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REVIEWED: examples: Several minor issues
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@ -67,7 +67,7 @@ int main(void)
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models[i] = LoadModel(voxFileNames[i]);
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double t1 = GetTime()*1000.0;
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TraceLog(LOG_WARNING, TextFormat("[%s] 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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@ -80,6 +80,8 @@ int main(void)
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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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// Load voxel shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
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@ -98,11 +100,7 @@ int main(void)
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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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Model m = models[i];
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for (int j = 0; j < m.materialCount; j++)
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{
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m.materials[j].shader = shader;
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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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@ -112,12 +110,8 @@ int main(void)
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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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Vector3 modelpos = { 0 };
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Vector3 camerarot = { 0 };
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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@ -137,15 +131,11 @@ int main(void)
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}
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UpdateCameraPro(&camera,
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(Vector3) {
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f,
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f,
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0.0f // Move up-down
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},
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camerarot,
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GetMouseWheelMove()*-2.0f); // Move to target (zoom)
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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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// 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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@ -156,36 +146,34 @@ int main(void)
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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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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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// Draw 3D model
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BeginMode3D(camera);
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// Draw 3D model
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BeginMode3D(camera);
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DrawModel(models[currentModel], modelpos, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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DrawModel(models[currentModel], modelpos, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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// Draw spheres to show where the lights are
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
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}
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EndMode3D();
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// Draw spheres to show where the lights are
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
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}
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EndMode3D();
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// Display info
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DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
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DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE);
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DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE);
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DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
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// Display info
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DrawRectangle(10, 40, 340, 70, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(10, 40, 340, 70, Fade(DARKBLUE, 0.5f));
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DrawText("- MOUSE LEFT BUTTON: CYCLE VOX MODELS", 20, 50, 10, BLUE);
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DrawText("- MOUSE MIDDLE BUTTON: ZOOM OR ROTATE CAMERA", 20, 70, 10, BLUE);
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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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@ -201,5 +189,3 @@ int main(void)
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return 0;
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}
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@ -57,7 +57,7 @@ int main(void)
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Mesh mesh = GenMeshPoints(numPoints);
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Model model = LoadModelFromMesh(mesh);
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//SetTargetFPS(60);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -92,15 +92,12 @@ int main(void)
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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BeginMode3D(camera);
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// The new method only uploads the points once to the GPU
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if (useDrawModelPoints)
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{
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DrawModelPoints(model, position, 1.0f, WHITE);
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}
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if (useDrawModelPoints) DrawModelPoints(model, position, 1.0f, WHITE);
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else
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{
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// The old method must continually draw the "points" (lines)
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@ -124,17 +121,16 @@ int main(void)
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// Draw a unit sphere for reference
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DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
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EndMode3D();
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// Draw UI text
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DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
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DrawText("Up - increase points", 20, 70, 20, WHITE);
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DrawText("Down - decrease points", 20, 100, 20, WHITE);
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DrawText("Space - drawing function", 20, 130, 20, WHITE);
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DrawText(TextFormat("Point Count: %d", numPoints), 10, screenHeight - 50, 40, WHITE);
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DrawText("UP - Increase points", 10, 40, 20, WHITE);
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DrawText("DOWN - Decrease points", 10, 70, 20, WHITE);
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DrawText("SPACE - Drawing function", 10, 100, 20, WHITE);
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if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
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else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
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if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 10, 130, 20, GREEN);
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else DrawText("Using: DrawPoint3D()", 10, 130, 20, RED);
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DrawFPS(10, 10);
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@ -33,7 +33,7 @@
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#define GLSL_VERSION 100
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#endif
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#define MAP_SIZE 10
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#define MAP_SIZE 16
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -88,8 +88,6 @@ int main(void)
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RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE);
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SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
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Material material = LoadMaterialDefault();
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material.shader = shader;
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material.maps[MATERIAL_MAP_ALBEDO].texture = texture;
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@ -103,29 +101,33 @@ int main(void)
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DrawTexturePro(
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light,
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(Rectangle){ 0, 0, (float)light.width, (float)light.height },
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(Rectangle){ 0, 0, 20, 20 },
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(Vector2){ 10.0, 10.0 },
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(Rectangle){ 0, 0, 2.0f*MAP_SIZE, 2.0f*MAP_SIZE },
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(Vector2){ (float)MAP_SIZE, (float)MAP_SIZE },
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0.0,
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RED
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);
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DrawTexturePro(
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light,
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(Rectangle){ 0, 0, (float)light.width, (float)light.height },
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(Rectangle){ 8, 4, 20, 20 },
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(Vector2){ 10.0, 10.0 },
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(Rectangle){ (float)MAP_SIZE*0.8f, (float)MAP_SIZE/2.0f, 2.0f*MAP_SIZE, 2.0f*MAP_SIZE },
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(Vector2){ (float)MAP_SIZE, (float)MAP_SIZE },
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0.0,
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BLUE
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);
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DrawTexturePro(
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light,
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(Rectangle){ 0, 0, (float)light.width, (float)light.height },
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(Rectangle){ 8, 8, 10, 10 },
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(Vector2){ 5.0, 5.0 },
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(Rectangle){ (float)MAP_SIZE*0.8f, (float)MAP_SIZE*0.8f, (float)MAP_SIZE, (float)MAP_SIZE },
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(Vector2){ (float)MAP_SIZE/2.0f, (float)MAP_SIZE/2.0f },
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0.0,
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GREEN
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);
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BeginBlendMode(BLEND_ALPHA);
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EndTextureMode();
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// NOTE: To enable trilinear filtering we need mipmaps available for texture
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GenTextureMipmaps(&lightmap.texture);
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SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -141,24 +143,20 @@ int main(void)
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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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DrawMesh(mesh, material, MatrixIdentity());
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EndMode3D();
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DrawFPS(10, 10);
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DrawTexturePro(
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lightmap.texture,
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(Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
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DrawTexturePro(lightmap.texture, (Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
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(Rectangle){ (float)GetRenderWidth() - MAP_SIZE*8 - 10, 10, (float)MAP_SIZE*8, (float)MAP_SIZE*8 },
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(Vector2){ 0.0, 0.0 },
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0.0,
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WHITE);
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(Vector2){ 0.0, 0.0 }, 0.0, WHITE);
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DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY);
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DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
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DrawText(TextFormat("LIGHTMAP: %ix%i pixels", MAP_SIZE, MAP_SIZE), GetRenderWidth() - 130, 20 + MAP_SIZE*8, 10, GREEN);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -40,7 +40,7 @@ int main(void)
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture texPattern = LoadTexture("resources/patterns.png");
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SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled
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SetTextureFilter(texPattern, TEXTURE_FILTER_BILINEAR); // Makes the texture smoother when upscaled
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// Coordinates for all patterns inside the texture
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const Rectangle recPattern[] = {
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@ -110,19 +110,17 @@ int main(void)
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}
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}
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// Handle keys
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// Change scale
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// Handle keys: change scale
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if (IsKeyPressed(KEY_UP)) scale += 0.25f;
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if (IsKeyPressed(KEY_DOWN)) scale -= 0.25f;
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if (scale > 10.0f) scale = 10.0f;
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else if ( scale <= 0.0f) scale = 0.25f;
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// Change rotation
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// Handle keys: change rotation
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if (IsKeyPressed(KEY_LEFT)) rotation -= 25.0f;
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if (IsKeyPressed(KEY_RIGHT)) rotation += 25.0f;
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// Reset
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// Handle keys: reset
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if (IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; }
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//----------------------------------------------------------------------------------
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@ -165,7 +163,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texPattern); // Unload texture
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UnloadTexture(texPattern); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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