Merge branch 'raysan5:master' into master
This commit is contained in:
commit
ad75005015
218 changed files with 6569 additions and 1954 deletions
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@ -507,6 +507,7 @@ CORE = \
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core/core_3d_camera_free \
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||||
core/core_3d_camera_mode \
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||||
core/core_3d_camera_split_screen \
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||||
core/core_3d_camera_fps \
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||||
core/core_3d_picking \
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||||
core/core_automation_events \
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||||
core/core_basic_screen_manager \
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||||
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@ -598,6 +599,7 @@ TEXT = \
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|||
text/text_raylib_fonts \
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||||
text/text_rectangle_bounds \
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||||
text/text_unicode \
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||||
text/text_unicode_ranges \
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||||
text/text_writing_anim
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||||
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||||
MODELS = \
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||||
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@ -639,7 +641,7 @@ SHADERS = \
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shaders/shaders_mesh_instancing \
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||||
shaders/shaders_model_shader \
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||||
shaders/shaders_multi_sample2d \
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||||
shaders/shaders_normalmap \
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||||
shaders/shaders_normal_map \
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||||
shaders/shaders_palette_switch \
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||||
shaders/shaders_postprocessing \
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||||
shaders/shaders_raymarching \
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||||
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@ -104,7 +104,7 @@ USE_WAYLAND_DISPLAY ?= FALSE
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BUILD_WEB_ASYNCIFY ?= TRUE
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BUILD_WEB_SHELL ?= $(RAYLIB_PATH)/src/shell.html
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BUILD_WEB_HEAP_SIZE ?= 134217728
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BUILD_WEB_RESOURCES ?= TRUE
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BUILD_WEB_RESOURCES ?= FALSE
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||||
BUILD_WEB_RESOURCES_PATH ?= $(dir $<)resources@resources
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||||
# Use WebGL2 backend (OpenGL 3.0)
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# WARNING: Requires raylib compiled with GRAPHICS_API_OPENGL_ES3
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@ -507,6 +507,7 @@ CORE = \
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core/core_3d_camera_free \
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||||
core/core_3d_camera_mode \
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||||
core/core_3d_camera_split_screen \
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||||
core/core_3d_camera_fps \
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||||
core/core_3d_picking \
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||||
core/core_automation_events \
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||||
core/core_basic_screen_manager \
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||||
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@ -598,6 +599,7 @@ TEXT = \
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text/text_raylib_fonts \
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||||
text/text_rectangle_bounds \
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||||
text/text_unicode \
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||||
text/text_unicode_ranges \
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||||
text/text_writing_anim
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||||
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||||
MODELS = \
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||||
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@ -639,7 +641,7 @@ SHADERS = \
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|||
shaders/shaders_mesh_instancing \
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||||
shaders/shaders_model_shader \
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||||
shaders/shaders_multi_sample2d \
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||||
shaders/shaders_normalmap \
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||||
shaders/shaders_normal_map \
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||||
shaders/shaders_palette_switch \
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||||
shaders/shaders_postprocessing \
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||||
shaders/shaders_raymarching \
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||||
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@ -702,6 +704,9 @@ core/core_3d_camera_mode: core/core_3d_camera_mode.c
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core/core_3d_camera_split_screen: core/core_3d_camera_split_screen.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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||||
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||||
