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+/*******************************************************************************************
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+*
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+* raylib [models] example - rlgl module usage with push/pop matrix transformations
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+*
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+* This example has been created using raylib 2.2 (www.raylib.com)
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+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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+*
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+* Copyright (c) 2018 Ramon Santamaria (@raysan5)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include "rlgl.h"
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+
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+
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+void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation
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+
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+int main()
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+
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+ const float sunRadius = 4.0f;
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+ const float earthRadius = 0.6f;
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+ const float earthOrbitRadius = 8.0f;
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+ const float moonRadius = 0.16f;
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+ const float moonOrbitRadius = 1.5f;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
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+
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+ // Define the camera to look into our 3d world
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+ Camera camera = { 0 };
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+ camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
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+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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+ camera.fovy = 45.0f;
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+ camera.type = CAMERA_PERSPECTIVE;
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+
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+ SetCameraMode(camera, CAMERA_FREE);
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+
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+ float rotationSpeed = 0.2f; // General system rotation speed
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+
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+ float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
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+ float earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees
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+ float moonRotation = 0.0f; // Rotation of moon around itself
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+ float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ UpdateCamera(&camera);
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+
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+ earthRotation += (5.0f*rotationSpeed);
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+ earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
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+ moonRotation += (2.0f*rotationSpeed);
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+ moonOrbitRotation += (8.0f*rotationSpeed);
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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+ BeginMode3D(camera);
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+
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+ rlPushMatrix();
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+ rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun
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+ DrawSphereBasic(GOLD); // Draw the Sun
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+ rlPopMatrix();
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+
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+ rlPushMatrix();
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+ rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun
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+ rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit
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+ rlRotatef(-earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun inverted
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+
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+ rlPushMatrix();
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+ rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself
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+ rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth
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+
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+ DrawSphereBasic(BLUE); // Draw the Earth
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+ rlPopMatrix();
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+
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+ rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth
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+ rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit
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+ rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth inverted
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+ rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself
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+ rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon
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+
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+ DrawSphereBasic(LIGHTGRAY); // Draw the Moon
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+ rlPopMatrix();
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+
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+ // Some reference elements (not affected by previous matrix transformations)
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+ DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, LIME);
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+ DrawGrid(20, 1.0f);
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+
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+ EndMode3D();
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+
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+ DrawFPS(10, 10);
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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+
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+// Draw sphere without any matrix transformation
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+// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
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+void DrawSphereBasic(Color color)
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+{
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+ int rings = 16;
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+ int slices = 16;
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+
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+ rlBegin(RL_TRIANGLES);
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+
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+ for (int i = 0; i < (rings + 2); i++)
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+ {
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+ for (int j = 0; j < slices; j++)
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+ {
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+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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+ sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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+ cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
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+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
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+
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+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
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+ sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
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+ cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
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+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
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+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
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+ rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
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+ sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
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+ cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
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+ }
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+ }
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+ rlEnd();
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+}
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