diff options
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/core_2d_camera.c | 92 | ||||
| -rw-r--r-- | examples/core_oculus_rift.c | 72 | ||||
| -rw-r--r-- | examples/oculus_glfw_sample/oculus_glfw_sample.c | 14 |
3 files changed, 152 insertions, 26 deletions
diff --git a/examples/core_2d_camera.c b/examples/core_2d_camera.c index 5e6b7c6c..73e1d65f 100644 --- a/examples/core_2d_camera.c +++ b/examples/core_2d_camera.c @@ -11,6 +11,8 @@ #include "raylib.h" +#define MAX_BUILDINGS 100 + int main() { // Initialization @@ -20,16 +22,31 @@ int main() InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera"); + Rectangle player = { 400, 280, 40, 40 }; + Rectangle buildings[MAX_BUILDINGS] = { 0, 0, 0, 0 }; + Color buildColors[MAX_BUILDINGS] = { 80, 80, 80, 255 }; + + int spacing = 0; + + for (int i = 0; i < MAX_BUILDINGS; i++) + { + buildings[i].width = GetRandomValue(50, 200); + buildings[i].height = GetRandomValue(100, 800); + buildings[i].y = screenHeight - 130 - buildings[i].height; + buildings[i].x = -6000 + spacing; + + spacing += buildings[i].width; + + buildColors[i] = (Color){ GetRandomValue(200, 240), GetRandomValue(200, 240), GetRandomValue(200, 250), 255 }; + } + Camera2D camera; + camera.target = (Vector2){ player.x + 20, player.y + 20 }; camera.offset = (Vector2){ 0, 0 }; - camera.target = (Vector2){ 400, 200 }; camera.rotation = 0.0f; camera.zoom = 1.0f; - Rectangle player = { 400, 200, 40, 40 }; - camera.target = (Vector2){ player.x + 20, player.y + 20 }; - SetTargetFPS(60); //-------------------------------------------------------------------------------------- @@ -38,24 +55,36 @@ int main() { // Update //---------------------------------------------------------------------------------- - if (IsKeyDown(KEY_RIGHT)) player.x -= 2; - else if (IsKeyDown(KEY_LEFT)) player.x += 2; - else if (IsKeyDown(KEY_UP)) player.y -= 2; - else if (IsKeyDown(KEY_DOWN)) player.y += 2; + if (IsKeyDown(KEY_RIGHT)) + { + player.x += 2; // Player movement + camera.offset.x -= 2; // Camera displacement with player movement + } + else if (IsKeyDown(KEY_LEFT)) + { + player.x -= 2; // Player movement + camera.offset.x += 2; // Camera displacement with player movement + } // Camera target follows player camera.target = (Vector2){ player.x + 20, player.y + 20 }; - if (IsKeyDown(KEY_R)) camera.rotation--; - else if (IsKeyDown(KEY_F)) camera.rotation++; + // Camera rotation controls + if (IsKeyDown(KEY_A)) camera.rotation--; + else if (IsKeyDown(KEY_S)) camera.rotation++; - // Camera controls - if (IsKeyDown(KEY_R)) camera.rotation--; - else if (IsKeyDown(KEY_F)) camera.rotation++; + // Limit camera rotation to 80 degrees (-40 to 40) + if (camera.rotation > 40) camera.rotation = 40; + else if (camera.rotation < -40) camera.rotation = -40; + // Camera zoom controls camera.zoom += ((float)GetMouseWheelMove()*0.05f); - if (IsKeyPressed(KEY_Z)) + if (camera.zoom > 3.0f) camera.zoom = 3.0f; + else if (camera.zoom < 0.1f) camera.zoom = 0.1f; + + // Camera reset (zoom and rotation) + if (IsKeyPressed(KEY_R)) { camera.zoom = 1.0f; camera.rotation = 0.0f; @@ -64,17 +93,38 @@ int main() // Draw //---------------------------------------------------------------------------------- - BeginDrawingEx(camera); - + BeginDrawing(); + ClearBackground(RAYWHITE); + + Begin2dMode(camera); - DrawText("2D CAMERA TEST", 20, 20, 20, GRAY); + DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY); + + for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(buildings[i], buildColors[i]); + + DrawRectangleRec(player, RED); + + DrawRectangle(camera.target.x, -500, 1, screenHeight*4, GREEN); + DrawRectangle(-500, camera.target.y, screenWidth*4, 1, GREEN); + + End2dMode(); + + DrawText("SCREEN AREA", 640, 10, 20, RED); + + DrawRectangle(0, 0, screenWidth, 5, RED); + DrawRectangle(0, 5, 5, screenHeight - 10, RED); + DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED); + DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED); - DrawRectangle(0, 300, screenWidth, 50, GRAY); - DrawRectangleRec(player, RED); + DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines( 10, 10, 250, 113, BLUE); - DrawRectangle(camera.origin.x, 0, 1, screenHeight, GREEN); - DrawRectangle(0, camera.origin.y, screenWidth, 1, GREEN); + DrawText("Free 2d camera controls:", 20, 20, 10, BLACK); + DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY); + DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY); + DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY); + DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c new file mode 100644 index 00000000..faf15d7f --- /dev/null +++ b/examples/core_oculus_rift.c @@ -0,0 +1,72 @@ +/******************************************************************************************* +* +* raylib [core] example - Oculus Rift CV1 +* +* This example has been created using raylib 1.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2016 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 1080; + int screenHeight = 600; + + InitWindow(screenWidth, screenHeight, "raylib [core] example - oculus rift"); + + InitOculusDevice(); + + // Define the camera to look into our 3d world + Camera camera; + camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + + Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; + + SetTargetFPS(90); // Set our game to run at 90 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateOculusTracking(); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED); + DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); + + DrawGrid(10, 1.0f); + + End3dMode(); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseOculusdevice(); // Close Oculus Rift device + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/oculus_glfw_sample/oculus_glfw_sample.c b/examples/oculus_glfw_sample/oculus_glfw_sample.c index 9f438185..54302de8 100644 --- a/examples/oculus_glfw_sample/oculus_glfw_sample.c +++ b/examples/oculus_glfw_sample/oculus_glfw_sample.c @@ -237,15 +237,19 @@ int main(void) { rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h); - Quaternion eyeRPose = (Quaternion){ eyePoses[eye].Orientation.x, eyePoses[eye].Orientation.y, eyePoses[eye].Orientation.z, eyePoses[eye].Orientation.w }; + Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x, + layer.eyeLayer.RenderPose[eye].Orientation.y, + layer.eyeLayer.RenderPose[eye].Orientation.z, + layer.eyeLayer.RenderPose[eye].Orientation.w }; QuaternionInvert(&eyeRPose); Matrix eyeOrientation = QuaternionToMatrix(eyeRPose); - Matrix eyeTranslation = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z); - + Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x, + -layer.eyeLayer.RenderPose[eye].Position.y, + -layer.eyeLayer.RenderPose[eye].Position.z); + Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation); Matrix modelview = MatrixMultiply(matView, eyeView); - //Matrix mvp = MatrixMultiply(modelview, layer.eyeProjections[eye]); - + SetMatrixModelview(modelview); SetMatrixProjection(layer.eyeProjections[eye]); #else |