core/core_3d_camera_fps: core/core_3d_camera_fps.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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||||
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||||
core/core_3d_picking: core/core_3d_picking.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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||||
|
||||
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@ -916,8 +921,7 @@ textures/textures_logo_raylib: textures/textures_logo_raylib.c
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--preload-file textures/resources/raylib_logo.png@resources/raylib_logo.png
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||||
|
||||
textures/textures_mouse_painting: textures/textures_mouse_painting.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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||||
--preload-file textures/my_amazing_texture_painting.png@my_amazing_texture_painting.png
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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||||
|
||||
textures/textures_npatch_drawing: textures/textures_npatch_drawing.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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||||
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@ -996,14 +1000,14 @@ text/text_input_box: text/text_input_box.c
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|||
|
||||
text/text_raylib_fonts: text/text_raylib_fonts.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file text/resources/fonts/alagard.png@resources/fonts/alagard.png \
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||||
--preload-file text/resources/fonts/pixelplay.png@resources/fonts/pixelplay.png \
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||||
--preload-file text/resources/fonts/mecha.png@resources/fonts/mecha.png \
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||||
--preload-file text/resources/fonts/setback.png@resources/fonts/setback.png \
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||||
--preload-file text/resources/fonts/romulus.png@resources/fonts/romulus.png \
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||||
--preload-file text/resources/fonts/pixantiqua.png@resources/fonts/pixantiqua.png \
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||||
--preload-file text/resources/fonts/alpha_beta.png@resources/fonts/alpha_beta.png \
|
||||
--preload-file text/resources/fonts/jupiter_crash.png@resources/fonts/jupiter_crash.png
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||||
--preload-file text/resources/sprite_fonts/alagard.png@resources/sprite_fonts/alagard.png \
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||||
--preload-file text/resources/sprite_fonts/pixelplay.png@resources/sprite_fonts/pixelplay.png \
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||||
--preload-file text/resources/sprite_fonts/mecha.png@resources/sprite_fonts/mecha.png \
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||||
--preload-file text/resources/sprite_fonts/setback.png@resources/sprite_fonts/setback.png \
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||||
--preload-file text/resources/sprite_fonts/romulus.png@resources/sprite_fonts/romulus.png \
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||||
--preload-file text/resources/sprite_fonts/pixantiqua.png@resources/sprite_fonts/pixantiqua.png \
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||||
--preload-file text/resources/sprite_fonts/alpha_beta.png@resources/sprite_fonts/alpha_beta.png \
|
||||
--preload-file text/resources/sprite_fonts/jupiter_crash.png@resources/sprite_fonts/jupiter_crash.png
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||||
|
||||
text/text_rectangle_bounds: text/text_rectangle_bounds.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
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@ -1014,6 +1018,10 @@ text/text_unicode: text/text_unicode.c
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|||
--preload-file text/resources/noto_cjk.fnt@resources/noto_cjk.fnt \
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||||
--preload-file text/resources/symbola.fnt@resources/symbola.fnt
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||||
|
||||
text/text_unicode_ranges: text/text_unicode_ranges.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file text/resources/NotoSansTC-Regular.ttf@resources/NotoSansTC-Regular.ttf
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||||
|
||||
text/text_writing_anim: text/text_writing_anim.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
|
||||
|
||||
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@ -1202,7 +1210,7 @@ shaders/shaders_multi_sample2d: shaders/shaders_multi_sample2d.c
|
|||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/color_mix.fs@resources/shaders/glsl100/color_mix.fs
|
||||
|
||||
shaders/shaders_normalmap: shaders/shaders_normalmap.c
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||||
shaders/shaders_normal_map: shaders/shaders_normal_map.c
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||||
$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
|
||||
--preload-file shaders/resources/shaders/glsl100/normalmap.vs@resources/shaders/glsl100/normalmap.vs \
|
||||
--preload-file shaders/resources/shaders/glsl100/normalmap.fs@resources/shaders/glsl100/normalmap.fs \
|
||||
|
|
|
|||
|
|
@ -16,9 +16,9 @@ You may find it easier to use than other toolchains, especially when it comes to
|
|||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES COLLECTION [TOTAL: 160]
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||||
## EXAMPLES COLLECTION [TOTAL: 162]
|
||||
|
||||
### category: core [36]
|
||||
### category: core [37]
|
||||
|
||||
Examples using raylib[core](../src/rcore.c) platform functionality like window creation, inputs, drawing modes and system functionality.
