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authorRay <[email protected]>2019-05-21 17:03:01 +0200
committerRay <[email protected]>2019-05-21 17:03:01 +0200
commit6f4a27cc61f12d3789729413bed69e86226911cf (patch)
tree92a23884870826e6deaf560743ebbdae8bce94ba /examples/src/models
parent2141d7943b6b65fa66f583f0819bb27fee815189 (diff)
downloadraylib.com-6f4a27cc61f12d3789729413bed69e86226911cf.tar.gz
raylib.com-6f4a27cc61f12d3789729413bed69e86226911cf.zip
Remove examples default code
Code is directly fetched form raylib repo, this way we avoid duplicate code!
Diffstat (limited to 'examples/src/models')
-rw-r--r--examples/src/models/models_animation.c101
-rw-r--r--examples/src/models/models_billboard.c75
-rw-r--r--examples/src/models/models_box_collisions.c121
-rw-r--r--examples/src/models/models_cubicmap.c87
-rw-r--r--examples/src/models/models_first_person_maze.c126
-rw-r--r--examples/src/models/models_geometric_shapes.c80
-rw-r--r--examples/src/models/models_heightmap.c82
-rw-r--r--examples/src/models/models_material_pbr.c222
-rw-r--r--examples/src/models/models_mesh_generation.c126
-rw-r--r--examples/src/models/models_mesh_picking.c202
-rw-r--r--examples/src/models/models_obj_loading.c80
-rw-r--r--examples/src/models/models_obj_viewer.c127
-rw-r--r--examples/src/models/models_orthographic_projection.c99
-rw-r--r--examples/src/models/models_rlgl_solar_system.c168
-rw-r--r--examples/src/models/models_skybox.c98
-rw-r--r--examples/src/models/models_yaw_pitch_roll.c195
16 files changed, 0 insertions, 1989 deletions
diff --git a/examples/src/models/models_animation.c b/examples/src/models/models_animation.c
deleted file mode 100644
index 294b07a..0000000
--- a/examples/src/models/models_animation.c
+++ /dev/null
@@ -1,101 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Load 3d model with animations and play them
-*
-* This example has been created using raylib 2.5 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019 Ramon Santamaria (@raysan5) and @culacant
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.type = CAMERA_PERSPECTIVE; // Camera mode type
-
-
- Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
- Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
- SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
-
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- // Load animation data
- int animsCount = 0;
- ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount);
- int animFrameCounter = 0;
-
- SetCameraMode(camera, CAMERA_FREE); // Set free 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera);
-
- // Play animation when spacebar is held down
- if (IsKeyDown(KEY_SPACE))
- {
- animFrameCounter++;
- UpdateModelAnimation(model, anims[0], animFrameCounter);
- if (animFrameCounter >= anims[0].frameCount) animFrameCounter = 0;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
-
- for (int i = 0; i < model.boneCount; i++)
- {
- DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
- }
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D();
-
- DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
- DrawText("(c) Guy IQM 3D model by @culacant", screenWidth - 200, screenHeight - 20, 10, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- // Unload model animations data
- for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
-
- UnloadModel(model); // Unload model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/src/models/models_billboard.c b/examples/src/models/models_billboard.c
deleted file mode 100644
index 597e9a6..0000000
--- a/examples/src/models/models_billboard.c
+++ /dev/null
@@ -1,75 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Drawing billboards
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };
- camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
-
- Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
- Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
-
- SetCameraMode(camera, 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(bill); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_box_collisions.c b/examples/src/models/models_box_collisions.c
deleted file mode 100644
index 0dd0710..0000000
--- a/examples/src/models/models_box_collisions.c
+++ /dev/null
@@ -1,121 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-
- Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
- Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
- Color playerColor = GREEN;
-
- Vector3 enemyBoxPos = { -4.0f, 1.0f, 0.0f };
- Vector3 enemyBoxSize = { 2.0f, 2.0f, 2.0f };
-
- Vector3 enemySpherePos = { 4.0f, 0.0f, 0.0f };
- float enemySphereSize = 1.5f;
-
- bool collision = false;
-
- 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
- //----------------------------------------------------------------------------------
-
- // Move player
- if (IsKeyDown(KEY_RIGHT)) playerPosition.x += 0.2f;
- else if (IsKeyDown(KEY_LEFT)) playerPosition.x -= 0.2f;
- else if (IsKeyDown(KEY_DOWN)) playerPosition.z += 0.2f;
- else if (IsKeyDown(KEY_UP)) playerPosition.z -= 0.2f;
-
- collision = false;
-
- // Check collisions player vs enemy-box
- if (CheckCollisionBoxes(
- (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
- playerPosition.y - playerSize.y/2,
- playerPosition.z - playerSize.z/2 },
- (Vector3){ playerPosition.x + playerSize.x/2,
- playerPosition.y + playerSize.y/2,
- playerPosition.z + playerSize.z/2 }},
- (BoundingBox){(Vector3){ enemyBoxPos.x - enemyBoxSize.x/2,
- enemyBoxPos.y - enemyBoxSize.y/2,
- enemyBoxPos.z - enemyBoxSize.z/2 },
- (Vector3){ enemyBoxPos.x + enemyBoxSize.x/2,
- enemyBoxPos.y + enemyBoxSize.y/2,
- enemyBoxPos.z + enemyBoxSize.z/2 }})) collision = true;
-
- // Check collisions player vs enemy-sphere
- if (CheckCollisionBoxSphere(
- (BoundingBox){(Vector3){ playerPosition.x - playerSize.x/2,
- playerPosition.y - playerSize.y/2,
- playerPosition.z - playerSize.z/2 },
- (Vector3){ playerPosition.x + playerSize.x/2,
- playerPosition.y + playerSize.y/2,
- playerPosition.z + playerSize.z/2 }},
- enemySpherePos, enemySphereSize)) collision = true;
-
- if (collision) playerColor = RED;
- else playerColor = GREEN;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- // Draw enemy-box
- DrawCube(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, GRAY);
- DrawCubeWires(enemyBoxPos, enemyBoxSize.x, enemyBoxSize.y, enemyBoxSize.z, DARKGRAY);
-
- // Draw enemy-sphere
- DrawSphere(enemySpherePos, enemySphereSize, GRAY);
- DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, DARKGRAY);
-
- // Draw player
- DrawCubeV(playerPosition, playerSize, playerColor);
