Browse Source

Update examples to new camera system

raysan5 8 years ago
parent
commit
648676f46b

+ 1 - 1
examples/core_3d_camera_first_person.c

@@ -47,7 +47,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);                  // Update camera and player position
+        UpdateCamera(&camera);                  // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/core_3d_camera_free.c

@@ -39,7 +39,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update internal camera and our camera
+        UpdateCamera(&camera);          // Update camera
         
         if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
         //----------------------------------------------------------------------------------

+ 3 - 5
examples/core_3d_picking.c

@@ -22,7 +22,7 @@ int main()
 
     // Define the camera to look into our 3d world
     Camera camera;
-    camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };  // Camera position
+    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
@@ -34,9 +34,7 @@ int main()
     
     bool collision = false;
     
-    SetCameraMode(CAMERA_FREE);         // Set a free camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
-    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
+    SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
 
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -46,7 +44,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update internal camera and our camera
+        UpdateCamera(&camera);          // Update camera
         
         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
         {

+ 6 - 6
examples/core_oculus_rift.c

@@ -30,14 +30,14 @@ int main()
     
     // Define the camera to look into our 3d world
     Camera camera;
-    camera.position = (Vector3){ 5.0f, 5.0f, 5.0f };    // Camera position
-    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };      // Camera looking at point
+    camera.position = (Vector3){ 5.0f, 2.0f, 5.0f };    // Camera position
+    camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
     camera.fovy = 60.0f;                                // Camera field-of-view Y
     
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     
-    SetCameraMode(camera, CAMERA_FIRST_PERSON);
+    SetCameraMode(camera, CAMERA_FIRST_PERSON);         // Set first person camera mode
     
     SetTargetFPS(90);                   // Set our game to run at 90 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -47,10 +47,10 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        if (IsVrSimulator()) UpdateCamera(&camera);
-        else UpdateVrTracking();
+        if (IsVrSimulator()) UpdateCamera(&camera);     // Update camera (simulator mode)
+        else UpdateVrTracking(&camera);                 // Update camera with device tracking data
         
-        if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();
+        if (IsKeyPressed(KEY_SPACE)) ToggleVrMode();    // Toggle VR mode
         //----------------------------------------------------------------------------------
 
         // Draw

+ 3 - 6
examples/core_world_screen.c

@@ -21,16 +21,13 @@ int main()
     InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
 
     // 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 };
+    Camera camera = {{ 10.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
 
     Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
     
     Vector2 cubeScreenPosition;
     
-    SetCameraMode(CAMERA_FREE);         // Set a free camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);     // Set internal camera target to match our camera target
-    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
+    SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
 
     SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -40,7 +37,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update internal camera and our camera
+        UpdateCamera(&camera);          // Update camera
         
         // Calculate cube screen space position (with a little offset to be in top)
         cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);

+ 4 - 7
examples/models_billboard.c

@@ -26,20 +26,17 @@ int main()
     Texture2D bill = LoadTexture("resources/billboard.png");     // Our texture billboard
     Vector3 billPosition = { 0.0f, 2.0f, 0.0f };                 // Position where draw billboard
     
-    SetCameraMode(CAMERA_ORBITAL);      // Set an orbital camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);     // Set internal camera target to match our camera target
-    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
+    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
-    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
     // Main game loop
-    while (!WindowShouldClose())        // Detect window close button or ESC key
+    while (!WindowShouldClose())            // Detect window close button or ESC key
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update internal camera and our camera
+        UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/models_cubicmap.c

@@ -45,7 +45,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update internal camera and our camera
+        UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw

+ 5 - 6
examples/models_heightmap.c

@@ -29,20 +29,19 @@ int main()
     map.material.texDiffuse = texture;                          // Set map diffuse texture
     Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };               // Set model position (depends on model scaling!)
 
-    UnloadImage(image);                 // Unload heightmap image from RAM, already uploaded to VRAM
+    UnloadImage(image);                     // Unload heightmap image from RAM, already uploaded to VRAM
     
-    SetCameraMode(CAMERA_ORBITAL);      // Set an orbital camera mode
-    SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
+    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
-    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
+    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
 
     // Main game loop
-    while (!WindowShouldClose())        // Detect window close button or ESC key
+    while (!WindowShouldClose())            // Detect window close button or ESC key
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update internal camera and our camera
+        UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw

+ 2 - 4
examples/shaders_custom_uniform.c

@@ -51,9 +51,7 @@ int main()
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
     
     // Setup orbital camera
-    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -71,7 +69,7 @@ int main()
         // Send new value to the shader to be used on drawing
         SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
         
-        UpdateCamera(&camera);              // Update internal camera and our camera
+        UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw

+ 4 - 1
examples/shaders_model_shader.c

@@ -42,7 +42,7 @@ int main()
     
     Vector3 position = { 0.0f, 0.0f, 0.0f };    // Set model position
     
-    SetCameraMode(camera, CAMERA_ORBITAL);      // Set an orbital camera mode
+    SetCameraMode(camera, CAMERA_FREE);      // Set an orbital camera mode
 
     SetTargetFPS(60);                           // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -70,6 +70,9 @@ int main()
             End3dMode();
             
             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+            
+            DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
+            DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
 
             DrawFPS(10, 10);
 

+ 3 - 5
examples/shaders_postprocessing.c

@@ -45,9 +45,7 @@ int main()
     RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
     
     // Setup orbital camera
-    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -57,7 +55,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update internal camera and our camera
+        UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw
@@ -67,7 +65,7 @@ int main()
             ClearBackground(RAYWHITE);
 
             BeginTextureMode(target);   // Enable drawing to texture
-
+            
                 Begin3dMode(camera);
 
                     DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture

+ 2 - 4
examples/shaders_standard_lighting.c

@@ -64,9 +64,7 @@ int main()
     pointLight->radius = 3.0f;
 
     // Setup orbital camera
-    SetCameraMode(CAMERA_ORBITAL);          // Set an orbital camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
+    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
 
     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
     //--------------------------------------------------------------------------------------
@@ -76,7 +74,7 @@ int main()
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update internal camera and our camera
+        UpdateCamera(&camera);              // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw