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Remove old example code
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@ -1,130 +0,0 @@
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//
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// models_loading
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-15
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//
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usingnamespace @import("raylib");
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const resourceDir = "raylib/examples/models/resources/";
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
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// Define the camera to look into our 3d world
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var camera = Camera{
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.position = Vector3{ .x = 50.0, .y = 50.0, .z = 50.0 }, // Camera position
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.target = Vector3{ .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point
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.up = Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
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.fovy = 45.0, // Camera field-of-view Y
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.projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type
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};
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var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model
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var texture = LoadTexture(resourceDir ++ "models/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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var position = Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
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var bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
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// NOTE: bounds are calculated from the original size of the model,
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// if model is scaled on drawing, bounds must be also scaled
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camera.SetMode(CameraMode.CAMERA_FREE); // Set a free camera mode
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var selected = false; // Selected object flag
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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camera.Update();
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// Load new models/textures on drag&drop
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if (IsFileDropped()) {
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var count: c_int = 0;
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var droppedFiles = GetDroppedFiles(&count);
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if (count == 1) // Only support one file dropped
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{
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if (IsFileExtension(droppedFiles[0], ".obj") or
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IsFileExtension(droppedFiles[0], ".gltf") or
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IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
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{
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles[0]); // Load new model
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// Set current map diffuse texture
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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bounds = MeshBoundingBox(model.meshes[0]);
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// TODO: Move camera position from target enough distance to visualize model properly
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} else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
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{
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// Unload current model texture and load new one
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UnloadTexture(texture);
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texture = LoadTexture(droppedFiles[0]);
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model.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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}
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}
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ClearDroppedFiles(); // Clear internal buffers
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}
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// Select model on mouse click
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if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) {
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// Check collision between ray and box
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if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) {
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selected = !selected;
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} else {
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selected = false;
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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camera.Begin();
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DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
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DrawGrid(20, 10.0); // Draw a grid
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if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
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camera.End();
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DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
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if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
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DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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@ -1,126 +0,0 @@
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// This is a zig port of rlights.h by Ryan Roden-Corrent (rcorre).
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// The original notice follows:
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//
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// *********************************************************************************************
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//
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// raylib.lights - Some useful functions to deal with lights data
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//
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// CONFIGURATION:
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//
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// #define RLIGHTS_IMPLEMENTATION
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// Generates the implementation of the library into the included file.
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// If not defined, the library is in header only mode and can be included
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// in other headers or source files without problems. But only ONE file should
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// hold the implementation.
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//
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// LICENSE: zlib/libpng
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//
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// Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria
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// (@raysan5)
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//
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// This software is provided "as-is", without any express or implied warranty.
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// In no event will the authors be held liable for any damages arising from the
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// use of this software.
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//
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// Permission is granted to anyone to use this software for any purpose,
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// including commercial applications, and to alter it and redistribute it freely,
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// subject to the following restrictions:
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//
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// 1. The origin of this software must not be misrepresented; you must not
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// claim that you wrote the original software. If you use this software in a
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// product, an acknowledgment in the product documentation would be appreciated
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// but is not required.
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//
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// 2. Altered source versions must be plainly marked as such, and must not
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// be misrepresented as being the original software.
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//
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// 3. This notice may not be removed or altered from any source
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// distribution.
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//
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// *********************************************************************************************/
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const std = @import("std");
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usingnamespace @import("raylib");
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const max_lights = 4;
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pub const Light = struct {
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type: LightType,
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position: Vector3,
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target: Vector3,
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color: Color,
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enabled: bool,
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// Shader locations
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enabledLoc: i32,
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typeLoc: i32,
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posLoc: i32,
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targetLoc: i32,
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colorLoc: i32,
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};
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// Light type
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pub const LightType = enum { directional, point };
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var lightsCount: u32 = 0;
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fn getShaderLoc(shader: Shader, name: []const u8) !i32 {
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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// (note from original C implementation, I don't have a better idea)
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var buf: [32]u8 = undefined;
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const key = try std.fmt.bufPrintZ(buf[0..], "lights[{}].{s}", .{ lightsCount, name });
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return GetShaderLocation(shader, key);
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}
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// Create a light and get shader locations
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pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Color, shader: Shader) !Light {
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if (lightsCount >= max_lights) {
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return error.TooManyLights;
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}
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const light = Light{
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.enabled = true,
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.type = typ,
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.position = position,
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.target = target,
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.color = color,
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.enabledLoc = try getShaderLoc(shader, "enabled"),
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.typeLoc = try getShaderLoc(shader, "type"),
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.posLoc = try getShaderLoc(shader, "position"),
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.targetLoc = try getShaderLoc(shader, "target"),
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.colorLoc = try getShaderLoc(shader, "color"),
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};
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UpdateLightValues(shader, light);
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lightsCount += 1;
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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pub fn UpdateLightValues(shader: Shader, light: Light) void {
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// Send to shader light enabled state and type
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SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
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SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
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// Send to shader light position values
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const position = [3]f32{ light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
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// Send to shader light target position values
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const target = [3]f32{ light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
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// Send to shader light color values
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const color = [4]f32{
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@intToFloat(f32, light.color.r) / 255.0,
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@intToFloat(f32, light.color.g) / 255.0,
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@intToFloat(f32, light.color.b) / 255.0,
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@intToFloat(f32, light.color.a) / 255.0,
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};
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SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
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}
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//
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// shaders_basic_lighting
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// Zig version:
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// Author: Ryan Roden-Corrent
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// Date: 2021-07-24
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//
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// NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders
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// support,
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// OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3
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// version.