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D();
-
- DrawText("Move player with cursors to collide", 220, 40, 20, GRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_cubicmap.c b/examples/src/models/models_cubicmap.c
deleted file mode 100644
index f399a56..0000000
--- a/examples/src/models/models_cubicmap.c
+++ /dev/null
@@ -1,87 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Cubicmap loading and drawing
-*
-* This example has been created using raylib 1.8 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-
- Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
- Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
-
- Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
- Model model = LoadModelFromMesh(mesh);
-
- // NOTE: By default each cube is mapped to one part of texture atlas
- Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
-
- Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
-
- UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
-
- SetCameraMode(camera, 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, mapPosition, 1.0f, WHITE);
-
- EndMode3D();
-
- DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
- DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
-
- DrawText("cubicmap image used to", 658, 90, 10, GRAY);
- DrawText("generate map 3d model", 658, 104, 10, GRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(cubicmap); // Unload cubicmap texture
- UnloadTexture(texture); // Unload map texture
- UnloadModel(model); // Unload map model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/src/models/models_first_person_maze.c b/examples/src/models/models_first_person_maze.c
deleted file mode 100644
index 4236374..0000000
--- a/examples/src/models/models_first_person_maze.c
+++ /dev/null
@@ -1,126 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - first person maze
-*
-* This example has been created using raylib 2.5 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2019 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include <stdlib.h> // Required for: free()
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 0.2f, 0.4f, 0.2f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-
- Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
- Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
- Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
- Model model = LoadModelFromMesh(mesh);
-
- // NOTE: By default each cube is mapped to one part of texture atlas
- Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
-
- // Get map image data to be used for collision detection
- Color *mapPixels = GetImageData(imMap);
- UnloadImage(imMap); // Unload image from RAM
-
- Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
- Vector3 playerPosition = camera.position; // Set player position
-
- SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set 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
- //----------------------------------------------------------------------------------
- Vector3 oldCamPos = camera.position; // Store old camera position
-
- UpdateCamera(&camera); // Update camera
-
- // Check player collision (we simplify to 2D collision detection)
- Vector2 playerPos = { camera.position.x, camera.position.z };
- float playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
-
- int playerCellX = (int)(playerPos.x - mapPosition.x + 0.5f);
- int playerCellY = (int)(playerPos.y - mapPosition.z + 0.5f);
-
- // Out-of-limits security check
- if (playerCellX < 0) playerCellX = 0;
- else if (playerCellX >= cubicmap.width) playerCellX = cubicmap.width - 1;
-
- if (playerCellY < 0) playerCellY = 0;
- else if (playerCellY >= cubicmap.height) playerCellY = cubicmap.height - 1;
-
- // Check map collisions using image data and player position
- // TODO: Improvement: Just check player surrounding cells for collision
- for (int y = 0; y < cubicmap.height; y++)
- {
- for (int x = 0; x < cubicmap.width; x++)
- {
- if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
- (CheckCollisionCircleRec(playerPos, playerRadius,
- (Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
- {
- // Collision detected, reset camera position
- camera.position = oldCamPos;
- }
- }
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, mapPosition, 1.0f, WHITE); // Draw maze map
- //DrawCubeV(playerPosition, (Vector3){ 0.2f, 0.4f, 0.2f }, RED); // Draw player
-
- EndMode3D();
-
- DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
- DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
-
- // Draw player position radar
- DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- free(mapPixels); // Unload color array
-
- UnloadTexture(cubicmap); // Unload cubicmap texture
- UnloadTexture(texture); // Unload map texture
- UnloadModel(model); // Unload map model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/src/models/models_geometric_shapes.c b/examples/src/models/models_geometric_shapes.c
deleted file mode 100644
index 3947792..0000000
--- a/examples/src/models/models_geometric_shapes.c
+++ /dev/null
@@ -1,80 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
-*
-* This example has been created using raylib 1.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
-
- 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
- //----------------------------------------------------------------------------------
- // TODO: Update your variables here
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
- DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
- DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
-
- DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
- DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
-
- DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
- DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
- DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
-
- DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
- DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_heightmap.c b/examples/src/models/models_heightmap.c
deleted file mode 100644
index e242db1..0000000
--- a/examples/src/models/models_heightmap.c
+++ /dev/null
@@ -1,82 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Heightmap loading and drawing
-*
-* This example has been created using raylib 1.8 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
-
- // Define our custom camera to look into our 3d world
- Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-
- Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
- Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