|
||||
|
||||
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@ -40,6 +40,7 @@ Examples using raylib[core](../src/rcore.c) platform functionality like window c
|
|||
| [core_3d_camera_free](core/core_3d_camera_free.c) | <img src="core/core_3d_camera_free.png" alt="core_3d_camera_free" width="80"> | ⭐☆☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_3d_camera_first_person](core/core_3d_camera_first_person.c) | <img src="core/core_3d_camera_first_person.png" alt="core_3d_camera_first_person" width="80"> | ⭐⭐☆☆ | 1.3 | 1.3 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_3d_camera_split_screen](core/core_3d_camera_split_screen.c) | <img src="core/core_3d_camera_split_screen.png" alt="core_3d_camera_split_screen" width="80"> | ⭐⭐⭐☆ | 3.7 | 4.0 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||
| [core_3d_camera_fps](core/core_3d_camera_fps.c) | <img src="core/core_3d_camera_fps.png" alt="core_3d_camera_fps" width="80"> | ⭐⭐⭐☆ | 5.5 | 5.5 | [Agnis Aldins](https://github.com/nezvers) |
|
||||
| [core_3d_picking](core/core_3d_picking.c) | <img src="core/core_3d_picking.png" alt="core_3d_picking" width="80"> | ⭐⭐☆☆ | 1.3 | 4.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_world_screen](core/core_world_screen.c) | <img src="core/core_world_screen.png" alt="core_world_screen" width="80"> | ⭐⭐☆☆ | 1.3 | 1.4 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [core_custom_logging](core/core_custom_logging.c) | <img src="core/core_custom_logging.png" alt="core_custom_logging" width="80"> | ⭐⭐⭐☆ | 2.5 | 2.5 | [Pablo Marcos Oltra](https://github.com/pamarcos) |
|
||||
|
|
@ -121,7 +122,7 @@ Examples using raylib textures functionality, including image/textures loading/g
|
|||
| [textures_image_rotate](textures/textures_image_rotate.c) | <img src="textures/textures_image_rotate.png" alt="textures_image_rotate" width="80"> | ⭐⭐☆☆ | 1.0 | 1.0 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [textures_textured_curve](textures/textures_textured_curve.c) | <img src="textures/textures_textured_curve.png" alt="textures_textured_curve" width="80"> | ⭐⭐⭐☆ | 4.5 | 4.5 | [Jeffery Myers](https://github.com/JeffM2501) |
|
||||
|
||||
### category: text [12]
|
||||
### category: text [13]
|
||||
|
||||
Examples using raylib text functionality, including sprite fonts loading/generation and text drawing, provided by raylib [text](../src/rtext.c) module.
|
||||
|
||||
|
|
@ -139,6 +140,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
|
|||
| [text_unicode](text/text_unicode.c) | <img src="text/text_unicode.png" alt="text_unicode" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||
| [text_draw_3d](text/text_draw_3d.c) | <img src="text/text_draw_3d.png" alt="text_draw_3d" width="80"> | ⭐⭐⭐⭐️ | 3.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||
| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [text_unicode_ranges](text/text_unicode_ranges.c) | <img src="text/text_unicode_ranges.png" alt="text_unicode_ranges" width="80"> | ⭐⭐⭐⭐️ | 2.5 | 4.0 | [Vlad Adrian](https://github.com/demizdor) |
|
||||
|
||||
### category: models [23]
|
||||
|
||||
|
|
@ -193,7 +195,7 @@ Examples using raylib shaders functionality, including shaders loading, paramete
|
|||
| [shaders_hot_reloading](shaders/shaders_hot_reloading.c) | <img src="shaders/shaders_hot_reloading.png" alt="shaders_hot_reloading" width="80"> | ⭐⭐⭐☆ | 3.0 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [shaders_mesh_instancing](shaders/shaders_mesh_instancing.c) | <img src="shaders/shaders_mesh_instancing.png" alt="shaders_mesh_instancing" width="80"> | ⭐⭐⭐⭐️ | 3.7 | 4.2 | [seanpringle](https://github.com/seanpringle) |
|
||||
| [shaders_multi_sample2d](shaders/shaders_multi_sample2d.c) | <img src="shaders/shaders_multi_sample2d.png" alt="shaders_multi_sample2d" width="80"> | ⭐⭐☆☆ | 3.5 | 3.5 | [Ramon Santamaria](https://github.com/raysan5) |
|
||||
