Added """basic""" scene
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72ff206acd
commit
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2
Makefile
2
Makefile
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@ -1,5 +1,5 @@
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CFLAGS +=
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LDFLAGS := -lraylib
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LDFLAGS := -lraylib -lm
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OBJECTS :=
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raylib-ascii-render: lib
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@ -0,0 +1,27 @@
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// x-run: make -C.. run
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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uniform sampler2D texture0;
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uniform sampler2D fontAtlas;
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uniform vec2 fontSize;
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uniform vec2 charactersXY;
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out vec4 finalColor;
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void main()
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{
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vec2 screenSize = fontSize * charactersXY;
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vec2 pixelCoord = floor(fragTexCoord * screenSize);
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vec2 symbol = floor(pixelCoord / fontSize) / screenSize;
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vec2 inSymbol = mod(pixelCoord, fontSize) / fontSize;
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vec4 texelColor = vec4(0.0, 0.0, 0.0, 1.0);
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texelColor.rgb = texture(texture0, symbol * fontSize).rgb;
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finalColor = texelColor;
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}
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129
src/main.c
129
src/main.c
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@ -1,12 +1,38 @@
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// x-run: make -C.. run
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#include <math.h>
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#include <raylib.h>
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#include <raymath.h>
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#include <stdbool.h>
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#include <stdio.h>
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int main(void) {
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InitWindow(320, 240, "Loading...");
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SetTargetFPS(30);
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#define LEN(X) (sizeof(X)/sizeof(X[0]))
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#define EARTHSIZE(V) (V/6.371)
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int font_size = 16, chars_x = 80, chars_y = 24;
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const static struct planet {
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int anchor;
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Color color;
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float radius;
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float distance;
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float year_length;
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} planets[] = {
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{ -1, { 252, 229, 112, 200 }, EARTHSIZE( 6.570), 0.0, 1.00 }, // SUN
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{ 0, { 26, 26, 26, 255 }, EARTHSIZE( 2.440), 5.7, 87.97 }, // MERCURY
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{ 0, { 230, 230, 230, 255 }, EARTHSIZE( 6.052), 10.8, 224.70 }, // VENUS
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{ 0, { 47, 106, 105, 255 }, EARTHSIZE( 6.371), 15.0, 365.26 }, // EARTH
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{ 0, { 153, 61, 0, 255 }, EARTHSIZE( 3.390), 22.8, 686.98 }, // MARS
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{ 0, { 176, 127, 53, 255 }, EARTHSIZE( 6.991), 58.8, 4332.82 }, // JUPITER
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{ 0, { 176, 143, 54, 255 }, EARTHSIZE( 5.823), 88.9, 10755.70 }, // SATURN
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{ 0, { 85, 128, 170, 255 }, EARTHSIZE(25.362), 288.0, 30687.15 }, // URANUS
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{ 0, { 54, 104, 150, 255 }, EARTHSIZE(24.622), 450.0, 60190.03 }, // NEPTUNE
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{ 3, { 127, 127, 127, 255 }, EARTHSIZE( 1.737), 1.9, 27.30 }, // MOON
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};
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int main(int argc, char **argv) {
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(320, 240, "Loading...");
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SetTargetFPS(60);
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int font_size = 16, chars_x = 160, chars_y = 50;
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Font font = LoadFontEx("unscii-16-full.ttf", font_size, NULL, 256);
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Vector2 glyphSize = MeasureTextEx(font, "A", font_size, 0);
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@ -26,16 +52,105 @@ int main(void) {
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}
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Texture2D tex_atlas = LoadTextureFromImage(img_atlas);
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SetWindowSize(chars_x * glyphSize.x, chars_y * glyphSize.y);
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int wsize_x = chars_x * glyphSize.x, wsize_y = chars_y * glyphSize.y;
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SetWindowMinSize(glyphSize.x * 40, glyphSize.y * 12);
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SetWindowSize(wsize_x, wsize_y);
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RenderTexture2D framebuffer = LoadRenderTexture(wsize_x, wsize_y);
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Camera3D cam = {
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.fovy = 45.0,
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.projection = CAMERA_PERSPECTIVE,
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.target.x = 0.0,
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.target.y = 0.0,
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.target.z = 0.0,
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.up.x = 0.0,
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.up.y = 1.0,
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.up.z = 0.0,
