fix build and basic_window example
some restructuring due to the recent changes to usingnamespace.
also cleaned up some deprecated stuff from raylib 3.7.
- appended the contents of raylib-wa.zig into raylib-zig.zig
- using raylib functions requires `const rl = @import("raylib");`
(and accesing the identifiers inside rl, like `rl.InitWindow`)
only the basic_window example was updated, and it looks like it crashes
on keyboard inputs.
many thanks to @nektro :)
This commit is contained in:
parent
3f19a5742a
commit
5e275e93df
14 changed files with 237 additions and 166 deletions
134
examples/old/core/2d_camera.zig
Executable file
134
examples/old/core/2d_camera.zig
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//
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// 2d_camera
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-16
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//
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usingnamespace @import("raylib");
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usingnamespace @import("raylib-math");
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const MAX_BUILDINGS = 100;
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - 2d camera");
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var player = Rectangle { .x = 400, .y = 280, .width = 40, .height = 40 };
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var buildings: [MAX_BUILDINGS]Rectangle = undefined;
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var buildColors: [MAX_BUILDINGS]Color = undefined;
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var spacing: i32 = 0;
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for (buildings) |_, i|
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{
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buildings[i].width = @intToFloat(f32, GetRandomValue(50, 200));
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buildings[i].height = @intToFloat(f32, GetRandomValue(100, 800));
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buildings[i].y = screenHeight - 130 - buildings[i].height;
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buildings[i].x = @intToFloat(f32, -6000 + spacing);
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spacing += @floatToInt(i32, buildings[i].width);
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buildColors[i] = Color { .r = @intCast(u8, GetRandomValue(200, 240)), .g = @intCast(u8, GetRandomValue(200, 240)),
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.b = @intCast(u8, GetRandomValue(200, 250)), .a = 255 };
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}
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var camera = Camera2D {
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.target = Vector2 { .x = player.x + 20, .y = player.y + 20 },
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.offset = Vector2 { .x = screenWidth/2, .y = screenHeight/2 },
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.rotation = 0,
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.zoom = 1,
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};
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Player movement
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if (IsKeyDown(KeyboardKey.KEY_RIGHT)) { player.x += 2; }
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else if (IsKeyDown(KeyboardKey.KEY_LEFT)) { player.x -= 2; }
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// Camera target follows player
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camera.target = Vector2 { .x = player.x + 20, .y = player.y + 20 };
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// Camera rotation controls
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if (IsKeyDown(KeyboardKey.KEY_A)) { camera.rotation -= 1; }
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else if (IsKeyDown(KeyboardKey.KEY_S)) { camera.rotation += 1; }
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// Limit camera rotation to 80 degrees (-40 to 40)
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camera.rotation = Clamp(camera.rotation, -40, 40);
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// Camera zoom controls
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camera.zoom += GetMouseWheelMove() * 0.05;
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camera.zoom = Clamp(camera.zoom, 0.1, 3.0);
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// Camera reset (zoom and rotation)
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if (IsKeyPressed(KeyboardKey.KEY_R))
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{
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camera.zoom = 1.0;
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camera.rotation = 0.0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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camera.Begin();
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DrawRectangle(-6000, 320, 13000, 8000, DARKGRAY);
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for (buildings) |building, i|
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{
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//DrawRectangleRec(building, buildColors[i]);
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DrawRectangle(@floatToInt(c_int, building.x), @floatToInt(c_int, building.y),
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@floatToInt(c_int, building.width), @floatToInt(c_int, building.height), buildColors[i]);
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}
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DrawRectangle(@floatToInt(c_int, player.x), @floatToInt(c_int, player.y),
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@floatToInt(c_int, player.width), @floatToInt(c_int, player.height), DARKGRAY);
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//DrawRectangleRec(player, RED);
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DrawLine(@floatToInt(c_int, camera.target.x), -screenHeight*10, @floatToInt(c_int, camera.target.x), screenHeight*10, GREEN);
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DrawLine(-screenWidth*10, @floatToInt(c_int, camera.target.y), screenWidth*10, @floatToInt(c_int, camera.target.y), GREEN);
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camera.End();
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DrawText("SCREEN AREA", 640, 10, 20, RED);
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DrawRectangle(0, 0, screenWidth, 5, RED);
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DrawRectangle(0, 5, 5, screenHeight - 10, RED);
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DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, RED);
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DrawRectangle(0, screenHeight - 5, screenWidth, 5, RED);
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DrawRectangle( 10, 10, 250, 113, Fade(SKYBLUE, 0.5));
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DrawRectangleLines( 10, 10, 250, 113, BLUE);
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DrawText("Free 2d camera controls:", 20, 20, 10, BLACK);
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DrawText("- Right/Left to move Offset", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, DARKGRAY);
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DrawText("- A / S to Rotate", 40, 80, 10, DARKGRAY);
