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| author | realtradam <[email protected]> | 2024-05-10 18:10:54 -0400 |
|---|---|---|
| committer | realtradam <[email protected]> | 2024-05-10 18:10:54 -0400 |
| commit | 3249a9d1f225c941ec336872b5275af664d1851d (patch) | |
| tree | 2989a31f6724ce677aa7228de1312e7cfb30aa99 /main.c | |
| download | tojam2024-3249a9d1f225c941ec336872b5275af664d1851d.tar.gz tojam2024-3249a9d1f225c941ec336872b5275af664d1851d.zip | |
init
Diffstat (limited to 'main.c')
| -rw-r--r-- | main.c | 288 |
1 files changed, 288 insertions, 0 deletions
@@ -0,0 +1,288 @@ +/******************************************************************************************* +* +* raylib [models] example - Draw textured cube +* +* Example originally created with raylib 4.5, last time updated with raylib 4.5 +* +* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, +* BSD-like license that allows static linking with closed source software +* +* Copyright (c) 2022-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + + +#include <libdragon.h> + +#include <GL/gl.h> +#include <GL/glu.h> +#include <raylib.h> +#include <rlgl.h> +//#include "raylib_font_RGBA16_5551.h" +#define ATTR_NINTENDO64_WIDTH 320 +#define ATTR_NINTENDO64_HEIGHT 240 +bool flag=true; +bool xflag=false; + + + + + +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured +void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture + +void updateController() +{ + +} + +bool initApp() +{ + return true; +} +void finishApp() +{ + + +} +extern Texture2D getFontGLTextureId(char *text); +Rectangle src={0.0f,0.0f,5.0f,10.0f}; +Rectangle dst={0.0f,0.0f,32.0f,32.0f}; + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = ATTR_NINTENDO64_WIDTH; + const int screenHeight = ATTR_NINTENDO64_HEIGHT; + + + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic 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.projection = CAMERA_PERSPECTIVE; + + + + Texture2D texture = LoadTexture("rom:/cubicmap_atlas32x32.png"); // Load map texture + //Model model = LoadModel("rom:/plane.m3d"); + + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + //BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds + + + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //---------------------------------------------------------- + + // Main game loop + while (flag) // Detect window close with Start button + { + // Update + //----------------------------------------------------- + updateController(); + + // Update + //---------------------------------------------------------------------------------- + //UpdateCamera(&camera, CAMERA_ORBITAL); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(BLACK); + + BeginMode3D(camera); + + DrawModel(model, position, 2.0f, WHITE); + + // Draw cube with an applied texture + //DrawCubeTexture(texture, (Vector3){ -0.0f, 0.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE); + + // Draw cube with an applied texture, but only a defined rectangle piece of the texture + //DrawCubeTextureRec(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 }, + // (Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE); + + DrawGrid(10, 1.0f); // Draw a grid + + + EndMode3D(); + + DrawFPS(10, 10); + + EndDrawing(); + + + + //----------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Unload map texture + + CloseWindow(); // Close window and OpenGL context + //---------------------------------------------------------- + + finishApp(); + return 0; +} +void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color) +{ + float x = position.x; + float y = position.y; + float z = position.z; + + // Set desired texture to be enabled while drawing following vertex data + rlSetTexture(texture.id); + + // Vertex data transformation can be defined with the commented lines, + // but in this example we calculate the transformed vertex data directly when calling rlVertex3f() + //rlPushMatrix(); + // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) + //rlTranslatef(2.0f, 0.0f, 0.0f); + //rlRotatef(45, 0, 1, 0); + //rlScalef(2.0f, 2.0f, 2.0f); + + rlBegin(RL_QUADS); + rlColor4ub(color.r, color.g, color.b, color.a); + // Front Face + rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad + // Back Face + rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad + // Top Face + rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad + // Bottom Face + rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad + // Right face + rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad + // Left Face + rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left + rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad + rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad + rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad + rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad + rlEnd(); + //rlPopMatrix(); + + rlSetTexture(0); +} + +// Draw cube with texture piece applied to all faces +void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color) +{ + float x = position.x; + float y = position.y; + float z = position.z; + float texWidth = (float)texture.width; + float texHeight = (float)texture.height; + + // Set desired texture to be enabled while drawing following vertex data + rlSetTexture(texture.id); + + // We calculate the normalized texture coordinates for the desired texture-source-rectangle + // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent + rlBegin(RL_QUADS); + rlColor4ub(color.r, color.g, color.b, color.a); + + // Front face + rlNormal3f(0.0f, 0.0f, 1.0f); + rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x - width/2, y - height/2, z + length/2); + rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x + width/2, y - height/2, z + length/2); + rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); + rlVertex3f(x + width/2, y + height/2, z + length/2); + rlTexCoord2f(source.x/texWidth, source.y/texHeight); + rlVertex3f(x - width/2, y + height/2, z + length/2); + + // Back face + rlNormal3f(0.0f, 0.0f, - 1.0f); + rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x - width/2, y - height/2, z - length/2); + rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); + rlVertex3f(x - width/2, y + height/2, z - length/2); + rlTexCoord2f(source.x/texWidth, source.y/texHeight); + rlVertex3f(x + width/2, y + height/2, z - length/2); + rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x + width/2, y - height/2, z - length/2); + + // Top face + rlNormal3f(0.0f, 1.0f, 0.0f); + rlTexCoord2f(source.x/texWidth, source.y/texHeight); + rlVertex3f(x - width/2, y + height/2, z - length/2); + rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x - width/2, y + height/2, z + length/2); + rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x + width/2, y + height/2, z + length/2); + rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); + rlVertex3f(x + width/2, y + height/2, z - length/2); + + // Bottom face + rlNormal3f(0.0f, - 1.0f, 0.0f); + rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); + rlVertex3f(x - width/2, y - height/2, z - length/2); + rlTexCoord2f(source.x/texWidth, source.y/texHeight); + rlVertex3f(x + width/2, y - height/2, z - length/2); + rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x + width/2, y - height/2, z + length/2); + rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x - width/2, y - height/2, z + length/2); + + // Right face + rlNormal3f(1.0f, 0.0f, 0.0f); + rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x + width/2, y - height/2, z - length/2); + rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); + rlVertex3f(x + width/2, y + height/2, z - length/2); + rlTexCoord2f(source.x/texWidth, source.y/texHeight); + rlVertex3f(x + width/2, y + height/2, z + length/2); + rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x + width/2, y - height/2, z + length/2); + + // Left face + rlNormal3f( - 1.0f, 0.0f, 0.0f); + rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x - width/2, y - height/2, z - length/2); + rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); + rlVertex3f(x - width/2, y - height/2, z + length/2); + rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); + rlVertex3f(x - width/2, y + height/2, z + length/2); + rlTexCoord2f(source.x/texWidth, source.y/texHeight); + rlVertex3f(x - width/2, y + height/2, z - length/2); + + rlEnd(); + + rlSetTexture(0); +} |
