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/*******************************************************************************************
*
*   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"

#if defined(PLATFORM_WEB)
    #include <emscripten/emscripten.h>
#endif

//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;

// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

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;

Camera camera = { 0 };

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

//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void);             // Update and Draw one frame

void DrawSphereBasic(Color color);      // Draw sphere without any matrix transformation

//----------------------------------------------------------------------------------
// Program Main Entry Point
//----------------------------------------------------------------------------------
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");

    // Define the camera to look into our 3d world
    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);

#if defined(PLATFORM_WEB)
    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        UpdateDrawFrame();
    }
#endif

    // De-Initialization
    //--------------------------------------------------------------------------------------
    CloseWindow();        // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

//--------------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//--------------------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
    // 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();
    //----------------------------------------------------------------------------------
}

// 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();
}