| [shaders_normalmap](shaders/shaders_normalmap.c) | <img src="shaders/shaders_normalmap.png" alt="shaders_normalmap" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
|
||||
| [shaders_normal_map](shaders/shaders_normal_map.c) | <img src="shaders/shaders_normal_map.png" alt="shaders_normal_map" width="80"> | ⭐⭐⭐⭐️ | 5.6 | 5.6 | [Jeremy Montgomery](https://github.com/Sir_Irk) |
|
||||
| [shaders_spotlight](shaders/shaders_spotlight.c) | <img src="shaders/shaders_spotlight.png" alt="shaders_spotlight" width="80"> | ⭐⭐☆☆ | 2.5 | 3.7 | [Chris Camacho](https://github.com/chriscamacho) |
|
||||
| [shaders_deferred_render](shaders/shaders_deferred_render.c) | <img src="shaders/shaders_deferred_render.png" alt="shaders_deferred_render" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [Justin Andreas Lacoste](https://github.com/27justin) |
|
||||
| [shaders_hybrid_render](shaders/shaders_hybrid_render.c) | <img src="shaders/shaders_hybrid_render.png" alt="shaders_hybrid_render" width="80"> | ⭐⭐⭐⭐️ | 4.2 | 4.2 | [Buğra Alptekin Sarı](https://github.com/BugraAlptekinSari) |
|
||||
|
|
|
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|
|
@ -55,7 +55,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - processing mixed output");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - mixed audio processing");
|
||||
|
||||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Module playing (streaming)
|
||||
* raylib [audio] example - module playing (streaming)
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Music playing (streaming)
|
||||
* raylib [audio] example - music playing (streaming)
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Raw audio streaming
|
||||
* raylib [audio] example - raw audio streaming
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Sound loading and playing
|
||||
* raylib [audio] example - sound loading and playing
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - spatialized 3D sound
|
||||
* raylib [audio] example - 3d sound positioning
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
@ -32,7 +32,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - spatialized 3D sound");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - 3d sound positioning");
|
||||
|
||||
InitAudioDevice();
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [audio] example - Music stream processing effects
|
||||
* raylib [audio] example - stream effects
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -2,27 +2,26 @@
|
|||
:: .
|
||||
:: Compile your examples for web using: build_example_web.bat <example_category>/<example_name>
|
||||
:: .
|
||||
set "INPUT_FILE=%1"
|
||||
SET "INPUT_FILE=%1"
|
||||
:: Change delimiter for the FOR loop
|
||||
for /f "tokens=1-10 delims=/" %%a in ("%INPUT_FILE%") do (
|
||||
set CATEGORY=%%a
|
||||
set FILENAME=%%b
|
||||
FOR /f "tokens=1-10 delims=/" %%a IN ("%INPUT_FILE%") DO (
|
||||
SET CATEGORY=%%a
|
||||
SET FILENAME=%%b
|
||||
)
|
||||
:: > Setup required Environment
|
||||
:: > SETup required Environment
|
||||
:: -------------------------------------
|
||||
set RAYLIB_PATH=C:\GitHub\raylib
|
||||
set EMSDK_PATH=C:\raylib\emsdk
|
||||
SET RAYLIB_PATH=C:\GitHub\raylib
|
||||
SET EMSDK_PATH=C:\raylib\emsdk
|
||||
SET COMPILER_PATH=C:\raylib\w64devkit\bin
|
||||
ENV_SET PATH=%COMPILER_PATH%
|
||||
SET MAKE=mingw32-make
|
||||
echo
|
||||
:: Set required web compilation options
|
||||
:: -------------------------------------
|
||||
set CC=%EMSDK_PATH%\upstream\emscripten\emcc
|
||||
set CFLAGS=-Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result -O3 -I. -Iexternal -I%RAYLIB_PATH%\src -I%RAYLIB_PATH%\external -DPLATFORM_WEB
|
||||
set LDFLAGS=-L. -L$(RAYLIB_PATH)\src -sUSE_GLFW=3 -sEXPORTED_RUNTIME_METHODS=ccall -sASYNCIFY --shell-file %RAYLIB_PATH%\src\shell.html
|
||||
set LDLIBS=%RAYLIB_PATH%\src\libraylib.web.a
|
||||
:: TODO: If using some resources/assets, set the directory path as shown in the commented line!