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DrawText("- R to reset Zoom and Rotation", 40, 100, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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55
examples/old/core/input_keys.zig
Executable file
55
examples/old/core/input_keys.zig
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//
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// input_keys
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-16
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//
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usingnamespace @import("raylib");
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - keyboard input");
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var ballPosition = Vector2 { .x = screenWidth/2, .y = screenHeight/2 };
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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 (IsKeyDown(KeyboardKey.KEY_RIGHT)) { ballPosition.x += 2.0; }
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if (IsKeyDown(KeyboardKey.KEY_LEFT)) { ballPosition.x -= 2.0; }
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if (IsKeyDown(KeyboardKey.KEY_UP)) { ballPosition.y -= 2.0; }
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if (IsKeyDown(KeyboardKey.KEY_DOWN)) { ballPosition.y += 2.0; }
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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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DrawText("move the ball with arrow keys", 10, 10, 20, DARKGRAY);
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DrawCircle(@floatToInt(c_int, ballPosition.x), @floatToInt(c_int, ballPosition.y), 50, MAROON);
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//DrawCircleV(ballPosition, 50, MAROON);
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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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}
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59
examples/old/core/input_mouse.zig
Executable file
59
examples/old/core/input_mouse.zig
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//
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// input_mouse
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-16
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//
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usingnamespace @import("raylib");
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - mouse input");
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var ballPosition = Vector2 { .x = -100.0, .y = -100.0 };
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var ballColor = DARKBLUE;
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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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ballPosition = GetMousePosition();
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ballPosition.x = @intToFloat(f32, GetMouseX());
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ballPosition.y = @intToFloat(f32, GetMouseY());
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if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) { ballColor = MAROON; }
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else if (IsMouseButtonPressed(MouseButton.MOUSE_MIDDLE_BUTTON)) { ballColor = LIME; }
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else if (IsMouseButtonPressed(MouseButton.MOUSE_RIGHT_BUTTON)) { ballColor = DARKBLUE; }
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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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DrawCircle(@floatToInt(c_int, ballPosition.x), @floatToInt(c_int, ballPosition.y), 50, ballColor);
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//DrawCircleV(ballPosition, 40, ballColor);
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DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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53
examples/old/core/input_mouse_wheel.zig
Executable file
53
examples/old/core/input_mouse_wheel.zig
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//
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// input_mouse_wheel
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-16
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//
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usingnamespace @import("raylib");
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
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var boxPositionY: f32 = screenHeight / 2 - 40;
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var scrollSpeed: f32 = 4; // Scrolling speed in pixels
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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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boxPositionY -= (GetMouseWheelMove() * scrollSpeed);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(WHITE);
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DrawRectangle(screenWidth/2 - 40, @floatToInt(c_int, boxPositionY), 80, 80, MAROON);
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DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, GRAY);
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DrawText(FormatText("Box position Y: %03i", @floatToInt(c_int, boxPositionY)), 10, 40, 20, LIGHTGRAY);
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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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}
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84
examples/old/core/input_multitouch.zig
Executable file
84
examples/old/core/input_multitouch.zig
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//
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// input_multitouch
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-16
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//
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usingnamespace @import("raylib");
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pub fn main() anyerror!void
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib-zig [core] example - basic window");
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var ballPosition = Vector2 { .x = -100.0, .y = -100.0 };
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var ballColor = BEIGE;
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var touchCounter: f32 = 0;
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var touchPosition = Vector2 { .x = 0.0, .y = 0.0 };
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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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ballPosition = GetMousePosition();
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ballColor = BEIGE;
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if (IsMouseButtonDown(MouseButton.MOUSE_LEFT_BUTTON)) { ballColor = MAROON; }
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if (IsMouseButtonDown(MouseButton.MOUSE_MIDDLE_BUTTON)) { ballColor = LIME; }
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if (IsMouseButtonDown(MouseButton.MOUSE_RIGHT_BUTTON)) { ballColor = DARKBLUE; }
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if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) { touchCounter = 10; }
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if (IsMouseButtonPressed(MouseButton.MOUSE_MIDDLE_BUTTON)) { touchCounter = 10; }
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if (IsMouseButtonPressed(MouseButton.MOUSE_RIGHT_BUTTON)) { touchCounter = 10; }
