShader(shdrCubemap); UnloadShader(shdrIrradiance); UnloadShader(shdrPrefilter); UnloadShader(shdrBRDF); - + // Set textures filtering for better quality SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR); SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR); - + // Enable sample usage in shader for assigned textures SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT); SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT); - + int renderModeLoc = GetShaderLocation(mat.shader, "renderMode"); SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT); diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c index 2b4b75ab..cfc3bdd6 100644 --- a/examples/models/models_mesh_generation.c +++ b/examples/models/models_mesh_generation.c @@ -11,24 +11,24 @@ #include "raylib.h" -#define NUM_MODELS 8 // We generate 8 parametric 3d shapes +#define NUM_MODELS 8 // Parametric 3d shapes to generate -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); - + // We generate a checked image for texturing Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN); Texture2D texture = LoadTextureFromImage(checked); UnloadImage(checked); - + Model models[NUM_MODELS]; - + models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); @@ -37,7 +37,7 @@ int main() models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f)); - + // Set checked texture as default diffuse component for all models material for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture; @@ -46,12 +46,12 @@ int main() // Model drawing position Vector3 position = { 0.0f, 0.0f, 0.0f }; - + int currentModel = 0; - + SetCameraMode(camera, CAMERA_ORBITAL); // Set a 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 //-------------------------------------------------------------------------------------- // Main game loop @@ -60,14 +60,14 @@ int main() // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera - + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures } - + if (IsKeyPressed(KEY_RIGHT)) - { + { currentModel++; if (currentModel >= NUM_MODELS) currentModel = 0; } @@ -91,11 +91,11 @@ int main() DrawGrid(10, 1.0); EndMode3D(); - + DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f)); DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f)); DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE); - + switch(currentModel) { case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break; @@ -115,10 +115,10 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - + // Unload models data (GPU VRAM) for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]); - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index 42028829..26d9fa7e 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -15,12 +15,12 @@ #define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111 -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking"); @@ -33,22 +33,22 @@ int main() camera.type = CAMERA_PERSPECTIVE; // Camera mode type Ray ray = { 0 }; // Picking ray - + Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture tower.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture - + Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box bool hitMeshBBox = false; bool hitTriangle = false; // Test triangle - Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; + Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 }; Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 }; Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 }; - Vector3 bary = { 0.0f, 0.0f, 0.0f }; + Vector3 bary = { 0.0f, 0.0f, 0.0f }; SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode @@ -60,7 +60,7 @@ int main() // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera - + // Display information about closest hit RayHitInfo nearestHit = { 0 }; char *hitObjectName = "None"; @@ -70,10 +70,10 @@ int main() // Get ray and test against ground, triangle, and mesh ray = GetMouseRay(GetMousePosition(), camera); - + // Check ray collision aginst ground plane RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f); - + if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance)) { nearestHit = groundHitInfo; @@ -83,8 +83,8 @@ int main() // Check ray collision against test triangle RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc); - - if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) + + if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance)) { nearestHit = triHitInfo; cursorColor = PURPLE; @@ -92,32 +92,31 @@ int main() bary = Vector3Barycenter(nearestHit.position, ta, tb, tc); hitTriangle = true; - } + } else hitTriangle = false; RayHitInfo meshHitInfo = { 0 }; // Check ray collision against bounding box first, before trying the full ray-mesh test - if (CheckCollisionRayBox(ray, towerBBox)) + if (CheckCollisionRayBox(ray, towerBBox)) { hitMeshBBox = true; - + // Check ray collision against model // NOTE: It considers model.transform matrix! - meshHitInfo = GetCollisionRayModel(ray, &tower); - - if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) + meshHitInfo = GetCollisionRayModel(ray, &tower); + + if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance)) { nearestHit = meshHitInfo; cursorColor = ORANGE; hitObjectName = "Mesh"; } - - } - - hitMeshBBox = false; + } + + hitMeshBBox = false; //---------------------------------------------------------------------------------- - + // Draw //---------------------------------------------------------------------------------- BeginDrawing(); @@ -127,10 +126,10 @@ int main() BeginMode3D(camera); // Draw the tower - // WARNING: If scale is different than 1.0f, + // WARNING: If scale is different than 1.0f, // not considered by GetCollisionRayModel() DrawModel(tower, towerPos, 1.0f, WHITE); - + // Draw the test triangle DrawLine3D(ta, tb, PURPLE); DrawLine3D(tb, tc, PURPLE); @@ -140,7 +139,7 @@ int main() if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME); // If we hit something, draw the cursor at the hit point - if (nearestHit.hit) + if (nearestHit.hit) { DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor); DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED); @@ -149,40 +148,40 @@ int main() normalEnd.x = nearestHit.position.x + nearestHit.normal.x; normalEnd.y = nearestHit.position.y + nearestHit.normal.y; normalEnd.z = nearestHit.position.z + nearestHit.normal.z; - + DrawLine3D(nearestHit.position, normalEnd, RED); } DrawRay(ray, MAROON); - + DrawGrid(10, 10.0f); EndMode3D(); - + // Draw some debug GUI text DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK); - if (nearestHit.hit) + if (nearestHit.hit) { int ypos = 70; DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK); - - DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", - nearestHit.position.x, - nearestHit.position.y, + + DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f", + nearestHit.position.x, + nearestHit.position.y, nearestHit.position.z), 10, ypos + 15, 