koffi 0.9.5 → 0.9.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE.txt +661 -0
- package/README.md +74 -9
- package/package.json +27 -7
- package/src/call.hh +2 -1
- package/src/call_arm32.cc +525 -0
- package/src/call_arm32_fwd.S +108 -0
- package/src/call_arm64.cc +90 -63
- package/src/call_arm64_fwd.S +24 -29
- package/src/call_x64_sysv.cc +61 -48
- package/src/call_x64_win.cc +69 -43
- package/src/call_x86.cc +83 -62
- package/src/ffi.cc +166 -37
- package/src/ffi.hh +43 -12
- package/src/util.cc +72 -32
- package/src/util.hh +127 -18
- package/test/files/node32.cmd +6 -0
- package/test/files/node64.cmd +6 -0
- package/test/registry/machines.json +185 -0
- package/test/registry/sha256sum.txt +24 -0
- package/test/test.js +625 -0
- package/test/tests/misc.c +40 -0
- package/test/tests/misc.js +54 -0
- package/test/tests/raylib.js +167 -0
- package/vendor/dragonbox/include/dragonbox/dragonbox.h +6 -2
- package/vendor/dragonbox/other_files/Dragonbox.pdf +0 -0
- package/vendor/libcc/libcc.cc +36 -18
- package/vendor/libcc/libcc.hh +23 -1
- package/vendor/raylib/BINDINGS.md +123 -0
- package/vendor/raylib/CHANGELOG +1495 -0
- package/vendor/raylib/CMakeLists.txt +33 -0
- package/vendor/raylib/CMakeOptions.txt +87 -0
- package/vendor/raylib/CONTRIBUTING.md +76 -0
- package/vendor/raylib/CONTRIBUTORS.md +63 -0
- package/vendor/raylib/CONVENTIONS.md +95 -0
- package/vendor/raylib/HISTORY.md +364 -0
- package/vendor/raylib/LICENSE +16 -0
- package/vendor/raylib/README.md +141 -0
- package/vendor/raylib/ROADMAP.md +76 -0
- package/vendor/raylib/SPONSORS.md +68 -0
- package/vendor/raylib/cmake/AddIfFlagCompiles.cmake +12 -0
- package/vendor/raylib/cmake/BuildOptions.cmake +18 -0
- package/vendor/raylib/cmake/CompileDefinitions.cmake +110 -0
- package/vendor/raylib/cmake/CompilerFlags.cmake +79 -0
- package/vendor/raylib/cmake/EnumOption.cmake +9 -0
- package/vendor/raylib/cmake/GlfwImport.cmake +34 -0
- package/vendor/raylib/cmake/InstallConfigurations.cmake +29 -0
- package/vendor/raylib/cmake/JoinPaths.cmake +26 -0
- package/vendor/raylib/cmake/LibraryConfigurations.cmake +108 -0
- package/vendor/raylib/cmake/LibraryPathToLinkerFlags.cmake +24 -0
- package/vendor/raylib/cmake/PackConfigurations.cmake +13 -0
- package/vendor/raylib/cmake/PopulateConfigVariablesLocally.cmake +11 -0
- package/vendor/raylib/cmake/raylib-config-version.cmake +21 -0
- package/vendor/raylib/cmake/raylib-config.cmake +76 -0
- package/vendor/raylib/examples/CMakeLists.txt +139 -0
- package/vendor/raylib/examples/Makefile +565 -0
- package/vendor/raylib/examples/Makefile.Android +405 -0
- package/vendor/raylib/examples/Makefile.Web +1053 -0
- package/vendor/raylib/examples/README.md +203 -0
- package/vendor/raylib/examples/audio/audio_module_playing.c +146 -0
- package/vendor/raylib/examples/audio/audio_module_playing.png +0 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.c +73 -0
- package/vendor/raylib/examples/audio/audio_multichannel_sound.png +0 -0
- package/vendor/raylib/examples/audio/audio_music_stream.c +93 -0
- package/vendor/raylib/examples/audio/audio_music_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.c +167 -0
- package/vendor/raylib/examples/audio/audio_raw_stream.png +0 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.c +64 -0
- package/vendor/raylib/examples/audio/audio_sound_loading.png +0 -0
- package/vendor/raylib/examples/audio/resources/LICENSE.md +10 -0
- package/vendor/raylib/examples/audio/resources/coin.wav +0 -0
- package/vendor/raylib/examples/audio/resources/country.mp3 +0 -0
- package/vendor/raylib/examples/audio/resources/mini1111.xm +0 -0
- package/vendor/raylib/examples/audio/resources/sound.wav +0 -0
- package/vendor/raylib/examples/audio/resources/spring.wav +0 -0
- package/vendor/raylib/examples/audio/resources/target.flac +0 -0
- package/vendor/raylib/examples/audio/resources/target.ogg +0 -0
- package/vendor/raylib/examples/audio/resources/weird.wav +0 -0
- package/vendor/raylib/examples/build.zig +86 -0
- package/vendor/raylib/examples/core/core_2d_camera.c +132 -0
- package/vendor/raylib/examples/core/core_2d_camera.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.c +293 -0
- package/vendor/raylib/examples/core/core_2d_camera_platformer.png +0 -0
- package/vendor/raylib/examples/core/core_2d_camera_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.c +97 -0
- package/vendor/raylib/examples/core/core_3d_camera_first_person.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.c +83 -0
- package/vendor/raylib/examples/core/core_3d_camera_free.png +0 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.c +73 -0
- package/vendor/raylib/examples/core/core_3d_camera_mode.png +0 -0
- package/vendor/raylib/examples/core/core_3d_picking.c +107 -0
- package/vendor/raylib/examples/core/core_3d_picking.png +0 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.c +150 -0
- package/vendor/raylib/examples/core/core_basic_screen_manager.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window.c +62 -0
- package/vendor/raylib/examples/core/core_basic_window.png +0 -0
- package/vendor/raylib/examples/core/core_basic_window_web.c +85 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.c +125 -0
- package/vendor/raylib/examples/core/core_custom_frame_control.png +0 -0
- package/vendor/raylib/examples/core/core_custom_logging.c +84 -0
- package/vendor/raylib/examples/core/core_custom_logging.png +0 -0
- package/vendor/raylib/examples/core/core_drop_files.c +76 -0
- package/vendor/raylib/examples/core/core_drop_files.png +0 -0
- package/vendor/raylib/examples/core/core_input_gamepad.c +195 -0
- package/vendor/raylib/examples/core/core_input_gamepad.png +0 -0
- package/vendor/raylib/examples/core/core_input_gestures.c +115 -0
- package/vendor/raylib/examples/core/core_input_gestures.png +0 -0
- package/vendor/raylib/examples/core/core_input_keys.c +59 -0
- package/vendor/raylib/examples/core/core_input_keys.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse.c +65 -0
- package/vendor/raylib/examples/core/core_input_mouse.png +0 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.c +58 -0
- package/vendor/raylib/examples/core/core_input_mouse_wheel.png +0 -0
- package/vendor/raylib/examples/core/core_input_multitouch.c +70 -0
- package/vendor/raylib/examples/core/core_input_multitouch.png +0 -0
- package/vendor/raylib/examples/core/core_loading_thread.c +147 -0
- package/vendor/raylib/examples/core/core_loading_thread.png +0 -0
- package/vendor/raylib/examples/core/core_quat_conversion.c +132 -0
- package/vendor/raylib/examples/core/core_quat_conversion.png +0 -0
- package/vendor/raylib/examples/core/core_random_values.c +67 -0
- package/vendor/raylib/examples/core/core_random_values.png +0 -0
- package/vendor/raylib/examples/core/core_scissor_test.c +71 -0
- package/vendor/raylib/examples/core/core_scissor_test.png +0 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.c +117 -0
- package/vendor/raylib/examples/core/core_smooth_pixelperfect.png +0 -0
- package/vendor/raylib/examples/core/core_split_screen.c +155 -0
- package/vendor/raylib/examples/core/core_split_screen.png +0 -0