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if (touchCounter > 0) { touchCounter -= 1; }
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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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const nums = [_]i32{0, 1, 2, 3, 4, 5, 6, 7, 8, 9};
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for (nums) |i|
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{
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touchPosition = GetTouchPosition(i); // Get the touch point
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if ((touchPosition.x >= 0) and (touchPosition.y >= 0)) // Make sure point is not (-1,-1) as this means there is no touch for it
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{
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// Draw circle and touch index number
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DrawCircle(@floatToInt(c_int, touchPosition.x), @floatToInt(c_int, touchPosition.y), 34, ORANGE);
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//DrawCircleV(touchPosition, 34, ORANGE);
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DrawText(FormatText("%d", i), @floatToInt(c_int, touchPosition.x) - 10, @floatToInt(c_int, touchPosition.y) - 70, 40, BLACK);
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}
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}
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// Draw the normal mouse location
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DrawCircle(@floatToInt(c_int, ballPosition.x), @floatToInt(c_int, ballPosition.y), 30 + (touchCounter*3), ballColor);
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//DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
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DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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129
examples/old/models/models_loading.zig
Executable file
129
examples/old/models/models_loading.zig
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//
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// models_loading
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// Zig version:
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// Author: Nikolas Wipper
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// Date: 2020-02-15
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//
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usingnamespace @import("raylib");
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const resourceDir = "raylib/examples/models/resources/";
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pub fn main() anyerror!void {
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
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// Define the camera to look into our 3d world
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var camera = Camera{
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.position = Vector3{ .x = 50.0, .y = 50.0, .z = 50.0 }, // Camera position
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.target = Vector3{ .x = 0.0, .y = 10.0, .z = 0.0 }, // Camera looking at point
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.up = Vector3{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
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.fovy = 45.0, // Camera field-of-view Y
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.projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type
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};
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var model = LoadModel(resourceDir ++ "models/castle.obj"); // Load model
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var texture = LoadTexture(resourceDir ++ "models/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set map diffuse texture
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var position = Vector3{ .x = 0.0, .y = 0.0, .z = 0.0 }; // Set model position
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var bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
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// NOTE: bounds are calculated from the original size of the model,
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// if model is scaled on drawing, bounds must be also scaled
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camera.SetMode(CameraMode.CAMERA_FREE); // Set a free camera mode
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var selected = false; // Selected object flag
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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|
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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camera.Update();
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// Load new models/textures on drag&drop
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if (IsFileDropped()) {
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var count: c_int = 0;
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var droppedFiles = GetDroppedFiles(&count);
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if (count == 1) // Only support one file dropped
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{
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if (IsFileExtension(droppedFiles[0], ".obj") or
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IsFileExtension(droppedFiles[0], ".gltf") or
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IsFileExtension(droppedFiles[0], ".iqm")) // Model file formats supported
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{
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UnloadModel(model); // Unload previous model
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model = LoadModel(droppedFiles[0]); // Load new model
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model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture; // Set current map diffuse texture
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||||
|
||||
bounds = MeshBoundingBox(model.meshes[0]);
|
||||
|
||||
// TODO: Move camera position from target enough distance to visualize model properly
|
||||
} else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
|
||||
{
|
||||
// Unload current model texture and load new one
|
||||
UnloadTexture(texture);
|
||||
texture = LoadTexture(droppedFiles[0]);
|
||||
model.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
}
|
||||
}
|
||||
|
||||
ClearDroppedFiles(); // Clear internal buffers
|
||||
}
|
||||
|
||||
// Select model on mouse click
|
||||
if (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)) {
|
||||
// Check collision between ray and box
|
||||
if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) {
|
||||
selected = !selected;
|
||||
} else {
|
||||
selected = false;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
camera.Begin();
|
||||
|
||||
DrawModel(model, position, 1.0, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(20, 10.0); // Draw a grid
|
||||
|
||||
if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
|
||||
|
||||
camera.End();
|
||||
|
||||
DrawText("Drag & drop model to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
|
||||
if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
|
||||
|
||||
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
126
examples/old/shaders/rlights.zig
Normal file
126
examples/old/shaders/rlights.zig
Normal file
|
|
@ -0,0 +1,126 @@
|
|||
// This is a zig port of rlights.h by Ryan Roden-Corrent (rcorre).
