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REVIEWED: examples: Replace TABS and Remove trailing spaces
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@ -35,122 +35,122 @@
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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const char *voxFileNames[] = {
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"resources/models/vox/chr_knight.vox",
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"resources/models/vox/chr_sword.vox",
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"resources/models/vox/monu9.vox",
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"resources/models/vox/fez.vox"
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};
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const char *voxFileNames[] = {
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"resources/models/vox/chr_knight.vox",
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"resources/models/vox/chr_sword.vox",
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"resources/models/vox/monu9.vox",
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"resources/models/vox/fez.vox"
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};
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load MagicaVoxel files
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Model models[MAX_VOX_FILES] = { 0 };
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// Load MagicaVoxel files
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Model models[MAX_VOX_FILES] = { 0 };
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for (int i = 0; i < MAX_VOX_FILES; i++)
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{
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// Load VOX file and measure time
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double t0 = GetTime()*1000.0;
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models[i] = LoadModel(voxFileNames[i]);
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double t1 = GetTime()*1000.0;
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for (int i = 0; i < MAX_VOX_FILES; i++)
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{
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// Load VOX file and measure time
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double t0 = GetTime()*1000.0;
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models[i] = LoadModel(voxFileNames[i]);
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double t1 = GetTime()*1000.0;
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TraceLog(LOG_INFO, TextFormat("[%s] Model file loaded in %.3f ms", voxFileNames[i], t1 - t0));
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TraceLog(LOG_INFO, TextFormat("[%s] Model file loaded in %.3f ms", voxFileNames[i], t1 - t0));
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// Compute model translation matrix to center model on draw position (0, 0 , 0)
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BoundingBox bb = GetModelBoundingBox(models[i]);
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Vector3 center = { 0 };
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center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
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center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
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// Compute model translation matrix to center model on draw position (0, 0 , 0)
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BoundingBox bb = GetModelBoundingBox(models[i]);
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Vector3 center = { 0 };
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center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
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center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
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Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
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models[i].transform = matTranslate;
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}
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Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
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models[i].transform = matTranslate;
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}
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int currentModel = 0;
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Vector3 modelpos = { 0 };
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Vector3 camerarot = { 0 };
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int currentModel = 0;
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Vector3 modelpos = { 0 };
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Vector3 camerarot = { 0 };
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// Load voxel shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
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// Load voxel shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
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// Get some required shader locations
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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// Get some required shader locations
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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// Ambient light level (some basic lighting)
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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// Ambient light level (some basic lighting)
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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// Assign out lighting shader to model
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for (int i = 0; i < MAX_VOX_FILES; i++)
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{
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for (int j = 0; j < models[i].materialCount; j++) models[i].materials[j].shader = shader;
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}
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// Assign out lighting shader to model
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for (int i = 0; i < MAX_VOX_FILES; i++)
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{
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for (int j = 0; j < models[i].materialCount; j++) models[i].materials[j].shader = shader;
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}
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// Create lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader);
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// Create lights
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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 (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
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{
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const Vector2 mouseDelta = GetMouseDelta();
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camerarot.x = mouseDelta.x*0.05f;
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camerarot.y = mouseDelta.y*0.05f;
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}
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else