-
- Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
- Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
-
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
- Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
-
- UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
-
- SetCameraMode(camera, 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, mapPosition, 1.0f, RED);
-
- DrawGrid(20, 1.0f);
-
- EndMode3D();
-
- DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
- DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texture); // Unload texture
- UnloadModel(model); // Unload model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_material_pbr.c b/examples/src/models/models_material_pbr.c
deleted file mode 100644
index 8d51eef..0000000
--- a/examples/src/models/models_material_pbr.c
+++ /dev/null
@@ -1,222 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - PBR material
-*
-* This example has been created using raylib 1.8 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2017 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "raymath.h"
-
-#include <stdio.h>
-
-#define RLIGHTS_IMPLEMENTATION
-#include "rlights.h"
-
-#define CUBEMAP_SIZE 512 // Cubemap texture size
-#define IRRADIANCE_SIZE 32 // Irradiance texture size
-#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
-#define BRDF_SIZE 512 // BRDF LUT texture size
-
-// PBR material loading
-static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.type = CAMERA_PERSPECTIVE; // Camera mode type
-
- // Load model and PBR material
- Model model = LoadModel("resources/pbr/trooper.obj");
-
- // Mesh tangents are generated... and uploaded to GPU
- // NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
- MeshTangents(&model.meshes[0]);
-
- model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
-
- // Define lights attributes
- // NOTE: Shader is passed to every light on creation to define shader bindings internally
- Light lights[MAX_LIGHTS] = {
- CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader),
- CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader),
- CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader),
- CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader)
- };
-
- SetCameraMode(camera, 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
-
- // Send to material PBR shader camera view position
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, Vector3Zero(), 1.0f, WHITE);
-
- DrawGrid(10, 1.0f);
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModel(model); // Unload skybox model
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
-// NOTE: PBR shader is loaded inside this function
-static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
-{
- Material mat = { 0 }; // NOTE: All maps textures are set to { 0 }
-
-#if defined(PLATFORM_DESKTOP)
- mat.shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- mat.shader = LoadShader("resources/shaders/glsl100/pbr.vs", "resources/shaders/glsl100/pbr.fs");
-#endif
-
- // Get required locations points for PBR material
- // NOTE: Those location names must be available and used in the shader code
- mat.shader.locs[LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
- mat.shader.locs[LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
- mat.shader.locs[LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
- mat.shader.locs[LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
- mat.shader.locs[LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
- //mat.shader.locs[LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
- //mat.shader.locs[LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
- mat.shader.locs[LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
- mat.shader.locs[LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
- mat.shader.locs[LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
-
- // Set view matrix location
- mat.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
- mat.shader.locs[LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
- mat.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
-
- // Set PBR standard maps
- mat.maps[MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
- mat.maps[MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
- mat.maps[MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
- mat.maps[MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
- mat.maps[MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
-
- // Load equirectangular to cubemap shader
-#if defined(PLATFORM_DESKTOP)
- Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
-#endif
-
- // Load irradiance (GI) calculation shader
-#if defined(PLATFORM_DESKTOP)
- Shader shdrIrradiance = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/irradiance.fs");
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- Shader shdrIrradiance = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/irradiance.fs");
-#endif
-
- // Load reflection prefilter calculation shader
-#if defined(PLATFORM_DESKTOP)
- Shader shdrPrefilter = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/prefilter.fs");
-#else
- Shader shdrPrefilter = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/prefilter.fs");
-#endif
-
- // Load bidirectional reflectance distribution function shader
-#if defined(PLATFORM_DESKTOP)
- Shader shdrBRDF = LoadShader("resources/shaders/glsl330/brdf.vs", "resources/shaders/glsl330/brdf.fs");
-#else
- Shader shdrBRDF = LoadShader("resources/shaders/glsl100/brdf.vs", "resources/shaders/glsl100/brdf.fs");
-#endif
-
- // Setup required shader locations
- SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
- SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
- SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, UNIFORM_INT);
-
- Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
- Texture2D cubemap = GenTextureCubemap(shdrCubemap, texHDR, CUBEMAP_SIZE);
- mat.maps[MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
- mat.maps[MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
- mat.maps[MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
- UnloadTexture(cubemap);
- UnloadTexture(texHDR);
-
- // Unload already used shaders (to create specific textures)
- UnloadShader(shdrCubemap);
- UnloadShader(shdrIrradiance);
- UnloadShader(shdrPrefilter);
- UnloadShader(shdrBRDF);
-
- // Set textures filtering for better quality
- SetTextureFilter(mat.maps[MAP_ALBEDO].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_NORMAL].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_METALNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_ROUGHNESS].texture, FILTER_BILINEAR);