10, BLACK); - - DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", - nearestHit.normal.x, - nearestHit.normal.y, + + DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f", + nearestHit.normal.x, + nearestHit.normal.y, nearestHit.normal.z), 10, ypos + 30, 10, BLACK); if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK); } DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY); - + DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); @@ -195,7 +194,7 @@ int main() //-------------------------------------------------------------------------------------- UnloadModel(tower); // Unload model UnloadTexture(texture); // Unload texture - + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- diff --git a/examples/models/models_obj_loading.c b/examples/models/models_obj_loading.c index 74e7d08a..51578bc1 100644 --- a/examples/models/models_obj_loading.c +++ b/examples/models/models_obj_loading.c @@ -11,12 +11,12 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading"); @@ -33,7 +33,7 @@ int main() model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - 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 diff --git a/examples/models/models_obj_viewer.c b/examples/models/models_obj_viewer.c index 7d387441..dc6787e7 100644 --- a/examples/models/models_obj_viewer.c +++ b/examples/models/models_obj_viewer.c @@ -13,12 +13,12 @@ #include <string.h> // Required for: strcpy() -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib example - obj viewer"); @@ -37,7 +37,7 @@ int main() char objFilename[64] = "turret.obj"; - 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 diff --git a/examples/models/models_orthographic_projection.c b/examples/models/models_orthographic_projection.c index 3ad32b60..ca9d83c9 100644 --- a/examples/models/models_orthographic_projection.c +++ b/examples/models/models_orthographic_projection.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - Show the difference between perspective and orthographic projection +* raylib [models] example - Show the difference between perspective and orthographic projection * * This program is heavily based on the geometric objects example * @@ -18,19 +18,19 @@ #define FOVY_PERSPECTIVE 45.0f #define WIDTH_ORTHOGRAPHIC 10.0f -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); // Define the camera to look into our 3d world Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE }; - 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 @@ -38,14 +38,14 @@ int main() { // Update //---------------------------------------------------------------------------------- - if (IsKeyPressed(KEY_SPACE)) + if (IsKeyPressed(KEY_SPACE)) { - if (camera.type == CAMERA_PERSPECTIVE) + if (camera.type == CAMERA_PERSPECTIVE) { camera.fovy = WIDTH_ORTHOGRAPHIC; camera.type = CAMERA_ORTHOGRAPHIC; - } - else + } + else { camera.fovy = FOVY_PERSPECTIVE; camera.type = CAMERA_PERSPECTIVE; diff --git a/examples/models/models_rlgl_solar_system.c b/examples/models/models_rlgl_solar_system.c index 7193d6f8..cb9289ad 100644 --- a/examples/models/models_rlgl_solar_system.c +++ b/examples/models/models_rlgl_solar_system.c @@ -22,13 +22,13 @@ void DrawSphereBasic(Color color); // Draw sphere without any matrix transf //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - + const float sunRadius = 4.0f; const float earthRadius = 0.6f; const float earthOrbitRadius = 8.0f; @@ -44,26 +44,26 @@ int main() camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; - + SetCameraMode(camera, CAMERA_FREE); - + float rotationSpeed = 0.2f; // General system rotation speed - + float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees float earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees float moonRotation = 0.0f; // Rotation of moon around itself float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees - 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 - while (!WindowShouldClose()) // Detect window close button or ESC key + while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); - + earthRotation += (5.0f*rotationSpeed); earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed); moonRotation += (2.0f*rotationSpeed); @@ -77,12 +77,12 @@ int main() ClearBackground(RAYWHITE); BeginMode3D(camera); - + rlPushMatrix(); rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun DrawSphereBasic(GOLD); // Draw the Sun rlPopMatrix(); - + rlPushMatrix(); rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit @@ -91,19 +91,19 @@ int main() rlPushMatrix(); rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth - + DrawSphereBasic(BLUE); // Draw the Earth rlPopMatrix(); - + rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth inverted rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon - + DrawSphereBasic(LIGHTGRAY); // Draw the Moon rlPopMatrix(); - + // Some reference elements (not affected by previous matrix transformations) DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f)); DrawGrid(20, 1.0f); @@ -135,7 +135,7 @@ void DrawSphereBasic(Color color) { int rings = 16; int slices = 16; - + rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); diff --git a/examples/models/models_skybox.c b/examples/models/models_skybox.c index d3369b70..1693d9bc 100644 --- a/examples/models/models_skybox.c +++ b/examples/models/models_skybox.c @@ -11,22 +11,22 @@ #include "raylib.h" -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; + const int screenWidth = 800; + const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 }; - // Load skybox model + // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model skybox = LoadModelFromMesh(cube); - + // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading #if defined(PLATFORM_DESKTOP) @@ -43,17 +43,17 @@ int main() Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs"); #endif SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT); - + // Load HDR panorama (sphere) texture Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); - + // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512); - + UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore - + SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second @@ -76,7 +76,7 @@ int main() BeginMode3D(camera); DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE); - + DrawGrid(10, 1.0f); EndMode3D(); diff --git a/examples/models/models_yaw_pitch_roll.c b/examples/models/models_yaw_pitch_roll.c index 658be084..0931c00e 100644 --- a/examples/models/models_yaw_pitch_roll.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -17,10 +17,7 @@ // Draw angle gauge controls void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color); -//---------------------------------------------------------------------------------- -// Main entry point -//---------------------------------------------------------------------------------- -int main() +int main(void) { // Initialization //-------------------------------------------------------------------------------------- @@ -53,10 +50,10 @@ int main() float roll = 0.0f; float yaw = 0.0f; - SetTargetFPS(60); + 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 |
