mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-12-25 17:48:50 -05:00
f52a2a6406
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
113 lines
4.1 KiB
C
113 lines
4.1 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [models] example - Waving cubes
|
|
*
|
|
* 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)
|
|
*
|
|
* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Copyright (c) 2019 Codecat (@codecat) and Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#include <math.h>
|
|
|
|
int main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
|
|
|
|
// Initialize the camera
|
|
Camera3D camera = { 0 };
|
|
camera.position = (Vector3){ 30.0f, 20.0f, 30.0f };
|
|
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
|
camera.fovy = 70.0f;
|
|
camera.projection = CAMERA_PERSPECTIVE;
|
|
|
|
// Specify the amount of blocks in each direction
|
|
const int numBlocks = 15;
|
|
|
|
SetTargetFPS(60);
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
double time = GetTime();
|
|
|
|
// Calculate time scale for cube position and size
|
|
float scale = (2.0f + (float)sin(time))*0.7f;
|
|
|
|
// Move camera around the scene
|
|
double cameraTime = time*0.3;
|
|
camera.position.x = (float)cos(cameraTime)*40.0f;
|
|
camera.position.z = (float)sin(cameraTime)*40.0f;
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
BeginMode3D(camera);
|
|
|
|
DrawGrid(10, 5.0f);
|
|
|
|
for (int x = 0; x < numBlocks; x++)
|
|
{
|
|
for (int y = 0; y < numBlocks; y++)
|
|
{
|
|
for (int z = 0; z < numBlocks; z++)
|
|
{
|
|
// Scale of the blocks depends on x/y/z positions
|
|
float blockScale = (x + y + z)/30.0f;
|
|
|
|
// Scatter makes the waving effect by adding blockScale over time
|
|
float scatter = sinf(blockScale*20.0f + (float)(time*4.0f));
|
|
|
|
// Calculate the cube position
|
|
Vector3 cubePos = {
|
|
(float)(x - numBlocks/2)*(scale*3.0f) + scatter,
|
|
(float)(y - numBlocks/2)*(scale*2.0f) + scatter,
|
|
(float)(z - numBlocks/2)*(scale*3.0f) + scatter
|
|
};
|
|
|
|
// Pick a color with a hue depending on cube position for the rainbow color effect
|
|
Color cubeColor = ColorFromHSV((float)(((x + y + z)*18)%360), 0.75f, 0.9f);
|
|
|
|
// Calculate cube size
|
|
float cubeSize = (2.4f - scale)*blockScale;
|
|
|
|
// And finally, draw the cube!
|
|
DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
EndMode3D();
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|