|
||||
// The original notice follows:
|
||||
//
|
||||
// *********************************************************************************************
|
||||
//
|
||||
// raylib.lights - Some useful functions to deal with lights data
|
||||
//
|
||||
// CONFIGURATION:
|
||||
//
|
||||
// #define RLIGHTS_IMPLEMENTATION
|
||||
// Generates the implementation of the library into the included file.
|
||||
// If not defined, the library is in header only mode and can be included
|
||||
// in other headers or source files without problems. But only ONE file should
|
||||
// hold the implementation.
|
||||
//
|
||||
// LICENSE: zlib/libpng
|
||||
//
|
||||
// Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria
|
||||
// (@raysan5)
|
||||
//
|
||||
// This software is provided "as-is", without any express or implied warranty.
|
||||
// In no event will the authors be held liable for any damages arising from the
|
||||
// use of this software.
|
||||
//
|
||||
// Permission is granted to anyone to use this software for any purpose,
|
||||
// including commercial applications, and to alter it and redistribute it freely,
|
||||
// subject to the following restrictions:
|
||||
//
|
||||
// 1. The origin of this software must not be misrepresented; you must not
|
||||
// claim that you wrote the original software. If you use this software in a
|
||||
// product, an acknowledgment in the product documentation would be appreciated
|
||||
// but is not required.
|
||||
//
|
||||
// 2. Altered source versions must be plainly marked as such, and must not
|
||||
// be misrepresented as being the original software.
|
||||
//
|
||||
// 3. This notice may not be removed or altered from any source
|
||||
// distribution.
|
||||
//
|
||||
// *********************************************************************************************/
|
||||
|
||||
const std = @import("std");
|
||||
usingnamespace @import("raylib");
|
||||
|
||||
const max_lights = 4;
|
||||
|
||||
pub const Light = struct {
|
||||
type: LightType,
|
||||
position: Vector3,
|
||||
target: Vector3,
|
||||
color: Color,
|
||||
enabled: bool,
|
||||
|
||||
// Shader locations
|
||||
enabledLoc: i32,
|
||||
typeLoc: i32,
|
||||
posLoc: i32,
|
||||
targetLoc: i32,
|
||||
colorLoc: i32,
|
||||
};
|
||||
|
||||
// Light type
|
||||
pub const LightType = enum { directional, point };
|
||||
|
||||
var lightsCount: u32 = 0;
|
||||
|
||||
fn getShaderLoc(shader: Shader, name: []const u8) !i32 {
|
||||
// TODO: Below code doesn't look good to me,
|
||||
// it assumes a specific shader naming and structure
|
||||
// Probably this implementation could be improved
|
||||
// (note from original C implementation, I don't have a better idea)
|
||||
var buf: [32]u8 = undefined;
|
||||
const key = try std.fmt.bufPrintZ(buf[0..], "lights[{}].{s}", .{ lightsCount, name });
|
||||
return GetShaderLocation(shader, key);
|
||||
}
|
||||
|
||||
// Create a light and get shader locations
|
||||
pub fn CreateLight(typ: LightType, position: Vector3, target: Vector3, color: Color, shader: Shader) !Light {
|
||||
if (lightsCount >= max_lights) {
|
||||
return error.TooManyLights;
|
||||
}
|
||||
|
||||
const light = Light{
|
||||
.enabled = true,
|
||||
.type = typ,
|
||||
.position = position,
|
||||
.target = target,
|
||||
.color = color,
|
||||
|
||||
.enabledLoc = try getShaderLoc(shader, "enabled"),
|
||||
.typeLoc = try getShaderLoc(shader, "type"),
|
||||
.posLoc = try getShaderLoc(shader, "position"),
|
||||
.targetLoc = try getShaderLoc(shader, "target"),
|
||||
.colorLoc = try getShaderLoc(shader, "color"),
|
||||
};
|
||||
UpdateLightValues(shader, light);
|
||||
|
||||
lightsCount += 1;
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
// Send light properties to shader
|
||||
// NOTE: Light shader locations should be available
