1 /*******************************************************************************************
2 *
3 * raylib [models] example - rlgl module usage with push/pop matrix transformations
4 *
5 * This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
6 *
7 * This example has been created using raylib 2.5 (www.raylib.com)
8 * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
9 *
10 * Copyright (c) 2018 Ramon Santamaria (@raysan5)
11 *
12 ********************************************************************************************/
13
14 #include "raylib.h"
15 #include "rlgl.h"
16
17 //------------------------------------------------------------------------------------
18 // Module Functions Declaration
19 //------------------------------------------------------------------------------------
20 void DrawSphereBasic(Color color); // Draw sphere without any matrix transformation
21
22 //------------------------------------------------------------------------------------
23 // Program main entry point
24 //------------------------------------------------------------------------------------
main(void)25 int main(void)
26 {
27 // Initialization
28 //--------------------------------------------------------------------------------------
29 const int screenWidth = 800;
30 const int screenHeight = 450;
31
32 const float sunRadius = 4.0f;
33 const float earthRadius = 0.6f;
34 const float earthOrbitRadius = 8.0f;
35 const float moonRadius = 0.16f;
36 const float moonOrbitRadius = 1.5f;
37
38 InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
39
40 // Define the camera to look into our 3d world
41 Camera camera = { 0 };
42 camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
43 camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
44 camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
45 camera.fovy = 45.0f;
46 camera.projection = CAMERA_PERSPECTIVE;
47
48 SetCameraMode(camera, CAMERA_FREE);
49
50 float rotationSpeed = 0.2f; // General system rotation speed
51
52 float earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
53 float earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees
54 float moonRotation = 0.0f; // Rotation of moon around itself
55 float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
56
57 SetTargetFPS(60); // Set our game to run at 60 frames-per-second
58 //--------------------------------------------------------------------------------------
59
60 // Main game loop
61 while (!WindowShouldClose()) // Detect window close button or ESC key
62 {
63 // Update
64 //----------------------------------------------------------------------------------
65 UpdateCamera(&camera);
66
67 earthRotation += (5.0f*rotationSpeed);
68 earthOrbitRotation += (365/360.0f*(5.0f*rotationSpeed)*rotationSpeed);
69 moonRotation += (2.0f*rotationSpeed);
70 moonOrbitRotation += (8.0f*rotationSpeed);
71 //----------------------------------------------------------------------------------
72
73 // Draw
74 //----------------------------------------------------------------------------------
75 BeginDrawing();
76
77 ClearBackground(RAYWHITE);
78
79 BeginMode3D(camera);
80
81 rlPushMatrix();
82 rlScalef(sunRadius, sunRadius, sunRadius); // Scale Sun
83 DrawSphereBasic(GOLD); // Draw the Sun
84 rlPopMatrix();
85
86 rlPushMatrix();
87 rlRotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun
88 rlTranslatef(earthOrbitRadius, 0.0f, 0.0f); // Translation for Earth orbit
89 rlRotatef(-earthOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Earth orbit around Sun inverted
90
91 rlPushMatrix();
92 rlRotatef(earthRotation, 0.25, 1.0, 0.0); // Rotation for Earth itself
93 rlScalef(earthRadius, earthRadius, earthRadius);// Scale Earth
94
95 DrawSphereBasic(BLUE); // Draw the Earth
96 rlPopMatrix();
97
98 rlRotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth
99 rlTranslatef(moonOrbitRadius, 0.0f, 0.0f); // Translation for Moon orbit
100 rlRotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon orbit around Earth inverted
101 rlRotatef(moonRotation, 0.0f, 1.0f, 0.0f); // Rotation for Moon itself
102 rlScalef(moonRadius, moonRadius, moonRadius); // Scale Moon
103
104 DrawSphereBasic(LIGHTGRAY); // Draw the Moon
105 rlPopMatrix();
106
107 // Some reference elements (not affected by previous matrix transformations)
108 DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f));
109 DrawGrid(20, 1.0f);
110
111 EndMode3D();
112
113 DrawText("EARTH ORBITING AROUND THE SUN!", 400, 10, 20, MAROON);
114 DrawFPS(10, 10);
115
116 EndDrawing();
117 //----------------------------------------------------------------------------------
118 }
119
120 // De-Initialization
121 //--------------------------------------------------------------------------------------
122 CloseWindow(); // Close window and OpenGL context
123 //--------------------------------------------------------------------------------------
124
125 return 0;
126 }
127
128 //--------------------------------------------------------------------------------------------
129 // Module Functions Definitions (local)
130 //--------------------------------------------------------------------------------------------
131
132 // Draw sphere without any matrix transformation
133 // NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
DrawSphereBasic(Color color)134 void DrawSphereBasic(Color color)
135 {
136 int rings = 16;
137 int slices = 16;
138
139 // Make sure there is enough space in the internal render batch
140 // buffer to store all required vertex, batch is reseted if required
141 rlCheckRenderBatchLimit((rings + 2)*slices*6);
142
143 rlBegin(RL_TRIANGLES);
144 rlColor4ub(color.r, color.g, color.b, color.a);
145
146 for (int i = 0; i < (rings + 2); i++)
147 {
148 for (int j = 0; j < slices; j++)
149 {
150 rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
151 sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
152 cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
153 rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
154 sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
155 cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
156 rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*(j*360/slices)),
157 sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
158 cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*(j*360/slices)));
159
160 rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*i))*sinf(DEG2RAD*(j*360/slices)),
161 sinf(DEG2RAD*(270+(180/(rings + 1))*i)),
162 cosf(DEG2RAD*(270+(180/(rings + 1))*i))*cosf(DEG2RAD*(j*360/slices)));
163 rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*sinf(DEG2RAD*((j+1)*360/slices)),
164 sinf(DEG2RAD*(270+(180/(rings + 1))*(i))),
165 cosf(DEG2RAD*(270+(180/(rings + 1))*(i)))*cosf(DEG2RAD*((j+1)*360/slices)));
166 rlVertex3f(cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*sinf(DEG2RAD*((j+1)*360/slices)),
167 sinf(DEG2RAD*(270+(180/(rings + 1))*(i+1))),
168 cosf(DEG2RAD*(270+(180/(rings + 1))*(i+1)))*cosf(DEG2RAD*((j+1)*360/slices)));
169 }
170 }
171 rlEnd();
172 }
173