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{
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camerarot.x = 0;
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camerarot.y = 0;
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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 (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
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{
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const Vector2 mouseDelta = GetMouseDelta();
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camerarot.x = mouseDelta.x*0.05f;
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camerarot.y = mouseDelta.y*0.05f;
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}
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else
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{
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camerarot.x = 0;
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camerarot.y = 0;
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}
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UpdateCameraPro(&camera,
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(Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
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UpdateCameraPro(&camera,
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(Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, // Move right-left
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0.0f }, // Move up-down
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camerarot, // Camera rotation
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GetMouseWheelMove()*-2.0f); // Move to target (zoom)
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camerarot, // Camera rotation
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GetMouseWheelMove()*-2.0f); // Move to target (zoom)
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// Cycle between models on mouse click
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
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// Cycle between models on mouse click
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Update light values (actually, only enable/disable them)
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
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//----------------------------------------------------------------------------------
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// Update light values (actually, only enable/disable them)
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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@ -175,17 +175,17 @@ int main(void)
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DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, BLUE);
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DrawText(TextFormat("Model file: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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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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// Unload models data (GPU VRAM)
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for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload models data (GPU VRAM)
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for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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}
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@ -16,6 +16,7 @@
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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//------------------------------------------------------------------------------------
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@ -23,122 +24,114 @@
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
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// Hint text that shows before you click the screen
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bool startText = true;
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// Hint text that shows before you click the screen
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bool startText = true;
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// The mouse's position on the previous frame
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Vector2 mousePositionPrevious = GetMousePosition();
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// The mouse's position on the previous frame
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Vector2 mousePositionPrevious = GetMousePosition();
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// The canvas to draw lines on
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RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
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// The canvas to draw lines on
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RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
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// The background color of the canvas
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const Color backgroundColor = RAYWHITE;
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// The line's thickness
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float lineThickness = 8.0f;
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// The lines hue (in HSV, from 0-360)
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float lineHue = 0.0f;
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// The line's thickness
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float lineThickness = 8.0f;
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// The lines hue (in HSV, from 0-360)
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float lineHue = 0.0f;
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// Clear the canvas to the background color
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BeginTextureMode(canvas);
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ClearBackground(backgroundColor);
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EndTextureMode();
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// Clear the canvas to the background color
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BeginTextureMode(canvas);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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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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// Disable the hint text once the user clicks
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText) startText = false;
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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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// Disable the hint text once the user clicks
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText) startText = false;
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// Clear the canvas when the user middle-clicks
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if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
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{
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BeginTextureMode(canvas);
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ClearBackground(backgroundColor);
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EndTextureMode();
