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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 uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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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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#include "raylib.h"
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#include "rlgl.h"
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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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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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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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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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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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InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
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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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SetCameraMode(camera, CAMERA_FREE);
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float rotationSpeed = 0.2f; // General system rotation speed
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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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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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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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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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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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DrawSphereBasic(BLUE); // Draw the Earth
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rlPopMatrix();
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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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DrawSphereBasic(LIGHTGRAY); // Draw the Moon
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rlPopMatrix();
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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, Fade(RED, 0.5f));
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DrawGrid(20, 1.0f);
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EndMode3D();
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DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
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DrawFPS(10, 10);
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EndDrawing();
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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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return 0;
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}
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//--------------------------------------------------------------------------------------------
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// Module Functions Definitions (local)
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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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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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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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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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