- package/vendor/raylib/examples/core/core_storage_values.c +87 -0
- package/vendor/raylib/examples/core/core_storage_values.png +0 -0
- package/vendor/raylib/examples/core/core_vr_simulator.c +143 -0
- package/vendor/raylib/examples/core/core_vr_simulator.png +0 -0
- package/vendor/raylib/examples/core/core_window_flags.c +191 -0
- package/vendor/raylib/examples/core/core_window_flags.png +0 -0
- package/vendor/raylib/examples/core/core_window_letterbox.c +112 -0
- package/vendor/raylib/examples/core/core_window_letterbox.png +0 -0
- package/vendor/raylib/examples/core/core_world_screen.c +78 -0
- package/vendor/raylib/examples/core/core_world_screen.png +0 -0
- package/vendor/raylib/examples/core/resources/LICENSE.md +4 -0
- package/vendor/raylib/examples/core/resources/distortion100.fs +52 -0
- package/vendor/raylib/examples/core/resources/distortion330.fs +53 -0
- package/vendor/raylib/examples/core/resources/ps3.png +0 -0
- package/vendor/raylib/examples/core/resources/xbox.png +0 -0
- package/vendor/raylib/examples/examples_template.c +100 -0
- package/vendor/raylib/examples/models/models_animation.c +114 -0
- package/vendor/raylib/examples/models/models_animation.png +0 -0
- package/vendor/raylib/examples/models/models_billboard.c +75 -0
- package/vendor/raylib/examples/models/models_billboard.png +0 -0
- package/vendor/raylib/examples/models/models_box_collisions.c +121 -0
- package/vendor/raylib/examples/models/models_box_collisions.png +0 -0
- package/vendor/raylib/examples/models/models_cubicmap.c +87 -0
- package/vendor/raylib/examples/models/models_cubicmap.png +0 -0
- package/vendor/raylib/examples/models/models_first_person_maze.c +122 -0
- package/vendor/raylib/examples/models/models_first_person_maze.png +0 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.c +80 -0
- package/vendor/raylib/examples/models/models_geometric_shapes.png +0 -0
- package/vendor/raylib/examples/models/models_heightmap.c +82 -0
- package/vendor/raylib/examples/models/models_heightmap.png +0 -0
- package/vendor/raylib/examples/models/models_loading.c +146 -0
- package/vendor/raylib/examples/models/models_loading.png +0 -0
- package/vendor/raylib/examples/models/models_loading_gltf.c +105 -0
- package/vendor/raylib/examples/models/models_loading_gltf.png +0 -0
- package/vendor/raylib/examples/models/models_loading_vox.c +130 -0
- package/vendor/raylib/examples/models/models_loading_vox.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_generation.c +179 -0
- package/vendor/raylib/examples/models/models_mesh_generation.png +0 -0
- package/vendor/raylib/examples/models/models_mesh_picking.c +223 -0
- package/vendor/raylib/examples/models/models_mesh_picking.png +0 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.c +99 -0
- package/vendor/raylib/examples/models/models_orthographic_projection.png +0 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.c +172 -0
- package/vendor/raylib/examples/models/models_rlgl_solar_system.png +0 -0
- package/vendor/raylib/examples/models/models_skybox.c +262 -0
- package/vendor/raylib/examples/models/models_skybox.png +0 -0
- package/vendor/raylib/examples/models/models_waving_cubes.c +112 -0
- package/vendor/raylib/examples/models/models_waving_cubes.png +0 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.c +117 -0
- package/vendor/raylib/examples/models/models_yaw_pitch_roll.png +0 -0
- package/vendor/raylib/examples/models/resources/LICENSE.md +23 -0
- package/vendor/raylib/examples/models/resources/billboard.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap.png +0 -0
- package/vendor/raylib/examples/models/resources/cubicmap_atlas.png +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_1k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/dresden_square_2k.hdr +0 -0
- package/vendor/raylib/examples/models/resources/heightmap.png +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedMorphCube.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/AnimatedTriangle.gltf +118 -0
- package/vendor/raylib/examples/models/resources/models/gltf/BoxAnimated.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/LICENSE +23 -0
- package/vendor/raylib/examples/models/resources/models/gltf/girl.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/raylib_32x32.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/rigged_figure.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/gltf/vertex_colored_object.glb +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.blend +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guy.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guyanim.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/guytex.png +0 -0
- package/vendor/raylib/examples/models/resources/models/iqm/vertex_colored_object.iqm +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge.obj +1725 -0
- package/vendor/raylib/examples/models/resources/models/obj/bridge_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle.obj +12919 -0
- package/vendor/raylib/examples/models/resources/models/obj/castle_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube.obj +68 -0
- package/vendor/raylib/examples/models/resources/models/obj/cube_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/house.obj +4564 -0
- package/vendor/raylib/examples/models/resources/models/obj/house_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/market.obj +7301 -0
- package/vendor/raylib/examples/models/resources/models/obj/market_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane.obj +10858 -0
- package/vendor/raylib/examples/models/resources/models/obj/plane_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret.obj +1888 -0
- package/vendor/raylib/examples/models/resources/models/obj/turret_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/obj/well.obj +1030 -0
- package/vendor/raylib/examples/models/resources/models/obj/well_diffuse.png +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/LICENSE +9 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_knight.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/chr_sword.vox +0 -0
- package/vendor/raylib/examples/models/resources/models/vox/monu9.vox +0 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.fs +29 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.fs +31 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl100/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/cubemap.vs +20 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.fs +30 -0
- package/vendor/raylib/examples/models/resources/shaders/glsl330/skybox.vs +24 -0
- package/vendor/raylib/examples/models/resources/skybox.png +0 -0
- package/vendor/raylib/examples/models/rlights.h +183 -0
- package/vendor/raylib/examples/others/easings.h +263 -0
- package/vendor/raylib/examples/others/easings_testbed.c +227 -0
- package/vendor/raylib/examples/others/embedded_files_loading.c +103 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3.h +5538 -0
- package/vendor/raylib/examples/others/external/include/GLFW/glfw3native.h +572 -0
- package/vendor/raylib/examples/others/external/include/glad.h +5466 -0
- package/vendor/raylib/examples/others/external/lib/libglfw3.a +0 -0