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}
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// Clear the canvas when the user middle-clicks
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if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
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{
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BeginTextureMode(canvas);
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ClearBackground(RAYWHITE);
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EndTextureMode();
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}
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// Store whether the left and right buttons are down
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bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
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bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
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// Store whether the left and right buttons are down
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bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
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bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
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if (leftButtonDown || rightButtonDown)
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{
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// The color for the line
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Color drawColor = WHITE;
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if (leftButtonDown || rightButtonDown)
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{
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// The color for the line
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Color drawColor = WHITE;
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if (leftButtonDown)
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{
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// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
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lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
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if (leftButtonDown)
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{
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// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
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lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
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// While the hue is >=360, subtract it to bring it down into the range 0-360
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// This is more visually accurate than resetting to zero
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while (lineHue >= 360.0f) lineHue -= 360.0f;
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// While the hue is >=360, subtract it to bring it down into the range 0-360
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// This is more visually accurate than resetting to zero
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while (lineHue >= 360.0f) lineHue -= 360.0f;
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// Create the final color
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drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
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}
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else if (rightButtonDown)
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{
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// Use the background color as an "eraser"
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drawColor = backgroundColor;
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}
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// Create the final color
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drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
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}
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else if (rightButtonDown) drawColor = RAYWHITE; // Use the background color as an "eraser"
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// Draw the line onto the canvas
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BeginTextureMode(canvas);
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// Draw the line onto the canvas
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BeginTextureMode(canvas);
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// Circles act as "caps", smoothing corners
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DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
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DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
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DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
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EndTextureMode();
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}
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// Circles act as "caps", smoothing corners
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DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
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DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
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DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
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// Update line thickness based on mousewheel
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lineThickness += GetMouseWheelMove();
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lineThickness = Clamp(lineThickness, 1.0, 500.0f);
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EndTextureMode();
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}
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// Update mouse's previous position
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mousePositionPrevious = GetMousePosition();
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//----------------------------------------------------------------------------------
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// Update line thickness based on mousewheel
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lineThickness += GetMouseWheelMove();
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lineThickness = Clamp(lineThickness, 1.0, 500.0f);
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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// Update mouse's previous position
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mousePositionPrevious = GetMousePosition();
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//----------------------------------------------------------------------------------
|
||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
|
||||
// Draw the preview circle
|
||||
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
|
||||
|
||||
// Draw the preview circle
|
||||
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
|
||||
// Draw the hint text
|
||||
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
|
||||
|
||||
// Draw the hint text
|
||||
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload the canvas render texture