- SetTextureFilter(mat.maps[MAP_OCCLUSION].texture, FILTER_BILINEAR);
-
- // Enable sample usage in shader for assigned textures
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
- SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, UNIFORM_INT);
-
- int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
- SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, UNIFORM_INT);
-
- // Set up material properties color
- mat.maps[MAP_ALBEDO].color = albedo;
- mat.maps[MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
- mat.maps[MAP_METALNESS].value = metalness;
- mat.maps[MAP_ROUGHNESS].value = roughness;
- mat.maps[MAP_OCCLUSION].value = 1.0f;
- mat.maps[MAP_EMISSION].value = 0.5f;
- mat.maps[MAP_HEIGHT].value = 0.5f;
-
- return mat;
-}
diff --git a/examples/src/models/models_mesh_generation.c b/examples/src/models/models_mesh_generation.c
deleted file mode 100644
index cfc3bdd..0000000
--- a/examples/src/models/models_mesh_generation.c
+++ /dev/null
@@ -1,126 +0,0 @@
-/*******************************************************************************************
-*
-* raylib example - procedural mesh generation
-*
-* This example has been created using raylib 1.8 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2017 Ramon Santamaria (Ray San)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define NUM_MODELS 8 // Parametric 3d shapes to generate
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
-
- // We generate a checked image for texturing
- Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
- Texture2D texture = LoadTextureFromImage(checked);
- UnloadImage(checked);
-
- Model models[NUM_MODELS];
-
- models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
- models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
- models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
- models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
- models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
- models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
- models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
- models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
-
- // Set checked texture as default diffuse component for all models material
- for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MAP_DIFFUSE].texture = texture;
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-
- // Model drawing position
- Vector3 position = { 0.0f, 0.0f, 0.0f };
-
- int currentModel = 0;
-
- SetCameraMode(camera, CAMERA_ORBITAL); // Set a 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update internal camera and our camera
-
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
- {
- currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
- }
-
- if (IsKeyPressed(KEY_RIGHT))
- {
- currentModel++;
- if (currentModel >= NUM_MODELS) currentModel = 0;
- }
- else if (IsKeyPressed(KEY_LEFT))
- {
- currentModel--;
- if (currentModel < 0) currentModel = NUM_MODELS - 1;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(models[currentModel], position, 1.0f, WHITE);
-
- DrawGrid(10, 1.0);
-
- EndMode3D();
-
- DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
- DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
- DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
-
- switch(currentModel)
- {
- case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
- case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
- case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
- case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
- case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
- case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
- case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
- case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
- default: break;
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // Unload models data (GPU VRAM)
- for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_mesh_picking.c b/examples/src/models/models_mesh_picking.c
deleted file mode 100644
index 26d9fa7..0000000
--- a/examples/src/models/models_mesh_picking.c
+++ /dev/null
@@ -1,202 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
-*
-* This example has been created using raylib 1.7 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2015 Ramon Santamaria (@raysan5)
-* Example contributed by Joel Davis (@joeld42)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "raymath.h"
-
-#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.type = CAMERA_PERSPECTIVE; // Camera mode type
-
- Ray ray = { 0 }; // Picking ray
-
- Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
- tower.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
-
- Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
- BoundingBox towerBBox = MeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
- bool hitMeshBBox = false;
- bool hitTriangle = false;
-
- // Test triangle
- Vector3 ta = (Vector3){ -25.0, 0.5, 0.0 };
- Vector3 tb = (Vector3){ -4.0, 2.5, 1.0 };
- Vector3 tc = (Vector3){ -8.0, 6.5, 0.0 };
-
- Vector3 bary = { 0.0f, 0.0f, 0.0f };
-
- SetCameraMode(camera, CAMERA_FREE); // Set a free 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
-
- // Display information about closest hit
- RayHitInfo nearestHit = { 0 };
- char *hitObjectName = "None";
- nearestHit.distance = FLT_MAX;
- nearestHit.hit = false;
- Color cursorColor = WHITE;
-
- // Get ray and test against ground, triangle, and mesh
- ray = GetMouseRay(GetMousePosition(), camera);
-
- // Check ray collision aginst ground plane
- RayHitInfo groundHitInfo = GetCollisionRayGround(ray, 0.0f);
-
- if ((groundHitInfo.hit) && (groundHitInfo.distance < nearestHit.distance))
- {
- nearestHit = groundHitInfo;
- cursorColor = GREEN;
- hitObjectName = "Ground";
- }
-
- // Check ray collision against test triangle
- RayHitInfo triHitInfo = GetCollisionRayTriangle(ray, ta, tb, tc);
-
- if ((triHitInfo.hit) && (triHitInfo.distance < nearestHit.distance))
- {
- nearestHit = triHitInfo;
- cursorColor = PURPLE;
- hitObjectName = "Triangle";
-
- bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
- hitTriangle = true;
- }
- else hitTriangle = false;
-
- RayHitInfo meshHitInfo = { 0 };
-
- // Check ray collision against bounding box first, before trying the full ray-mesh test
- if (CheckCollisionRayBox(ray, towerBBox))
- {
- hitMeshBBox = true;
-
- // Check ray collision against model
- // NOTE: It considers model.transform matrix!