|
||||
set RESOURCES=
|
||||
::set RESOURCES=--preload-file $(RESOURCES_PATH)
|
||||
cd %RAYLIB_PATH%\examples\%CATEGORY%
|
||||
::SET CC=%EMSDK_PATH%\upstream\emscripten\emcc
|
||||
::SET CFLAGS=-Wall -std=c99 -D_DEFAULT_SOURCE -Wno-missing-braces -Wunused-result -O3 -I. -Iexternal -I%RAYLIB_PATH%\src -I%RAYLIB_PATH%\external -DPLATFORM_WEB
|
||||
::SET LDFLAGS=-L. -L$(RAYLIB_PATH)\src -sUSE_GLFW=3 -sEXPORTED_RUNTIME_METHODS=ccall -sASYNCIFY --shell-file %RAYLIB_PATH%\src\shell.html
|
||||
::SET LDLIBS=%RAYLIB_PATH%\src\libraylib.web.a
|
||||
echo
|
||||
:: Clean latest build
|
||||
:: ------------------------
|
||||
|
|
@ -38,6 +37,8 @@ echo on
|
|||
:: Compile program
|
||||
:: -----------------------
|
||||
C:
|
||||
%CC% -o %FILENAME%.html %FILENAME%.c %CFLAGS% %LDFLAGS% %LDLIBS% %RESOURCES%
|
||||
cd %RAYLIB_PATH%\examples
|
||||
%MAKE% -f Makefile.Web %CATEGORY%/%FILENAME% PLATFORM=PLATFORM_WEB -B
|
||||
::%CC% -o %FILENAME%.html %FILENAME%.c %CFLAGS% %LDFLAGS% %LDLIBS% %RESOURCES%
|
||||
cd ..
|
||||
echo
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2D Camera system
|
||||
* raylib [core] example - 2d camera
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 2D Camera platformer
|
||||
* raylib [core] example - 2d camera platformer
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
@ -54,7 +54,7 @@ int main(void)
|
|||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera platformer");
|
||||
|
||||
Player player = { 0 };
|
||||
player.position = (Vector2){ 400, 280 };
|
||||
|
|
|
|||
330
examples/core/core_3d_camera_fps.c
Normal file
330
examples/core/core_3d_camera_fps.c
Normal file
|
|
@ -0,0 +1,330 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 3d first-person camera controller
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 5.5, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Agnis Aldins (@nezvers) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* Copyright (c) 2025-2025 Agnis Aldins (@nezvers)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h"
|
||||
#include "rcamera.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
// Movement constants
|
||||
#define GRAVITY 32.0f
|
||||
#define MAX_SPEED 20.0f
|
||||
#define CROUCH_SPEED 5.0f
|
||||
#define JUMP_FORCE 12.0f
|
||||
#define MAX_ACCEL 150.0f
|
||||
// Grounded drag
|
||||
#define FRICTION 0.86f
|
||||
// Increasing air drag, increases strafing speed
|
||||
#define AIR_DRAG 0.98f
|
||||
// Responsiveness for turning movement direction to looked direction
|
||||
#define CONTROL 15.0f
|
||||
#define CROUCH_HEIGHT 0.0f
|
||||
#define STAND_HEIGHT 1.0f
|
||||
#define BOTTOM_HEIGHT 0.5f
|
||||
|
||||
#define NORMALIZE_INPUT 0
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// Body structure
|
||||
typedef struct {
|
||||
Vector3 position;
|
||||
Vector3 velocity;
|
||||
Vector3 dir;
|
||||
bool isGrounded;
|
||||
} Body;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static Vector2 sensitivity = { 0.001f, 0.001f };
|
||||
|
||||
static Body player = { 0 };
|
||||
static Vector2 lookRotation = { 0 };
|
||||
static float headTimer = 0.0f;
|
||||
static float walkLerp = 0.0f;
|
||||
static float headLerp = STAND_HEIGHT;
|