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.position.x = 50.0,
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.position.y = 50.0,
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.position.z = 50.0,
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};
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Shader shd_asciify = LoadShader(NULL, "./src/asciify.frag");
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int locAtlas = GetShaderLocation(shd_asciify, "fontAtlas");
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{
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float tmp[2];
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tmp[0] = glyphSize.x; tmp[1] = glyphSize.y;
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printf("glyph size: %fx%f\n", tmp[0], tmp[1]);
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SetShaderValue(shd_asciify, GetShaderLocation(shd_asciify, "fontSize"), tmp, SHADER_UNIFORM_VEC2);
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tmp[0] = chars_x; tmp[1] = chars_y;
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SetShaderValue(shd_asciify, GetShaderLocation(shd_asciify, "charactersXY"), tmp, SHADER_UNIFORM_VEC2);
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}
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SetCameraMode(cam, CAMERA_FREE);
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double time = 0.;
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bool shading = false;
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for (int frame = 0; !WindowShouldClose(); frame++) {
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time += GetFrameTime() * 8.;
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if (IsWindowResized()) {
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wsize_x = GetScreenWidth(); wsize_y = GetScreenHeight();
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wsize_x = (chars_x = floor(wsize_x / glyphSize.x)) * glyphSize.x;
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wsize_y = (chars_y = floor(wsize_y / glyphSize.y)) * glyphSize.y;
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UnloadRenderTexture(framebuffer);
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framebuffer = LoadRenderTexture(wsize_x, wsize_y);
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float tmp[2];
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tmp[0] = chars_x; tmp[1] = chars_y;
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SetShaderValue(shd_asciify, GetShaderLocation(shd_asciify, "charactersXY"), tmp, SHADER_UNIFORM_VEC2);
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}
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if (IsKeyDown(KEY_LEFT_SHIFT) && IsKeyPressed(KEY_F)) {
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SetWindowSize(wsize_x, wsize_y);
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}
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if (IsKeyPressed(KEY_S)) shading ^= 1;
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BeginDrawing();
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ClearBackground(BLACK);
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DrawTexture(tex_atlas, 0, 0, WHITE);
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UpdateCamera(&cam);
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BeginTextureMode(framebuffer);
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BeginMode3D(cam);
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{
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ClearBackground(BLANK);
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DrawLine3D(Vector3Zero(), (Vector3){ 1.0, 0.0, 0.0 }, RED);
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DrawLine3D(Vector3Zero(), (Vector3){ 0.0, 1.0, 0.0 }, GREEN);
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DrawLine3D(Vector3Zero(), (Vector3){ 0.0, 0.0, 1.0 }, BLUE);
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Vector3 positions[LEN(planets)] = { 0 };
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for (int i = 0; i < LEN(planets); i++) {
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struct planet planet = planets[i];
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Vector3 orbit = planet.anchor == -1 ? Vector3Zero() : positions[planet.anchor];
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Vector3 offset = { 0. };
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float phase = time * M_PI * 2.0 / planets[i].year_length;
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offset.x = sin(phase) * planets[i].distance;
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offset.z = cos(phase) * planets[i].distance;
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Vector3 pos = Vector3Add(orbit, offset);
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DrawSphere(pos, planets[i].radius, planets[i].color);
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DrawCircle3D(orbit, planets[i].distance, (Vector3){ 1.0, 0.0, 0.0 }, 90.0, planets[i].color);
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positions[i] = pos;
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}
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}
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EndMode3D();
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EndTextureMode();
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ClearBackground(RED);
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DrawRectangle(0, 0, wsize_x, wsize_y, BLACK);
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if (shading) BeginShaderMode(shd_asciify);
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SetShaderValueTexture(shd_asciify, locAtlas, tex_atlas);
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DrawTexturePro(framebuffer.texture, (Rectangle){
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0, 0, wsize_x, -wsize_y
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}, (Rectangle){
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0, 0, wsize_x, wsize_y
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}, (Vector2){ 0, 0 }, 0.0, WHITE);
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if (shading) EndShaderMode();
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EndDrawing();
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}
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UnloadFont(font);
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UnloadImage(img_atlas);
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UnloadShader(shd_asciify);
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UnloadTexture(tex_atlas);
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UnloadRenderTexture(framebuffer);
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}
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