- package/vendor/raylib/examples/others/raudio_standalone.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.c +152 -0
- package/vendor/raylib/examples/others/raylib_opengl_interop.png +0 -0
- package/vendor/raylib/examples/others/resources/audio/country.mp3 +0 -0
- package/vendor/raylib/examples/others/resources/audio/target.ogg +0 -0
- package/vendor/raylib/examples/others/resources/audio/weird.wav +0 -0
- package/vendor/raylib/examples/others/resources/audio_data.h +4893 -0
- package/vendor/raylib/examples/others/resources/image_data.h +9848 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl100/point_particle.fs +16 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl100/point_particle.vs +24 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl330/point_particle.fs +17 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl330/point_particle.vs +24 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol.glsl +41 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol_render.glsl +29 -0
- package/vendor/raylib/examples/others/resources/shaders/glsl430/gol_transfert.glsl +51 -0
- package/vendor/raylib/examples/others/rlgl_compute_shader.c +173 -0
- package/vendor/raylib/examples/others/rlgl_standalone.c +469 -0
- package/vendor/raylib/examples/physics/physics_demo.c +128 -0
- package/vendor/raylib/examples/physics/physics_demo.png +0 -0
- package/vendor/raylib/examples/physics/physics_friction.c +142 -0
- package/vendor/raylib/examples/physics/physics_friction.png +0 -0
- package/vendor/raylib/examples/physics/physics_movement.c +128 -0
- package/vendor/raylib/examples/physics/physics_movement.png +0 -0
- package/vendor/raylib/examples/physics/physics_restitution.c +129 -0
- package/vendor/raylib/examples/physics/physics_restitution.png +0 -0
- package/vendor/raylib/examples/physics/physics_shatter.c +111 -0
- package/vendor/raylib/examples/physics/physics_shatter.png +0 -0
- package/vendor/raylib/examples/raylib_compile_execute.bat +32 -0
- package/vendor/raylib/examples/raylib_makefile_example.bat +27 -0
- package/vendor/raylib/examples/shaders/resources/LICENSE.md +11 -0
- package/vendor/raylib/examples/shaders/resources/fudesumi.png +0 -0
- package/vendor/raylib/examples/shaders/resources/mask.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/barracks.obj +22251 -0
- package/vendor/raylib/examples/shaders/resources/models/barracks_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/church.obj +5116 -0
- package/vendor/raylib/examples/shaders/resources/models/church_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/models/watermill.obj +5316 -0
- package/vendor/raylib/examples/shaders/resources/models/watermill_diffuse.png +0 -0
- package/vendor/raylib/examples/shaders/resources/plasma.png +0 -0
- package/vendor/raylib/examples/shaders/resources/raysan.png +0 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base.fs +23 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base.vs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base_lighting.vs +59 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs +36 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/bloom.fs +39 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/blur.fs +34 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/color_mix.fs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cross_hatching.fs +47 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cross_stitching.fs +57 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/cubes_panning.fs +60 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/depth.fs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/distortion.fs +54 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/dream_vision.fs +37 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/eratosthenes.fs +60 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/fisheye.fs +43 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/fog.fs +94 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/grayscale.fs +25 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/julia_set.fs +83 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/lighting.fs +81 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/mask.fs +24 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/outline.fs +34 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/palette_switch.fs +41 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/pixelizer.fs +32 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/posterization.fs +29 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/predator.fs +31 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/raymarching.fs +431 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/reload.fs +39 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/scanlines.fs +44 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/sobel.fs +40 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/spotlight.fs +77 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/swirl.fs +46 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl100/wave.fs +36 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base.fs +22 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base.vs +26 -0
- package/vendor/raylib/examples/shaders/resources/shaders/glsl120/base_lighting.vs +59 -0
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- package/vendor/raylib/src/utils.h +81 -0
- package/vendor/sqlite3/shell.c +23487 -0
- package/vendor/sqlite3/sqlite3.c +239246 -0
- package/vendor/sqlite3/sqlite3.h +12802 -0
- package/vendor/sqlite3/sqlite3ext.h +689 -0
- package/CMakeLists.txt +0 -60
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/*******************************************************************************************
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*
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* raylib [models] example - Show the difference between perspective and orthographic projection
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*
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* This program is heavily based on the geometric objects example
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*
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* This example has been created using raylib 2.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Max Danielsson (@autious) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2018 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define FOVY_PERSPECTIVE 45.0f
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#define WIDTH_ORTHOGRAPHIC 10.0f
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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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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
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// Define the camera to look into our 3d world
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Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE))
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{
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if (camera.projection == CAMERA_PERSPECTIVE)