- meshHitInfo = GetCollisionRayModel(ray, &tower);
-
- if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
- {
- nearestHit = meshHitInfo;
- cursorColor = ORANGE;
- hitObjectName = "Mesh";
- }
- }
-
- hitMeshBBox = false;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- // Draw the tower
- // WARNING: If scale is different than 1.0f,
- // not considered by GetCollisionRayModel()
- DrawModel(tower, towerPos, 1.0f, WHITE);
-
- // Draw the test triangle
- DrawLine3D(ta, tb, PURPLE);
- DrawLine3D(tb, tc, PURPLE);
- DrawLine3D(tc, ta, PURPLE);
-
- // Draw the mesh bbox if we hit it
- if (hitMeshBBox) DrawBoundingBox(towerBBox, LIME);
-
- // If we hit something, draw the cursor at the hit point
- if (nearestHit.hit)
- {
- DrawCube(nearestHit.position, 0.3, 0.3, 0.3, cursorColor);
- DrawCubeWires(nearestHit.position, 0.3, 0.3, 0.3, RED);
-
- Vector3 normalEnd;
- normalEnd.x = nearestHit.position.x + nearestHit.normal.x;
- normalEnd.y = nearestHit.position.y + nearestHit.normal.y;
- normalEnd.z = nearestHit.position.z + nearestHit.normal.z;
-
- DrawLine3D(nearestHit.position, normalEnd, RED);
- }
-
- DrawRay(ray, MAROON);
-
- DrawGrid(10, 10.0f);
-
- EndMode3D();
-
- // Draw some debug GUI text
- DrawText(FormatText("Hit Object: %s", hitObjectName), 10, 50, 10, BLACK);
-
- if (nearestHit.hit)
- {
- int ypos = 70;
-
- DrawText(FormatText("Distance: %3.2f", nearestHit.distance), 10, ypos, 10, BLACK);
-
- DrawText(FormatText("Hit Pos: %3.2f %3.2f %3.2f",
- nearestHit.position.x,
- nearestHit.position.y,
- nearestHit.position.z), 10, ypos + 15, 10, BLACK);
-
- DrawText(FormatText("Hit Norm: %3.2f %3.2f %3.2f",
- nearestHit.normal.x,
- nearestHit.normal.y,
- nearestHit.normal.z), 10, ypos + 30, 10, BLACK);
-
- if (hitTriangle) DrawText(FormatText("Barycenter: %3.2f %3.2f %3.2f", bary.x, bary.y, bary.z), 10, ypos + 45, 10, BLACK);
- }
-
- DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
-
- DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModel(tower); // Unload model
- UnloadTexture(texture); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_obj_loading.c b/examples/src/models/models_obj_loading.c
deleted file mode 100644
index 51578bc..0000000
--- a/examples/src/models/models_obj_loading.c
+++ /dev/null
@@ -1,80 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Load and draw a 3d model (OBJ)
-*
-* This example has been created using raylib 1.3 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 8.0f, 8.0f, 8.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 2.5f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.type = CAMERA_PERSPECTIVE; // Camera mode type
-
- Model model = LoadModel("resources/models/castle.obj"); // Load OBJ model
- Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
-
- 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
- //----------------------------------------------------------------------------------
- //...
