def camera_test(): rl.SetTraceLogLevel(rl.LOG_ERROR) rl.SetConfigFlags(rl.FLAG_WINDOW_RESIZABLE) rl.InitWindow(512, 256, b'Test') rl.SetTargetFPS(60) rl.DisableCursor() flycam = CameraFly() while not rl.WindowShouldClose(): flycam.update() cam = flycam.get_camera() rl.BeginDrawing() rl.ClearBackground((0, 200, 255, 255)) rl.BeginMode3D(cam[0]) # NOTE(pebaz): For whatever reason, this can solve a percentage of artifacts rl.DrawGizmo([100000000, 100000000, 100000000]) rl.DrawGrid(32, 1) rl.EndMode3D() rl.EndDrawing() rl.CloseWindow()
python3 flow-field flow-field bees """ import sys, math, time, random import glm from raylib.dynamic import raylib as rl, ffi from raylib.colors import * CTM = lambda: round(time.time() * 1000) BEES = bool(sys.argv[1:]) rl.SetTraceLogLevel(rl.LOG_ERROR) rl.SetConfigFlags(rl.FLAG_WINDOW_RESIZABLE) rl.InitWindow(512, 512, b'Friendly Bees') rl.SetTargetFPS(60) #rl.DisableCursor() canvas = rl.LoadRenderTexture(rl.GetScreenWidth(), rl.GetScreenHeight()) rl.SetTextureWrap(canvas.texture, rl.WRAP_MIRROR_REPEAT) def random_point_in_circle(center, radius): a = random.random() * 2 * math.pi r = radius * math.sqrt(random.random()) x = r * math.cos(a) z = r * math.sin(a) return glm.vec3(x + center.x, center.y, z + center.z)
#!/usr/bin/env python3 from raylib.dynamic import raylib as rl, ffi from raylib.colors import * # a few functions ported from raymath from rlmath import * #// Initialization #//-------------------------------------------------------------------------------------- screenWidth = 800 screenHeight = 450 rl.SetConfigFlags(rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) # Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting") camera = ffi.new( 'struct Camera3D *', [[2, 12, 6], [0, .5, 0], [0, 1, 0], 45, rl.CAMERA_PERSPECTIVE]) imBlank = rl.GenImageColor(1024, 1024, BLANK) texture = rl.LoadTextureFromImage( imBlank) #// Load blank texture to fill on shader rl.UnloadImage(imBlank) #// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version shader = rl.LoadShader(b"", b"resources/shaders/glsl330/cubes_panning.fs") time = ffi.new("float *", 0.0)
import screeninfo from raylib.dynamic import raylib as rl, ffi from raylib.colors import * Vec2 = lambda p: glm.vec2(p.x, p.y) CTM = lambda: round(time.perf_counter() * 1000) monitors = screeninfo.get_monitors() drag = False offset = Vec2(rl.GetMousePosition()) width = height = 160 window_vel = glm.vec2() window_pos = glm.vec2(monitors[0].width - width, monitors[0].height - height) rl.SetConfigFlags(rl.FLAG_WINDOW_TRANSPARENT | rl.FLAG_WINDOW_UNDECORATED | rl.FLAG_VSYNC_HINT | rl.FLAG_MSAA_4X_HINT) rl.InitWindow(width, height, b'') rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) #rl.SetTargetFPS(500) target = rl.LoadRenderTexture(width, height) # Top-Level Window Support Only On Windows if sys.platform == 'win32': import win32gui, win32con, pywintypes # Set window to always top without moving it win32gui.SetWindowPos( pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())), win32con.HWND_TOPMOST, 0, 0, 0, 0, win32con.SWP_NOSIZE | win32con.SWP_NOMOVE)