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{
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camera.fovy = WIDTH_ORTHOGRAPHIC;
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camera.projection = CAMERA_ORTHOGRAPHIC;
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}
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else
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{
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camera.fovy = FOVY_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE;
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
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DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
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DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
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DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
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DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
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DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
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DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
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DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
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DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
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DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
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if (camera.projection == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
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else if (camera.projection == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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/*******************************************************************************************
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*
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* raylib [models] example - rlgl module usage with push/pop matrix transformations
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*
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2018 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"
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#include <math.h> // Required for: cosf(), sinf()
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation
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//------------------------------------------------------------------------------------
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// Program main entry point
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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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const float sunRadius = 4.0f;
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const float earthRadius = 0.6f;
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const float earthOrbitRadius = 8.0f;
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const float moonRadius = 0.16f;
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const float moonOrbitRadius = 1.5f;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
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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){ 16.0f, 16.0f, 16.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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SetCameraMode(camera, CAMERA_FREE);
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float rotationSpeed = 0.2f; // General system rotation speed
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float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
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float earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees
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float moonRotation = 0.0f; // Rotation of moon around itself
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float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
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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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UpdateCamera(&camera);
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earthRotation += (5.0f*rotationSpeed);
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earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
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moonRotation += (2.0f*rotationSpeed);
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moonOrbitRotation += (8.0f*rotationSpeed);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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rlPushMatrix();
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rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun
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DrawSphereBasic(GOLD); // Draw the Sun
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rlPopMatrix();
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rlPushMatrix();
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rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun
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rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit
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rlPushMatrix();
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rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself
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rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth
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DrawSphereBasic(BLUE); // Draw the Earth
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rlPopMatrix();
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rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth
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rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit
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rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself
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rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon
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DrawSphereBasic(LIGHTGRAY); // Draw the Moon
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rlPopMatrix();
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// Some reference elements (not affected by previous matrix transformations)
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DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f));
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DrawGrid(20, 1.0f);
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EndMode3D();
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DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//--------------------------------------------------------------------------------------------
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// Module Functions Definitions (local)
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//--------------------------------------------------------------------------------------------
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// Draw sphere without any matrix transformation
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// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
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void DrawSphereBasic(Color color)
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{
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int rings = 16;
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int slices = 16;
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// Make sure there is enough space in the internal render batch
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// buffer to store all required vertex, batch is reseted if required
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rlCheckRenderBatchLimit((rings + 2)*slices*6);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < (rings + 2); i++)
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{
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for (int j = 0; j < slices; j++)
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{
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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154
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
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157
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
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159
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+
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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161
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sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
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164
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sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
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166
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rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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167
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+
sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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}
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}
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rlEnd();
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}
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Binary file
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@@ -0,0 +1,262 @@
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1
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/*******************************************************************************************
|
|
2
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*
|
|
3
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* raylib [models] example - Skybox loading and drawing
|
|
4
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+
*
|
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5
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* This example has been created using raylib 3.5 (www.raylib.com)
|
|
6
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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|
7
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*
|
|
8
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* Copyright (c) 2017-2020 Ramon Santamaria (@raysan5)
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9
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*
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|
10
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********************************************************************************************/
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11
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12
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#include "raylib.h"
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13
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|
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14
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#include "rlgl.h"
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15
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#include "raymath.h" // Required for: MatrixPerspective(), MatrixLookAt()
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16
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|
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17
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#if defined(PLATFORM_DESKTOP)
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18
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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20
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#define GLSL_VERSION 100
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#endif
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22
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23
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// Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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30
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const int screenWidth = 800;
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31
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const int screenHeight = 450;
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32
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InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
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34
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+
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// Define the camera to look into our 3d world
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36
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Camera camera = { { 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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37
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+
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// Load skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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40
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Model skybox = LoadModelFromMesh(cube);
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41
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+
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bool useHDR = true;
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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skybox.materials[0].shader = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/skybox.fs", GLSL_VERSION));
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48
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+
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MATERIAL_MAP_CUBEMAP }, SHADER_UNIFORM_INT);
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50
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "doGamma"), (int[1]) { useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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51
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SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "vflipped"), (int[1]){ useHDR ? 1 : 0 }, SHADER_UNIFORM_INT);
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52
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+
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// Load cubemap shader and setup required shader locations
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Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/cubemap.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/cubemap.fs", GLSL_VERSION));
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56
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+
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SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
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58
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+
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char skyboxFileName[256] = { 0 };
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+
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Texture2D panorama;
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if (useHDR)
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{
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TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
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+
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// Load HDR panorama (sphere) texture
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panorama = LoadTexture(skyboxFileName);
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+
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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73
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// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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75
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+
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//UnloadTexture(panorama); // Texture not required anymore, cubemap already generated
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}
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else
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{
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Image img = LoadImage("resources/skybox.png");
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT); // CUBEMAP_LAYOUT_PANORAMA
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82
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UnloadImage(img);
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}
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+
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SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person camera mode
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+
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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88
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//--------------------------------------------------------------------------------------
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+
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90
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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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93
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera
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96
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+
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97
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// Load new cubemap texture on drag&drop
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if (IsFileDropped())
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{
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100
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int count = 0;
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101
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char **droppedFiles = GetDroppedFiles(&count);
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102
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+
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103
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if (count == 1) // Only support one file dropped
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{
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if (IsFileExtension(droppedFiles[0], ".png;.jpg;.hdr;.bmp;.tga"))
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{
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// Unload current cubemap texture and load new one
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UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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109
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if (useHDR)
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110
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{
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111
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Texture2D panorama = LoadTexture(droppedFiles[0]);
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112
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+
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|
113
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// Generate cubemap from panorama texture
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114
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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115
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+
UnloadTexture(panorama);
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|
116
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+
}
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117
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+
else
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118
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{
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119
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Image img = LoadImage(droppedFiles[0]);
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120
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = LoadTextureCubemap(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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|
121
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UnloadImage(img);
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122
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+
}
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|
123
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+
|
|
124
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+
TextCopy(skyboxFileName, droppedFiles[0]);
