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mirror of https://gitlab.com/raylibtemplates/rt.git synced 2026-06-13 12:35:11 -04:00

Begin porting project to C++

It is not done yet, and will not build.
This commit is contained in:
maple
2025-11-05 00:15:29 +00:00
parent 425bdf147d
commit cace53901c
2 changed files with 31 additions and 23 deletions

View File

@@ -1,77 +0,0 @@
#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;
}