|
||||
pub fn UpdateLightValues(shader: Shader, light: Light) void {
|
||||
// Send to shader light enabled state and type
|
||||
SetShaderValue(shader, light.enabledLoc, &light.enabled, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
|
||||
SetShaderValue(shader, light.typeLoc, &light.type, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_INT));
|
||||
|
||||
// Send to shader light position values
|
||||
const position = [3]f32{ light.position.x, light.position.y, light.position.z };
|
||||
SetShaderValue(shader, light.posLoc, &position, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
|
||||
|
||||
// Send to shader light target position values
|
||||
const target = [3]f32{ light.target.x, light.target.y, light.target.z };
|
||||
SetShaderValue(shader, light.targetLoc, &target, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
|
||||
|
||||
// Send to shader light color values
|
||||
const color = [4]f32{
|
||||
@intToFloat(f32, light.color.r) / 255.0,
|
||||
@intToFloat(f32, light.color.g) / 255.0,
|
||||
@intToFloat(f32, light.color.b) / 255.0,
|
||||
@intToFloat(f32, light.color.a) / 255.0,
|
||||
};
|
||||
SetShaderValue(shader, light.colorLoc, &color, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
|
||||
}
|
||||
182
examples/old/shaders/shaders_basic_lighting.zig
Normal file
182
examples/old/shaders/shaders_basic_lighting.zig
Normal file
|
|
@ -0,0 +1,182 @@
|
|||
//
|
||||
// shaders_basic_lighting
|
||||
// Zig version:
|
||||
// Author: Ryan Roden-Corrent
|
||||
// Date: 2021-07-24
|
||||
//
|
||||
// NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders
|
||||
// support,
|
||||
// OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3
|
||||
// version.
|
||||
//
|
||||
// NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
||||
usingnamespace @import("raylib");
|
||||
usingnamespace @import("rlights.zig");
|
||||
usingnamespace @import("raylib-math");
|
||||
|
||||
const resourceDir = "raylib/examples/shaders/resources/";
|
||||
|
||||
pub fn main() !void {
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const screenWidth = 800;
|
||||
const screenHeight = 450;
|
||||
|
||||
//SetConfigFlags(.FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x
|
||||
// (if available)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
const camera = Camera{
|
||||
.position = .{ .x = 2.0, .y = 2.0, .z = 6.0 }, // Camera position
|
||||
.target = .{ .x = 0.0, .y = 0.5, .z = 0.0 }, // Camera looking at point
|
||||
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
|
||||
.fovy = 45.0, // Camera field-of-view Y
|
||||
.projection = CameraProjection.CAMERA_PERSPECTIVE, // Camera mode type
|
||||
};
|
||||
|
||||
// Load models
|
||||
var modelA = LoadModelFromMesh(GenMeshTorus(0.4, 1.0, 16, 32));
|
||||
var modelB = LoadModelFromMesh(GenMeshCube(1.0, 1.0, 1.0));
|
||||
var modelC = LoadModelFromMesh(GenMeshSphere(0.5, 32, 32));
|
||||
|
||||
// Load models texture
|
||||
const texture = LoadTexture(resourceDir ++ "texel_checker.png");
|
||||
|
||||
// Assign texture to default model material
|
||||
modelA.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
modelB.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
modelC.materials[0].maps[@enumToInt(MAP_DIFFUSE)].texture = texture;
|
||||
|
||||
var shader = LoadShader(
|
||||
resourceDir ++ "/shaders/glsl330/base_lighting.vs",
|
||||
resourceDir ++ "/shaders/glsl330/lighting.fs",
|
||||
);
|
||||
|
||||
// Get some shader loactions
|
||||
shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL)] = GetShaderLocation(shader, "matModel");
|
||||
shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)] = GetShaderLocation(shader, "viewPos");
|
||||
|
||||
// ambient light level
|
||||
const ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