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|
125
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+
}
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|
126
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+
}
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127
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+
|
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128
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+
ClearDroppedFiles(); // Clear internal buffers
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129
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+
}
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130
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+
//----------------------------------------------------------------------------------
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131
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+
|
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132
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+
// Draw
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|
133
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+
//----------------------------------------------------------------------------------
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|
134
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+
BeginDrawing();
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135
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+
|
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136
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+
ClearBackground(RAYWHITE);
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137
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+
|
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138
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+
BeginMode3D(camera);
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|
139
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+
|
|
140
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+
// We are inside the cube, we need to disable backface culling!
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|
141
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+
rlDisableBackfaceCulling();
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142
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+
rlDisableDepthMask();
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143
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+
DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
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144
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+
rlEnableBackfaceCulling();
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145
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+
rlEnableDepthMask();
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146
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+
|
|
147
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+
DrawGrid(10, 1.0f);
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|
148
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+
|
|
149
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+
EndMode3D();
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|
150
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+
|
|
151
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+
//DrawTextureEx(panorama, (Vector2){ 0, 0 }, 0.0f, 0.5f, WHITE);
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|
152
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+
|
|
153
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+
if (useHDR) DrawText(TextFormat("Panorama image from hdrihaven.com: %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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|
154
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+
else DrawText(TextFormat(": %s", GetFileName(skyboxFileName)), 10, GetScreenHeight() - 20, 10, BLACK);
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|
155
|
+
|
|
156
|
+
DrawFPS(10, 10);
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|
157
|
+
|
|
158
|
+
EndDrawing();
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|
159
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+
//----------------------------------------------------------------------------------
|
|
160
|
+
}
|
|
161
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+
|
|
162
|
+
// De-Initialization
|
|
163
|
+
//--------------------------------------------------------------------------------------
|
|
164
|
+
UnloadShader(skybox.materials[0].shader);
|
|
165
|
+
UnloadTexture(skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
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|
166
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+
|
|
167
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+
UnloadModel(skybox); // Unload skybox model
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|
168
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+
|
|
169
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+
CloseWindow(); // Close window and OpenGL context
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|
170
|
+
//--------------------------------------------------------------------------------------
|
|
171
|
+
|
|
172
|
+
return 0;
|
|
173
|
+
}
|
|
174
|
+
|
|
175
|
+
// Generate cubemap texture from HDR texture
|
|
176
|
+
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
|
|
177
|
+
{
|
|
178
|
+
TextureCubemap cubemap = { 0 };
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|
179
|
+
|
|
180
|
+
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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|
181
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+
|
|
182
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+
// STEP 1: Setup framebuffer
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|
183
|
+
//------------------------------------------------------------------------------------------
|
|
184
|
+
unsigned int rbo = rlLoadTextureDepth(size, size, true);
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|
185
|
+
cubemap.id = rlLoadTextureCubemap(0, size, format);
|
|
186
|
+
|
|
187
|
+
unsigned int fbo = rlLoadFramebuffer(size, size);
|
|
188
|
+
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
|
189
|
+
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
|
190
|
+
|
|
191
|
+
// Check if framebuffer is complete with attachments (valid)
|
|
192
|
+
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
|
|
193
|
+
//------------------------------------------------------------------------------------------
|
|
194
|
+
|
|
195
|
+
// STEP 2: Draw to framebuffer
|
|
196
|
+
//------------------------------------------------------------------------------------------
|
|
197
|
+
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
|
|
198
|
+
rlEnableShader(shader.id);
|
|
199
|
+
|
|
200
|
+
// Define projection matrix and send it to shader
|
|
201
|
+
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
|
202
|
+
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
|
|
203
|
+
|
|