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- DrawGizmo(position); // Draw gizmo
-
- EndMode3D();
-
- 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
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_obj_viewer.c b/examples/src/models/models_obj_viewer.c
deleted file mode 100644
index dc6787e..0000000
--- a/examples/src/models/models_obj_viewer.c
+++ /dev/null
@@ -1,127 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - OBJ models viewer
-*
-* This example has been created using raylib 2.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#include <string.h> // Required for: strcpy()
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib example - obj viewer");
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 30.0f, 30.0f, 30.0f }, { 0.0f, 10.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-
- Model model = LoadModel("resources/models/turret.obj"); // Load default model obj
- Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load default model texture
- model.materials[0].maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
-
- Vector3 position = { 0.0, 0.0, 0.0 }; // Set model position
- BoundingBox bounds = MeshBoundingBox(model.meshes[0]); // Set model bounds
- bool selected = false; // Selected object flag
-
- SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
-
- char objFilename[64] = "turret.obj";
-
- 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 (IsFileDropped())
- {
- int count = 0;
- char **droppedFiles = GetDroppedFiles(&count);
-
- if (count == 1)
- {
- if (IsFileExtension(droppedFiles[0], ".obj"))
- {
- for (int i = 0; i < model.meshCount; i++) UnloadMesh(&model.meshes[i]);
- model.meshes = LoadMeshes(droppedFiles[0], &model.meshCount);
- bounds = MeshBoundingBox(model.meshes[0]);
- }
- else if (IsFileExtension(droppedFiles[0], ".png"))
- {
- UnloadTexture(texture);
- texture = LoadTexture(droppedFiles[0]);
- model.materials[0].maps[MAP_DIFFUSE].texture = texture;
- }
-
- strcpy(objFilename, GetFileName(droppedFiles[0]));
- }
-
- ClearDroppedFiles(); // Clear internal buffers
- }
-
- UpdateCamera(&camera);
-
- // Select model on mouse click
- if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
- {
- // Check collision between ray and box
- if (CheckCollisionRayBox(GetMouseRay(GetMousePosition(), camera), bounds)) selected = !selected;
- else selected = false;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
-
- DrawGrid(20.0, 10.0); // Draw a grid
-
- if (selected) DrawBoundingBox(bounds, GREEN);
-
- EndMode3D();
-
- DrawText("Free camera default controls:", 10, 20, 10, DARKGRAY);
- DrawText("- Mouse Wheel to Zoom in-out", 20, 40, 10, GRAY);
- DrawText("- Mouse Wheel Pressed to Pan", 20, 60, 10, GRAY);
- DrawText("- Alt + Mouse Wheel Pressed to Rotate", 20, 80, 10, GRAY);
- DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 20, 100, 10, GRAY);
-
- DrawText("Drag & drop .obj/.png to load mesh/texture.", 10, GetScreenHeight() - 20, 10, DARKGRAY);
- DrawText(FormatText("Current file: %s", objFilename), 250, GetScreenHeight() - 20, 10, GRAY);
- if (selected) DrawText("MODEL SELECTED", GetScreenWidth() - 110, 10, 10, GREEN);
-
- DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModel(model); // Unload model
-
- ClearDroppedFiles(); // Clear internal buffers
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file
diff --git a/examples/src/models/models_orthographic_projection.c b/examples/src/models/models_orthographic_projection.c
deleted file mode 100644
index ca9d83c..0000000
--- a/examples/src/models/models_orthographic_projection.c
+++ /dev/null
@@ -1,99 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Show the difference between perspective and orthographic projection
-*
-* This program is heavily based on the geometric objects example
-*
-* This example has been created using raylib 2.0 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Example contributed by Max Danielsson (@autious) and reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2018 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define FOVY_PERSPECTIVE 45.0f
-#define WIDTH_ORTHOGRAPHIC 10.0f
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
-
- 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(KEY_SPACE))
- {
- if (camera.type == CAMERA_PERSPECTIVE)
- {
- camera.fovy = WIDTH_ORTHOGRAPHIC;
- camera.type = CAMERA_ORTHOGRAPHIC;
- }
- else
- {
- camera.fovy = FOVY_PERSPECTIVE;
- camera.type = CAMERA_PERSPECTIVE;
- }
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
- DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
- DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
-
- DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
- DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
-
- DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
- DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
- DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
-
- DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
- DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- EndMode3D();
-
- DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
-
- if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
- else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/src/models/models_rlgl_solar_system.c b/examples/src/models/models_rlgl_solar_system.c
deleted file mode 100644
index cb9289a..0000000
--- a/examples/src/models/models_rlgl_solar_system.c
+++ /dev/null
@@ -1,168 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - rlgl module usage with push/pop matrix transformations
-*
-* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
-*
-* This example has been created using raylib 2.2 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2018 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "rlgl.h"
-
-//------------------------------------------------------------------------------------
-// Module Functions Declaration
-//------------------------------------------------------------------------------------
-void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation
-
-//------------------------------------------------------------------------------------
-// Program main entry point
-//------------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- const float sunRadius = 4.0f;
- const float earthRadius = 0.6f;
- const float earthOrbitRadius = 8.0f;
- const float moonRadius = 0.16f;
- const float moonOrbitRadius = 1.5f;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.type = CAMERA_PERSPECTIVE;
-
- SetCameraMode(camera, CAMERA_FREE);
-
- float rotationSpeed = 0.2f; // General system rotation speed
-
- float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
- float earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees
- float moonRotation = 0.0f; // Rotation of moon around itself
- float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
-
- 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera);
-
- earthRotation += (5.0f*rotationSpeed);
- earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
- moonRotation += (2.0f*rotationSpeed);
- moonOrbitRotation += (8.0f*rotationSpeed);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- rlPushMatrix();
- rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun
- DrawSphereBasic(GOLD); // Draw the Sun
- rlPopMatrix();
-
- rlPushMatrix();
- rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun
- rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit
- rlRotatef(-earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun inverted
-
- rlPushMatrix();
- rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself
- rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth
-
- DrawSphereBasic(BLUE); // Draw the Earth
- rlPopMatrix();
-
- rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth
- rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit
- rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth inverted
- rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself
- rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon
-
- DrawSphereBasic(LIGHTGRAY); // Draw the Moon
- rlPopMatrix();
-
- // Some reference elements (not affected by previous matrix transformations)
- DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f));
- DrawGrid(20, 1.0f);
-
- EndMode3D();
-
- DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//--------------------------------------------------------------------------------------------
-// Module Functions Definitions (local)
-//--------------------------------------------------------------------------------------------
-
-// Draw sphere without any matrix transformation
-// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
-void DrawSphereBasic(Color color)
-{
- int rings = 16;
- int slices = 16;
-
- rlBegin(RL_TRIANGLES);
- rlColor4ub(color.r, color.g, color.b, color.a);
-
- for (int i = 0; i < (rings + 2); i++)
- {
- for (int j = 0; j < slices; j++)
- {
- rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
- sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
- cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
- rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
- sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
- cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
- rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
- sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
- cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
-
- rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
- sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
- cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
- rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
- sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
- cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
- rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
- sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
- cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
- }
- }
- rlEnd();
-}
diff --git a/examples/src/models/models_skybox.c b/examples/src/models/models_skybox.c
deleted file mode 100644
index 1693d9b..0000000
--- a/examples/src/models/models_skybox.c
+++ /dev/null
@@ -1,98 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Skybox loading and drawing
-*
-* This example has been created using raylib 1.8 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Copyright (c) 2017 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
-
- // Define the camera to look into our 3d world
- Camera camera = {{ 1.0f, 1.0f, 1.0f }, { 4.0f, 1.0f, 4.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
-
- // Load skybox model
- Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
- Model skybox = LoadModelFromMesh(cube);
-
- // Load skybox shader and set required locations
- // NOTE: Some locations are automatically set at shader loading
-#if defined(PLATFORM_DESKTOP)
- skybox.materials[0].shader = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- skybox.materials[0].shader = LoadShader("resources/shaders/glsl100/skybox.vs", "resources/shaders/glsl100/skybox.fs");
-#endif
- SetShaderValue(skybox.materials[0].shader, GetShaderLocation(skybox.materials[0].shader, "environmentMap"), (int[1]){ MAP_CUBEMAP }, UNIFORM_INT);
-
- // Load cubemap shader and setup required shader locations
-#if defined(PLATFORM_DESKTOP)
- Shader shdrCubemap = LoadShader("resources/shaders/glsl330/cubemap.vs", "resources/shaders/glsl330/cubemap.fs");
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- Shader shdrCubemap = LoadShader("resources/shaders/glsl100/cubemap.vs", "resources/shaders/glsl100/cubemap.fs");
-#endif
- SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, UNIFORM_INT);
-
- // Load HDR panorama (sphere) texture
- Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
-
- // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
- // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
- skybox.materials[0].maps[MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
-
- UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated
- UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore
-
- SetCameraMode(camera, CAMERA_FIRST_PERSON); // Set a first person 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
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera); // Update camera