|
||||
UnloadRenderTexture(canvas);
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(canvas); // Unload the canvas render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
return 0;
|
||||
}
|
||||
@ -36,7 +36,7 @@ static const char particleTypeNames[3][10] = { "WATER", "SMOKE", "FIRE" };
|
||||
typedef struct Particle {
|
||||
ParticleType type; // Particle type (WATER, SMOKE, FIRE)
|
||||
Vector2 position; // Particle position on screen
|
||||
Vector2 velocity; // Particle current speed and direction
|
||||
Vector2 velocity; // Particle current speed and direction
|
||||
float radius; // Particle radius
|
||||
Color color; // Particle color
|
||||
|
||||
@ -45,9 +45,9 @@ typedef struct Particle {
|
||||
} Particle;
|
||||
|
||||
typedef struct CircularBuffer {
|
||||
int head; // Index for the next write
|
||||
int tail; // Index for the next read
|
||||
Particle *buffer; // Particle buffer array
|
||||
int head; // Index for the next write
|
||||
int tail; // Index for the next read
|
||||
Particle *buffer; // Particle buffer array
|
||||
} CircularBuffer;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -73,12 +73,12 @@ int main(void)
|
||||
|
||||
// Definition of particles
|
||||
Particle *particles = (Particle*)RL_CALLOC(MAX_PARTICLES, sizeof(Particle)); // Particle array
|
||||
CircularBuffer circularBuffer = { 0, 0, particles };
|
||||
CircularBuffer circularBuffer = { 0, 0, particles };
|
||||
|
||||
// Particle emitter parameters
|
||||
// Particle emitter parameters
|
||||
int emissionRate = -2; // Negative: on average every -X frames. Positive: particles per frame
|
||||
ParticleType currentType = WATER;
|
||||
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
ParticleType currentType = WATER;
|
||||
Vector2 emitterPosition = { screenWidth/2.0f, screenHeight/2.0f };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -88,7 +88,7 @@ int main(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Emit new particles: when emissionRate is 1, emit every frame
|
||||
// Emit new particles: when emissionRate is 1, emit every frame
|
||||
if (emissionRate < 0)
|
||||
{
|
||||
if (rand()%(-emissionRate) == 0) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
@ -96,9 +96,9 @@ int main(void)
|
||||
else
|
||||
{
|
||||
for (int i = 0; i <= emissionRate; ++i) EmitParticle(&circularBuffer, emitterPosition, currentType);
|
||||
}
|
||||
}
|
||||
|
||||
// Update the parameters of each particle
|
||||
// Update the parameters of each particle
|
||||
UpdateParticles(&circularBuffer, screenWidth, screenHeight);
|
||||
|
||||
// Remove dead particles from the circular buffer
|
||||
@ -112,7 +112,7 @@ int main(void)
|
||||
if (IsKeyPressed(KEY_RIGHT)) (currentType == FIRE)? (currentType = WATER) : currentType++;
|
||||
if (IsKeyPressed(KEY_LEFT)) (currentType == WATER)? (currentType = FIRE) : currentType--;
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) emitterPosition = GetMousePosition();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
@ -121,7 +121,7 @@ int main(void)
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Call the function with a loop to draw all particles
|
||||
// Call the function with a loop to draw all particles
|
||||
DrawParticles(&circularBuffer);
|
||||
|
||||
// Draw UI and Instructions
|
||||
@ -133,7 +133,7 @@ int main(void)
|
||||
DrawText("LEFT/RIGHT: Change Particle Type (Water, Smoke, Fire)", 15, 55, 10, BLACK);
|
||||
|
||||
if (emissionRate < 0) DrawText(TextFormat("Particles every %d frames | Type: %s", -emissionRate, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
else DrawText(TextFormat("%d Particles per frame | Type: %s", emissionRate + 1, particleTypeNames[currentType]), 15, 95, 10, DARKGRAY);
|
||||
|
||||
DrawFPS(screenWidth - 80, 10);
|
||||
|
||||
@ -200,12 +200,12 @@ static Particle *AddToCircularBuffer(CircularBuffer *circularBuffer)
|
||||
// Check if buffer full
|
||||
if (((circularBuffer->head + 1)%MAX_PARTICLES) != circularBuffer->tail)
|
||||
{
|
||||
// Add new particle to the head position and advance head
|
||||
// Add new particle to the head position and advance head
|
||||
particle = &circularBuffer->buffer[circularBuffer->head];
|
||||
circularBuffer->head = (circularBuffer->head + 1)%MAX_PARTICLES;
|
||||
}
|
||||
|
||||
return particle;
|
||||
return particle;
|
||||
}
|
||||
|
||||
static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int screenHeight)
|
||||
@ -213,7 +213,7 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
||||
for (int i = circularBuffer->tail; i != circularBuffer->head; i = (i + 1)%MAX_PARTICLES)
|
||||
{
|
||||
// Update particle life and positions
|
||||
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
|
||||
circularBuffer->buffer[i].lifeTime += 1.0f/60.0f; // 60 FPS -> 1/60 seconds per frame
|
||||
|
||||
switch (circularBuffer->buffer[i].type)
|
||||
{
|
||||
@ -226,22 +226,22 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
||||
case SMOKE:
|
||||
{
|
||||
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x;
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
|
||||
circularBuffer->buffer[i].radius += 0.5f; // Increment radius: smoke expands
|
||||
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
|
||||
circularBuffer->buffer[i].color.a -= 4; // Decrement alpha: smoke fades
|
||||
|
||||
// If alpha transparent, particle dies
|
||||
if (circularBuffer->buffer[i].color.a < 4) circularBuffer->buffer[i].alive = false;
|
||||
} break;
|
||||
case FIRE:
|
||||
{
|
||||
// Add a little horizontal oscillation to fire particles
|
||||
// Add a little horizontal oscillation to fire particles
|
||||
circularBuffer->buffer[i].position.x += circularBuffer->buffer[i].velocity.x + cosf(circularBuffer->buffer[i].lifeTime*215.0f);
|
||||
circularBuffer->buffer[i].velocity.y -= 0.05f; // Upwards
|
||||
circularBuffer->buffer[i].position.y += circularBuffer->buffer[i].velocity.y;
|
||||
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
||||
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
|
||||
circularBuffer->buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
||||
circularBuffer->buffer[i].color.g -= 3; // Decrement green: fire turns reddish starting from yellow
|
||||
|
||||
// If radius too small, particle dies
|
||||
if (circularBuffer->buffer[i].radius <= 0.02f) circularBuffer->buffer[i].alive = false;
|
||||
@ -249,9 +249,9 @@ static void UpdateParticles(CircularBuffer *circularBuffer, int screenWidth, int
|
||||
default: break;
|
||||
}
|
||||
|
||||
// Disable particle when out of screen
|
||||
// Disable particle when out of screen
|
||||
Vector2 center = circularBuffer->buffer[i].position;
|
||||
float radius = circularBuffer->buffer[i].radius;
|
||||
float radius = circularBuffer->buffer[i].radius;
|
||||
|
||||
if ((center.x < -radius) || (center.x > (screenWidth + radius)) ||
|
||||
(center.y < -radius) || (center.y > (screenHeight + radius)))
|
||||
@ -267,7 +267,7 @@ static void UpdateCircularBuffer(CircularBuffer *circularBuffer)
|
||||
while ((circularBuffer->tail != circularBuffer->head) && !circularBuffer->buffer[circularBuffer->tail].alive)
|
||||
{
|
||||
circularBuffer->tail = (circularBuffer->tail + 1)%MAX_PARTICLES;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void DrawParticles(CircularBuffer *circularBuffer)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user