204
|
+
// Define view matrix for every side of the cubemap
|
|
205
|
+
Matrix fboViews[6] = {
|
|
206
|
+
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
207
|
+
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
208
|
+
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
|
209
|
+
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
|
210
|
+
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
|
211
|
+
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
|
212
|
+
};
|
|
213
|
+
|
|
214
|
+
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
|
215
|
+
|
|
216
|
+
// Activate and enable texture for drawing to cubemap faces
|
|
217
|
+
rlActiveTextureSlot(0);
|
|
218
|
+
rlEnableTexture(panorama.id);
|
|
219
|
+
|
|
220
|
+
for (int i = 0; i < 6; i++)
|
|
221
|
+
{
|
|
222
|
+
// Set the view matrix for the current cube face
|
|
223
|
+
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
|
224
|
+
|
|
225
|
+
// Select the current cubemap face attachment for the fbo
|
|
226
|
+
// WARNING: This function by default enables->attach->disables fbo!!!
|
|
227
|
+
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
|
228
|
+
rlEnableFramebuffer(fbo);
|
|
229
|
+
|
|
230
|
+
// Load and draw a cube, it uses the current enabled texture
|
|
231
|
+
rlClearScreenBuffers();
|
|
232
|
+
rlLoadDrawCube();
|
|
233
|
+
|
|
234
|
+
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
|
|
235
|
+
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
|
|
236
|
+
// TODO: Investigate this issue...
|
|
237
|
+
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
|
|
238
|
+
//rlClearScreenBuffers();
|
|
239
|
+
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
|
|
240
|
+
//rlDrawRenderBatchActive();
|
|
241
|
+
}
|
|
242
|
+
//------------------------------------------------------------------------------------------
|
|
243
|
+
|
|
244
|
+
// STEP 3: Unload framebuffer and reset state
|
|
245
|
+
//------------------------------------------------------------------------------------------
|
|
246
|
+
rlDisableShader(); // Unbind shader
|
|
247
|
+
rlDisableTexture(); // Unbind texture
|
|
248
|
+
rlDisableFramebuffer(); // Unbind framebuffer
|
|
249
|
+
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
|
250
|
+
|
|
251
|
+
// Reset viewport dimensions to default
|
|
252
|
+
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
|
253
|
+
rlEnableBackfaceCulling();
|
|
254
|
+
//------------------------------------------------------------------------------------------
|
|
255
|
+
|
|
256
|
+
cubemap.width = size;
|
|
257
|
+
cubemap.height = size;
|
|
258
|
+
cubemap.mipmaps = 1;
|
|
259
|
+
cubemap.format = format;
|
|
260
|
+
|
|
261
|
+
return cubemap;
|
|
262
|
+
}
|
|
Binary file
|
|
@@ -0,0 +1,112 @@
|
|
|
1
|
+
/*******************************************************************************************
|
|
2
|
+
*
|
|
3
|
+
* raylib [models] example - Waving cubes
|
|
4
|
+
*
|
|
5
|
+
* This example has been created using raylib 2.5 (www.raylib.com)
|
|
6
|
+
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
7
|
+
*
|
|
8
|
+
* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
|
|
9
|
+
*
|
|
10
|
+
* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5)
|
|
11
|
+
*
|
|
12
|
+
********************************************************************************************/
|
|
13
|
+
|
|
14
|
+
#include "raylib.h"
|
|
15
|
+
|
|
16
|
+
#include <math.h>
|
|
17
|
+
|
|
18
|
+
int main()
|
|
19
|
+
{
|
|
20
|
+
// Initialization
|
|
21
|
+
//--------------------------------------------------------------------------------------
|
|
22
|
+
const int screenWidth = 800;
|
|
23
|
+
const int screenHeight = 450;
|
|
24
|
+
|
|
25
|
+
InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
|
|
26
|
+
|
|
27
|
+
// Initialize the camera
|
|
28
|
+
Camera3D camera = { 0 };
|
|
29
|
+
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
|
|
30
|
+
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
31
|
+
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
32
|
+
camera.fovy = 70.0f;
|
|
33
|
+
camera.projection = CAMERA_PERSPECTIVE;
|
|
34
|
+
|
|
35
|
+
// Specify the amount of blocks in each direction
|
|
36
|
+
const int numBlocks = 15;
|
|
37
|
+
|
|
38
|
+
SetTargetFPS(60);
|
|
39
|
+
//--------------------------------------------------------------------------------------
|
|
40
|
+
|
|
41
|
+
// Main game loop
|
|
42
|
+
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
43
|
+
{
|
|
44
|
+
// Update
|
|
45
|
+
//----------------------------------------------------------------------------------
|
|
46
|
+
double time = GetTime();
|
|
47
|
+
|
|
48
|
+
// Calculate time scale for cube position and size
|
|
49
|
+
float scale = (2.0f + (float)sin(time))*0.7f;
|
|
50
|
+
|
|
51
|
+
// Move camera around the scene
|
|
52
|
+
double cameraTime = time*0.3;
|
|
53
|
+
camera.position.x = (float)cos(cameraTime)*40.0f;
|
|
54
|
+
camera.position.z = (float)sin(cameraTime)*40.0f;
|
|
55
|
+
//----------------------------------------------------------------------------------
|
|
56
|
+
|
|
57
|
+
// Draw
|
|
58
|
+
//----------------------------------------------------------------------------------
|
|
59
|
+
BeginDrawing();
|
|
60
|
+
|
|
61
|
+
ClearBackground(RAYWHITE);
|
|
62
|
+
|
|
63
|
+
BeginMode3D(camera);
|
|
64
|
+
|
|
65
|
+
DrawGrid(10, 5.0f);
|
|
66
|
+
|
|
67
|
+
for (int x = 0; x < numBlocks; x++)
|
|
68
|
+
{
|
|
69
|
+
for (int y = 0; y < numBlocks; y++)
|
|
70
|
+
{
|
|
71
|
+
for (int z = 0; z < numBlocks; z++)
|
|
72
|
+
{
|
|
73
|
+
// Scale of the blocks depends on x/y/z positions
|
|
74
|
+
float blockScale = (x + y + z)/30.0f;
|
|
75
|
+
|
|
76
|
+
// Scatter makes the waving effect by adding blockScale over time
|
|
77
|
+
float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
|
|
78
|
+
|
|
79
|
+
// Calculate the cube position
|
|
80
|
+
Vector3 cubePos = {
|
|
81
|
+
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
|
|
82
|
+
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
|
|
83
|
+
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
|
84
|
+
};
|
|
85
|
+
|
|
86
|
+
// Pick a color with a hue depending on cube position for the rainbow color effect
|
|
87
|
+
Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
|
|
88
|
+
|
|
89
|
+
// Calculate cube size
|
|
90
|
+
float cubeSize = (2.4f - scale)*blockScale;
|
|
91
|
+
|
|
92
|
+
// And finally, draw the cube!
|
|
93
|
+
DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
|
|
94
|
+
}
|
|
95
|
+
}
|
|
96
|
+
}
|
|
97
|
+
|
|
98
|
+
EndMode3D();
|
|
99
|
+
|
|
100
|
+
DrawFPS(10, 10);
|
|
101
|
+
|
|
102
|
+
EndDrawing();
|
|
103
|
+
//----------------------------------------------------------------------------------
|
|
104
|
+
}
|
|
105
|
+
|
|
106
|
+
// De-Initialization
|
|
107
|
+
//--------------------------------------------------------------------------------------
|
|
108
|
+
CloseWindow(); // Close window and OpenGL context
|
|
109
|
+
//--------------------------------------------------------------------------------------
|
|
110
|
+
|
|
111
|
+
return 0;
|
|
112
|
+
}
|
|
Binary file
|