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(skybox, (Vector3){0, 0, 0}, 1.0f, WHITE);
-
- DrawGrid(10, 1.0f);
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModel(skybox); // Unload skybox model (and textures)
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
diff --git a/examples/src/models/models_yaw_pitch_roll.c b/examples/src/models/models_yaw_pitch_roll.c
deleted file mode 100644
index 0931c00..0000000
--- a/examples/src/models/models_yaw_pitch_roll.c
+++ /dev/null
@@ -1,195 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [models] example - Plane rotations (yaw, pitch, roll)
-*
-* This example has been created using raylib 1.8 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2017 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "raymath.h"
-
-// Draw angle gauge controls
-void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color);
-
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
-
- Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
- Texture2D texBackground = LoadTexture("resources/background.png");
- Texture2D texPitch = LoadTexture("resources/pitch.png");
- Texture2D texPlane = LoadTexture("resources/plane.png");
-
- RenderTexture2D framebuffer = LoadRenderTexture(192, 192);
-
- // Model loading
- Model model = LoadModel("resources/plane.obj"); // Load OBJ model
- model.materials[0].maps[MAP_DIFFUSE].texture = LoadTexture("resources/plane_diffuse.png"); // Set map diffuse texture
-
- GenTextureMipmaps(&model.materials[0].maps[MAP_DIFFUSE].texture);
-
- Camera camera = { 0 };
- camera.position = (Vector3){ 0.0f, 60.0f, -120.0f };// Camera position perspective
- camera.target = (Vector3){ 0.0f, 12.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 30.0f; // Camera field-of-view Y
- camera.type = CAMERA_PERSPECTIVE; // Camera type
-
- float pitch = 0.0f;
- float roll = 0.0f;
- float yaw = 0.0f;
-
- 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
- //----------------------------------------------------------------------------------
-
- // Plane roll (x-axis) controls
- if (IsKeyDown(KEY_LEFT)) roll += 1.0f;
- else if (IsKeyDown(KEY_RIGHT)) roll -= 1.0f;
- else
- {
- if (roll > 0.0f) roll -= 0.5f;
- else if (roll < 0.0f) roll += 0.5f;
- }
-
- // Plane yaw (y-axis) controls
- if (IsKeyDown(KEY_S)) yaw += 1.0f;
- else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
- else
- {
- if (yaw > 0.0f) yaw -= 0.5f;
- else if (yaw < 0.0f) yaw += 0.5f;
- }
-
- // Plane pitch (z-axis) controls
- if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
- else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
- else
- {
- if (pitch > 0.3f) pitch -= 0.3f;
- else if (pitch < -0.3f) pitch += 0.3f;
- }
-
- // Wraps the phase of an angle to fit between -180 and +180 degrees
- int pitchOffset = pitch;
- while (pitchOffset > 180) pitchOffset -= 360;
- while (pitchOffset < -180) pitchOffset += 360;
- pitchOffset *= 10;
-
- Matrix transform = MatrixIdentity();
-
- transform = MatrixMultiply(transform, MatrixRotateZ(DEG2RAD*roll));
- transform = MatrixMultiply(transform, MatrixRotateX(DEG2RAD*pitch));
- transform = MatrixMultiply(transform, MatrixRotateY(DEG2RAD*yaw));
-
- model.transform = transform;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw framebuffer texture (Ahrs Display)
- int centerX = framebuffer.texture.width/2;
- int centerY = framebuffer.texture.height/2;
- float scaleFactor = 0.5f;
-
- BeginTextureMode(framebuffer);
-
- BeginBlendMode(BLEND_ALPHA);
-
- DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
- (Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
- (Vector2){ texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
-
- DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
- (Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
- (Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
-
- DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
- (Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
- (Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
-
- EndBlendMode();
-
- EndTextureMode();
-
- // Draw 3D model (recomended to draw 3D always before 2D)
- BeginMode3D(camera);
-
- DrawModel(model, (Vector3){ 0, 6.0f, 0 }, 1.0f, WHITE); // Draw 3d model with texture
- DrawGrid(10, 10.0f);
-
- EndMode3D();
-
- // Draw 2D GUI stuff
- DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
- DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
- DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
-
- DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
- DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
- DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 370, 10, DARKGRAY);
- DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 390, 10, DARKGRAY);
- DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 410, 10, DARKGRAY);
-
- // Draw framebuffer texture
- DrawTextureRec(framebuffer.texture, (Rectangle){ 0, 0, framebuffer.texture.width, -framebuffer.texture.height },
- (Vector2){ screenWidth - framebuffer.texture.width - 20, 20 }, Fade(WHITE, 0.8f));
-
- DrawRectangleLines(screenWidth - framebuffer.texture.width - 20, 20, framebuffer.texture.width, framebuffer.texture.height, DARKGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
-
- // Unload all loaded data
- UnloadModel(model);
-
- UnloadRenderTexture(framebuffer);
-
- UnloadTexture(texAngleGauge);
- UnloadTexture(texBackground);
- UnloadTexture(texPitch);
- UnloadTexture(texPlane);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-// Draw angle gauge controls
-void DrawAngleGauge(Texture2D angleGauge, int x, int y, float angle, char title[], Color color)
-{
- Rectangle srcRec = { 0, 0, angleGauge.width, angleGauge.height };
- Rectangle dstRec = { x, y, angleGauge.width, angleGauge.height };
- Vector2 origin = { angleGauge.width/2, angleGauge.height/2};
- int textSize = 20;
-
- DrawTexturePro(angleGauge, srcRec, dstRec, origin, angle, color);
-
- DrawText(FormatText("%5.1f", angle), x - MeasureText(FormatText("%5.1f", angle), textSize) / 2, y + 10, textSize, DARKGRAY);
- DrawText(title, x - MeasureText(title, textSize) / 2, y + 60, textSize, DARKGRAY);
-}