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  1. /*******************************************************************************************
  2. *
  3. * raylib [models] example - Show the difference between perspective and orthographic projection
  4. *
  5. * Example originally created with raylib 2.0, last time updated with raylib 3.7
  6. *
  7. * Example contributed by Max Danielsson (@autious) and reviewed by Ramon Santamaria (@raysan5)
  8. *
  9. * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
  10. * BSD-like license that allows static linking with closed source software
  11. *
  12. * Copyright (c) 2018-2024 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
  13. *
  14. ********************************************************************************************/
  15. #include "raylib.h"
  16. #define FOVY_PERSPECTIVE 45.0f
  17. #define WIDTH_ORTHOGRAPHIC 10.0f
  18. //------------------------------------------------------------------------------------
  19. // Program main entry point
  20. //------------------------------------------------------------------------------------
  21. int main(void)
  22. {
  23. // Initialization
  24. //--------------------------------------------------------------------------------------
  25. const int screenWidth = 800;
  26. const int screenHeight = 450;
  27. InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
  28. // Define the camera to look into our 3d world
  29. Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
  30. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  31. //--------------------------------------------------------------------------------------
  32. // Main game loop
  33. while (!WindowShouldClose()) // Detect window close button or ESC key
  34. {
  35. // Update
  36. //----------------------------------------------------------------------------------
  37. if (IsKeyPressed(KEY_SPACE))
  38. {
  39. if (camera.projection == CAMERA_PERSPECTIVE)
  40. {
  41. camera.fovy = WIDTH_ORTHOGRAPHIC;
  42. camera.projection = CAMERA_ORTHOGRAPHIC;
  43. }
  44. else
  45. {
  46. camera.fovy = FOVY_PERSPECTIVE;
  47. camera.projection = CAMERA_PERSPECTIVE;
  48. }
  49. }
  50. //----------------------------------------------------------------------------------
  51. // Draw
  52. //----------------------------------------------------------------------------------
  53. BeginDrawing();
  54. ClearBackground(RAYWHITE);
  55. BeginMode3D(camera);
  56. DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
  57. DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
  58. DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
  59. DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
  60. DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
  61. DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
  62. DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
  63. DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
  64. DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
  65. DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
  66. DrawGrid(10, 1.0f); // Draw a grid
  67. EndMode3D();
  68. DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
  69. if (camera.projection == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
  70. else if (camera.projection == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
  71. DrawFPS(10, 10);
  72. EndDrawing();
  73. //----------------------------------------------------------------------------------
  74. }
  75. // De-Initialization
  76. //--------------------------------------------------------------------------------------
  77. CloseWindow(); // Close window and OpenGL context
  78. //--------------------------------------------------------------------------------------
  79. return 0;
  80. }