||||
static Vector2 lean = { 0 };
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module functions declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
static void DrawLevel(void);
|
||||
static void UpdateCameraAngle(Camera *camera);
|
||||
static void UpdateBody(Body *body, float rot, char side, char forward, bool jumpPressed, bool crouchHold);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d first-person camera controller");
|
||||
|
||||
// Initialize camera variables
|
||||
// NOTE: UpdateCameraAngle() takes care of the rest
|
||||
Camera camera = { 0 };
|
||||
camera.fovy = 60.0f;
|
||||
camera.projection = CAMERA_PERSPECTIVE;
|
||||
camera.position = (Vector3){
|
||||
player.position.x,
|
||||
player.position.y + (BOTTOM_HEIGHT + headLerp),
|
||||
player.position.z,
|
||||
};
|
||||
|
||||
UpdateCameraAngle(&camera); // Update camera parameters
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Vector2 mouseDelta = GetMouseDelta();
|
||||
lookRotation.x -= mouseDelta.x*sensitivity.x;
|
||||
lookRotation.y += mouseDelta.y*sensitivity.y;
|
||||
|
||||
char sideway = (IsKeyDown(KEY_D) - IsKeyDown(KEY_A));
|
||||
char forward = (IsKeyDown(KEY_W) - IsKeyDown(KEY_S));
|
||||
bool crouching = IsKeyDown(KEY_LEFT_CONTROL);
|
||||
UpdateBody(&player, lookRotation.x, sideway, forward, IsKeyPressed(KEY_SPACE), crouching);
|
||||
|
||||
float delta = GetFrameTime();
|
||||
headLerp = Lerp(headLerp, (crouching ? CROUCH_HEIGHT : STAND_HEIGHT), 20.0f*delta);
|
||||
camera.position = (Vector3){
|
||||
player.position.x,
|
||||
player.position.y + (BOTTOM_HEIGHT + headLerp),
|
||||
player.position.z,
|
||||
};
|
||||
|
||||
if (player.isGrounded && ((forward != 0) || (sideway != 0)))
|
||||
{
|
||||
headTimer += delta*3.0f;
|
||||
walkLerp = Lerp(walkLerp, 1.0f, 10.0f*delta);
|
||||
camera.fovy = Lerp(camera.fovy, 55.0f, 5.0f*delta);
|
||||
}
|
||||
else
|
||||
{
|
||||
walkLerp = Lerp(walkLerp, 0.0f, 10.0f*delta);
|
||||
camera.fovy = Lerp(camera.fovy, 60.0f, 5.0f*delta);
|
||||
}
|
||||
|
||||
lean.x = Lerp(lean.x, sideway*0.02f, 10.0f*delta);
|
||||
lean.y = Lerp(lean.y, forward*0.015f, 10.0f*delta);
|
||||
|
||||
UpdateCameraAngle(&camera);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawLevel();
|
||||
EndMode3D();
|
||||
|
||||
// Draw info box
|
||||
DrawRectangle(5, 5, 330, 75, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(5, 5, 330, 75, BLUE);
|
||||
|
||||
DrawText("Camera controls:", 15, 15, 10, BLACK);
|
||||
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, BLACK);
|
||||
DrawText("- Look around: arrow keys or mouse", 15, 45, 10, BLACK);
|
||||
DrawText(TextFormat("- Velocity Len: (%06.3f)", Vector2Length((Vector2){ player.velocity.x, player.velocity.z })), 15, 60, 10, BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module functions definition
|
||||
//----------------------------------------------------------------------------------
|
||||
void UpdateBody(Body* body, float rot, char side, char forward, bool jumpPressed, bool crouchHold)
|
||||
{
|
||||
Vector2 input = (Vector2){ (float)side, (float)-forward };
|
||||
|
||||
#if defined(NORMALIZE_INPUT)
|
||||
// Slow down diagonal movement
|
||||
if ((side != 0) && (forward != 0)) input = Vector2Normalize(input);
|
||||
#endif
|
||||
|
||||
float delta = GetFrameTime();
|
||||
|
||||
if (!body->isGrounded) body->velocity.y -= GRAVITY*delta;
|
||||
|
||||
if (body->isGrounded && jumpPressed)
|
||||
{
|
||||
body->velocity.y = JUMP_FORCE;
|
||||
body->isGrounded = false;
|
||||
|
||||
// Sound can be played at this moment
|
||||
//SetSoundPitch(fxJump, 1.0f + (GetRandomValue(-100, 100)*0.001));
|
||||
//PlaySound(fxJump);
|
||||
}
|
||||
|
||||
Vector3 front = (Vector3){ sin(rot), 0.f, cos(rot) };
|
||||
Vector3 right = (Vector3){ cos(-rot), 0.f, sin(-rot) };
|
||||
|
||||
Vector3 desiredDir = (Vector3){ input.x*right.x + input.y*front.x, 0.0f, input.x*right.z + input.y*front.z, };
|
||||
body->dir = Vector3Lerp(body->dir, desiredDir, CONTROL*delta);
|
||||
|
||||
float decel = (body->isGrounded ? FRICTION : AIR_DRAG);
|
||||
Vector3 hvel = (Vector3){ body->velocity.x*decel, 0.0f, body->velocity.z*decel };
|
||||
|
||||
float hvelLength = Vector3Length(hvel); // Magnitude
|
||||
if (hvelLength < (MAX_SPEED*0.01f)) hvel = (Vector3){ 0 };
|
||||
|
||||
// This is what creates strafing
|
||||
float speed = Vector3DotProduct(hvel, body->dir);
|
||||
|
||||
// Whenever the amount of acceleration to add is clamped by the maximum acceleration constant,
|
||||
// a Player can make the speed faster by bringing the direction closer to horizontal velocity angle
|
||||
// More info here: https://youtu.be/v3zT3Z5apaM?t=165
|
||||
float maxSpeed = (crouchHold? CROUCH_SPEED : MAX_SPEED);
|
||||
float accel = Clamp(maxSpeed - speed, 0.f, MAX_ACCEL*delta);
|
||||
hvel.x += body->dir.x*accel;
|
||||
hvel.z += body->dir.z*accel;
|
||||
|
||||
body->velocity.x = hvel.x;
|
||||
body->velocity.z = hvel.z;
|
||||
|
||||
body->position.x += body->velocity.x*delta;
|
||||
body->position.y += body->velocity.y*delta;
|
||||
body->position.z += body->velocity.z*delta;
|
||||
|
||||
// Fancy collision system against the floor
|
||||
if (body->position.y <= 0.0f)
|
||||
{
|
||||
body->position.y = 0.0f;
|
||||
body->velocity.y = 0.0f;
|
||||
body->isGrounded = true; // Enable jumping
|
||||
}
|
||||
}
|
||||
|
||||
// Update camera
|
||||
static void UpdateCameraAngle(Camera *camera)
|
||||
{
|
||||
const Vector3 up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
const Vector3 targetOffset = (Vector3){ 0.0f, 0.0f, -1.0f };
|
||||
|
||||
// Left and right
|
||||
Vector3 yaw = Vector3RotateByAxisAngle(targetOffset, up, lookRotation.x);
|
||||
|
||||
// Clamp view up
|
||||
float maxAngleUp = Vector3Angle(up, yaw);
|
||||
maxAngleUp -= 0.001f; // Avoid numerical errors
|
||||
if ( -(lookRotation.y) > maxAngleUp) { lookRotation.y = -maxAngleUp; }
|
||||
|
||||
// Clamp view down
|
||||
float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
|
||||
maxAngleDown *= -1.0f; // Downwards angle is negative
|
||||
maxAngleDown += 0.001f; // Avoid numerical errors
|
||||
if ( -(lookRotation.y) < maxAngleDown) { lookRotation.y = -maxAngleDown; }
|
||||
|
||||
// Up and down
|
||||
Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
|
||||
|
||||
// Rotate view vector around right axis
|
||||