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//
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// NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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usingnamespace @import("raylib");
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usingnamespace @import("rlights.zig");
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usingnamespace @import("raylib-math");
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const resourceDir = "raylib/examples/shaders/resources/";
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pub fn main() !void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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//SetConfigFlags(.FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x
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// (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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// Define the camera to look into our 3d world
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const camera = Camera{
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.position = .{ .x = 2.0, .y = 2.0, .z = 6.0 }, // Camera position
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.target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point
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.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
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.fovy = 45.0, // Camera field-of-view Y
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.projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type
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};
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// Load models
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var modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32));
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var modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0));
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var modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32));
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// Load models texture
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const texture = LoadTexture(resourceDir ++ "texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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modelB.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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modelC.materials[0].maps[@intFromEnum(MAP_DIFFUSE)].texture = texture;
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var shader = LoadShader(
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resourceDir ++ "/shaders/glsl330/base_lighting.vs",
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resourceDir ++ "/shaders/glsl330/lighting.fs",
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);
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// Get some shader loactions
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shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
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shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
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// ambient light level
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const ambientLoc = GetShaderLocation(shader, "ambient");
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const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 };
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SetShaderValue(shader, ambientLoc, &ambientVals, @intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
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var angle: f32 = 6.282;
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// All models use the same shader
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modelA.materials[0].shader = shader;
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modelB.materials[0].shader = shader;
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modelC.materials[0].shader = shader;
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// Using 4 point lights, white, red, green and blue
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var lights = [_]Light{
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try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), WHITE, shader),
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try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), RED, shader),
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try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), GREEN, shader),
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try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), BLUE, shader),
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};
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SetCameraMode(camera, CameraMode.CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KeyboardKey.KEY_W)) {
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lights[0].enabled = !lights[0].enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_R)) {
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lights[1].enabled = !lights[1].enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_G)) {
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lights[2].enabled = !lights[2].enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_B)) {
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lights[3].enabled = !lights[3].enabled;
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}
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//UpdateCamera(&camera); // Update camera
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// Make the lights do differing orbits
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angle -= 0.02;
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lights[0].position.x = @cos(angle) * 4.0;
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lights[0].position.z = @sin(angle) * 4.0;
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lights[1].position.x = @cos(-angle * 0.6) * 4.0;
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lights[1].position.z = @sin(-angle * 0.6) * 4.0;
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lights[2].position.y = @cos(angle * 0.2) * 4.0;
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lights[2].position.z = @sin(angle * 0.2) * 4.0;
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lights[3].position.y = @cos(-angle * 0.35) * 4.0;
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lights[3].position.z = @sin(-angle * 0.35) * 4.0;
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UpdateLightValues(shader, lights[0]);
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UpdateLightValues(shader, lights[1]);
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UpdateLightValues(shader, lights[2]);
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UpdateLightValues(shader, lights[3]);
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// Rotate the torus
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modelA.transform =
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MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform =
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MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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// Update the light shader with the camera view position
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const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(
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shader,
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shader.locs[@intFromEnum(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)],
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&cameraPos,
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@intFromEnum(ShaderUniformDataType.SHADER_UNIFORM_VEC3),
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);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0, WHITE);
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DrawModel(modelB, .{ .x = -1.6, .y = 0, .z = 0 }, 1.0, WHITE);
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DrawModel(modelC, .{ .x = 1.6, .y = 0, .z = 0 }, 1.0, WHITE);
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// Draw markers to show where the lights are
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if (lights[0].enabled) {
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DrawSphereEx(lights[0].position, 0.2, 8, 8, WHITE);
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}
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if (lights[1].enabled) {
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DrawSphereEx(lights[1].position, 0.2, 8, 8, RED);
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}
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if (lights[2].enabled) {
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DrawSphereEx(lights[2].position, 0.2, 8, 8, GREEN);
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}
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if (lights[3].enabled) {
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DrawSphereEx(lights[3].position, 0.2, 8, 8, BLUE);
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}
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DrawGrid(10, 1.0);
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EndMode3D();
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DrawFPS(10, 10);
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DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(modelA); // Unload the modelA
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UnloadModel(modelB); // Unload the modelB
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UnloadModel(modelC); // Unload the modelC
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UnloadTexture(texture); // Unload the texture
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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