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mirror of https://gitlab.com/raylibtemplates/rt.git synced 2026-06-28 11:15:21 -04:00

Revert to last C version

This commit is contained in:
Maple Redleaf
2025-12-19 11:20:02 -06:00
parent 093eb8388f
commit c7099c5b1d
2 changed files with 77 additions and 94 deletions

77
src/main.c Normal file
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@@ -0,0 +1,77 @@
#include "raylib.h"
#include "raymath.h"
#include "../data/cube.png.h"
#define SCREEN_WIDTH (320)
#define SCREEN_HEIGHT (240)
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define MIN(a, b) ((a) < (b) ? (a) : (b))
int main(void) {
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_WINDOW_RESIZABLE |
FLAG_WINDOW_MAXIMIZED | FLAG_VSYNC_HINT);
InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "game");
SetWindowMinSize(320, 240);
SetTargetFPS(60);
RenderTexture2D target = LoadRenderTexture(SCREEN_WIDTH, SCREEN_HEIGHT);
SetTextureFilter(target.texture, TEXTURE_FILTER_POINT);
Image image =
LoadImageFromMemory(".png", assets_cube_png, assets_cube_png_len);
Texture2D texture = LoadTextureFromImage(image);
Camera camera = {0};
camera.position = (Vector3){0.0f, 0.0f, 5.0f};
camera.target = (Vector3){0.0f, 0.0f, 0.0f};
camera.up = (Vector3){0.0f, 1.0f, 0.0f};
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
Model cube = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
cube.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = texture;
while (!WindowShouldClose()) {
float scale = MIN((float)GetScreenWidth() / SCREEN_WIDTH,
(float)GetScreenHeight() / SCREEN_HEIGHT);
cube.transform =
MatrixMultiply(MatrixRotateXYZ(Vector3Scale((Vector3){1.0f, 1.5f, 2.5f},
GetFrameTime())),
cube.transform);
BeginTextureMode(target);
{
ClearBackground(BLACK);
BeginMode3D(camera);
{
DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
}
EndMode3D();
}
EndTextureMode();
BeginDrawing();
{
ClearBackground(BLACK);
DrawTexturePro(
target.texture,
(Rectangle){0.0f, 0.0f, (float)target.texture.width,
(float)-target.texture.height},
(Rectangle){
(GetScreenWidth() - ((float)SCREEN_WIDTH * scale)) * 0.5f,
(GetScreenHeight() - ((float)SCREEN_HEIGHT * scale)) * 0.5f,
(float)SCREEN_WIDTH * scale, (float)SCREEN_HEIGHT * scale},
(Vector2){0, 0}, 0.0f, WHITE);
}
EndDrawing();
}
CloseWindow();
return 0;
}

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@@ -1,94 +0,0 @@
#include "../data/cube.png.h"
#include "raylib.h"
#include <cmath>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#define SCREEN_WIDTH (320)
#define SCREEN_HEIGHT (240)
#define WIN_WIDTH (1280)
#define WIN_HEIGHT (720)
#define MAX(a, b) ((a) > (b) ? (a) : (b))
#define MIN(a, b) ((a) < (b) ? (a) : (b))
void MainLoop();
raylib::Window window(WIN_WIDTH, WIN_HEIGHT, "game",
FLAG_WINDOW_RESIZABLE | FLAG_VSYNC_HINT);
raylib::RenderTexture2D target(SCREEN_WIDTH, SCREEN_HEIGHT);
raylib::Image texImg =
raylib::LoadImageFromMemory(".png", cube_png, cube_png_len);
raylib::Texture2D texture = texImg.LoadTexture();
raylib::Camera3D cam(raylib::Vector3(0.0f, 0.0f, std::sqrt(3.0f)),
raylib::Vector3::Zero(), raylib::Vector3(0.0f, 1.0f, 0.0f),
60.0f, CAMERA_PERSPECTIVE);
raylib::Model cube(GenMeshCube(1.0f, 1.0f, 1.0f));
int main(void) {
window.SetMinSize({320, 240});
window.SetTargetFPS(60);
window.SetExitKey(KEY_BACKSPACE);
target.GetTexture().SetFilter(TEXTURE_FILTER_POINT);
cube.materials[0].maps[MATERIAL_MAP_ALBEDO].texture = texture;
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(MainLoop, 0, 1);
#else
while (!window.ShouldClose() && !raylib::Keyboard::IsKeyDown(KEY_ESCAPE))
MainLoop();
#endif
window.Close();
return 0;
}
void MainLoop() {
{
int winWidth = GetScreenWidth(), winHeight = GetScreenHeight();
float scale =
MIN((float)winWidth / SCREEN_WIDTH, (float)winHeight / SCREEN_HEIGHT);
cube.SetTransform(
raylib::Matrix::RotateXYZ(
raylib::Vector3(1.0f, 1.5f, 2.5f).Scale(window.GetFrameTime()))
.Multiply(cube.GetTransform()));
target.BeginMode();
{
ClearBackground(BLACK);
raylib::Vector2(160.0f, 120.0f)
.DrawCircle(120.0f, raylib::Color::White());
cam.BeginMode();
{
cube.Draw(raylib::Vector3::Zero());
}
cam.EndMode();
}
target.EndMode();
window.BeginDrawing();
{
ClearBackground(BLACK);
target.GetTexture().Draw(
raylib::Rectangle(0.0f, 0.0f, (float)SCREEN_WIDTH,
(float)-SCREEN_HEIGHT),
raylib::Rectangle((winWidth - ((float)SCREEN_WIDTH * scale)) * 0.5f,
(winHeight - ((float)SCREEN_HEIGHT * scale)) * 0.5f,
(float)SCREEN_WIDTH * scale,
(float)SCREEN_HEIGHT * scale),
raylib::Vector2(0, 0), 0.0f, WHITE);
}
window.EndDrawing();
}
}