float pitchAngle = -lookRotation.y -
|
||||
lean.y;
|
||||
pitchAngle = Clamp(pitchAngle, -PI / 2 + 0.0001f, PI / 2 - 0.0001f); // Clamp angle so it doesn't go past straight up or straight down
|
||||
Vector3 pitch = Vector3RotateByAxisAngle(yaw, right, pitchAngle);
|
||||
|
||||
// Head animation
|
||||
// Rotate up direction around forward axis
|
||||
float headSin = sin(headTimer*PI);
|
||||
float headCos = cos(headTimer*PI);
|
||||
const float stepRotation = 0.01f;
|
||||
camera->up = Vector3RotateByAxisAngle(up, pitch, headSin*stepRotation + lean.x);
|
||||
|
||||
// Camera BOB
|
||||
const float bobSide = 0.1f;
|
||||
const float bobUp = 0.15f;
|
||||
Vector3 bobbing = Vector3Scale(right, headSin*bobSide);
|
||||
bobbing.y = fabsf(headCos*bobUp);
|
||||
|
||||
camera->position = Vector3Add(camera->position, Vector3Scale(bobbing, walkLerp));
|
||||
camera->target = Vector3Add(camera->position, pitch);
|
||||
}
|
||||
|
||||
// Draw game level
|
||||
static void DrawLevel(void)
|
||||
{
|
||||
const int floorExtent = 25;
|
||||
const float tileSize = 5.0f;
|
||||
const Color tileColor1 = (Color){ 150, 200, 200, 255 };
|
||||
|
||||
// Floor tiles
|
||||
for (int y = -floorExtent; y < floorExtent; y++)
|
||||
{
|
||||
for (int x = -floorExtent; x < floorExtent; x++)
|
||||
{
|
||||
if ((y & 1) && (x & 1))
|
||||
{
|
||||
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, tileColor1);
|
||||
}
|
||||
else if (!(y & 1) && !(x & 1))
|
||||
{
|
||||
DrawPlane((Vector3){ x*tileSize, 0.0f, y*tileSize}, (Vector2){ tileSize, tileSize }, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const Vector3 towerSize = (Vector3){ 16.0f, 32.0f, 16.0f };
|
||||
const Color towerColor = (Color){ 150, 200, 200, 255 };
|
||||
|
||||
Vector3 towerPos = (Vector3){ 16.0f, 16.0f, 16.0f };
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
towerPos.x *= -1;
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
towerPos.z *= -1;
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
towerPos.x *= -1;
|
||||
DrawCubeV(towerPos, towerSize, towerColor);
|
||||
DrawCubeWiresV(towerPos, towerSize, DARKBLUE);
|
||||
|
||||
// Red sun
|
||||
DrawSphere((Vector3){ 300.0f, 300.0f, 0.0f }, 100.0f, (Color){ 255, 0, 0, 255 });
|
||||
}
|
||||
BIN
examples/core/core_3d_camera_fps.png
Normal file
BIN
examples/core/core_3d_camera_fps.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 8.9 KiB |
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera free
|
||||
* raylib [core] example - 3d camera free
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera mode
|
||||
* raylib [core] example - 3d camera mode
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - 3d cmaera split screen
|
||||
* raylib [core] example - 3d camera split screen
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Picking in 3d mode
|
||||
* raylib [core] example - 3d picking
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] examples - basic screen manager
|
||||
* raylib [core] example - basic screen manager
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
|
|
|
|||
Some files were not shown because too many files have changed in this diff Show more
Loading…
Reference in a new issue