const ambientVals = [4]f32{ 0.2, 0.2, 0.2, 1.0 };
|
||||
SetShaderValue(shader, ambientLoc, &ambientVals, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC4));
|
||||
|
||||
var angle: f32 = 6.282;
|
||||
|
||||
// All models use the same shader
|
||||
modelA.materials[0].shader = shader;
|
||||
modelB.materials[0].shader = shader;
|
||||
modelC.materials[0].shader = shader;
|
||||
|
||||
// Using 4 point lights, white, red, green and blue
|
||||
var lights = [_]Light{
|
||||
try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), WHITE, shader),
|
||||
try CreateLight(LightType.point, .{ .x = 4, .y = 2, .z = 4 }, Vector3Zero(), RED, shader),
|
||||
try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), GREEN, shader),
|
||||
try CreateLight(LightType.point, .{ .x = 0, .y = 4, .z = 2 }, Vector3Zero(), BLUE, shader),
|
||||
};
|
||||
|
||||
SetCameraMode(camera, CameraMode.CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
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
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.KEY_W)) {
|
||||
lights[0].enabled = !lights[0].enabled;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.KEY_R)) {
|
||||
lights[1].enabled = !lights[1].enabled;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.KEY_G)) {
|
||||
lights[2].enabled = !lights[2].enabled;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.KEY_B)) {
|
||||
lights[3].enabled = !lights[3].enabled;
|
||||
}
|
||||
|
||||
//UpdateCamera(&camera); // Update camera
|
||||
|
||||
// Make the lights do differing orbits
|
||||
angle -= 0.02;
|
||||
lights[0].position.x = @cos(angle) * 4.0;
|
||||
lights[0].position.z = @sin(angle) * 4.0;
|
||||
lights[1].position.x = @cos(-angle * 0.6) * 4.0;
|
||||
lights[1].position.z = @sin(-angle * 0.6) * 4.0;
|
||||
lights[2].position.y = @cos(angle * 0.2) * 4.0;
|
||||
lights[2].position.z = @sin(angle * 0.2) * 4.0;
|
||||
lights[3].position.y = @cos(-angle * 0.35) * 4.0;
|
||||
lights[3].position.z = @sin(-angle * 0.35) * 4.0;
|
||||
|
||||
UpdateLightValues(shader, lights[0]);
|
||||
UpdateLightValues(shader, lights[1]);
|
||||
UpdateLightValues(shader, lights[2]);
|
||||
UpdateLightValues(shader, lights[3]);
|
||||
|
||||
// Rotate the torus
|
||||
modelA.transform =
|
||||
MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
|
||||
modelA.transform =
|
||||
MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
|
||||
|
||||
// Update the light shader with the camera view position
|
||||
const cameraPos = [3]f32{ camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(shader, shader.locs[@enumToInt(ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW)], &cameraPos, @enumToInt(ShaderUniformDataType.SHADER_UNIFORM_VEC3));
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
// Draw the three models
|
||||
DrawModel(modelA, Vector3Zero(), 1.0, WHITE);
|
||||
DrawModel(modelB, .{ .x = -1.6, .y = 0, .z = 0 }, 1.0, WHITE);
|
||||
DrawModel(modelC, .{ .x = 1.6, .y = 0, .z = 0 }, 1.0, WHITE);
|
||||
|
||||
// Draw markers to show where the lights are
|
||||
if (lights[0].enabled) {
|
||||
DrawSphereEx(lights[0].position, 0.2, 8, 8, WHITE);
|
||||
}
|
||||
if (lights[1].enabled) {
|
||||
DrawSphereEx(lights[1].position, 0.2, 8, 8, RED);
|
||||
}
|
||||
if (lights[2].enabled) {
|
||||
DrawSphereEx(lights[2].position, 0.2, 8, 8, GREEN);
|
||||
}
|
||||
if (lights[3].enabled) {
|
||||
DrawSphereEx(lights[3].position, 0.2, 8, 8, BLUE);
|
||||
}
|
||||
|
||||
DrawGrid(10, 1.0);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(modelA); // Unload the modelA
|
||||
UnloadModel(modelB); // Unload the modelB
|
||||
UnloadModel(modelC); // Unload the modelC
|
||||
|
||||
UnloadTexture(texture); // Unload the texture
|
||||
UnloadShader(shader); // Unload shader
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue