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()
""" This shows how to use the CFFI dynamic (ABI) binding. Note that is slower and more likely to run into silent errors and segfaults. But it doesnt require any C compiler to build. """ from raylib.dynamic import ffi, raylib as rl from raylib.colors import * rl.InitWindow(800, 450, b"Raylib dynamic binding test") rl.SetTargetFPS(60) camera = ffi.new( "struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0]) image = rl.LoadImage(b"examples/models/resources/heightmap.png") texture = rl.LoadTextureFromImage(image) mesh = rl.GenMeshHeightmap(image, [16, 8, 16]) model = rl.LoadModelFromMesh(mesh) print( model.materials ) # SHOULD BE A pointer to a 'struct Material' but some is NULL pointer to 'Material' ? model.materials.maps[rl.MAP_DIFFUSE].texture = texture rl.UnloadImage(image) rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL) while not rl.WindowShouldClose(): rl.UpdateCamera(camera) rl.BeginDrawing() rl.ClearBackground(RAYWHITE) rl.BeginMode3D(camera[0]) rl.DrawModel(model, (-8.0, 0.0, -8.0), 1.0, RED)
'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) timeLoc = rl.GetShaderLocation(shader, b"uTime") rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT) rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second #//-------------------------------------------------------------------------------------- #// Main game loop while not rl.WindowShouldClose(): #// Detect window close button or ESC key #// Update #//---------------------------------------------------------------------------------- time[0] = rl.GetTime() rl.SetShaderValue(shader, timeLoc, time, rl.UNIFORM_FLOAT) #//---------------------------------------------------------------------------------- #// Draw #//---------------------------------------------------------------------------------- rl.BeginDrawing()
import toml, pprint, math, sys from raylib.dynamic import raylib as rl, ffi from raylib.colors import * from haishoku.haishoku import Haishoku TILE_SIZE = 64 colors = toml.load(open((sys.argv[1:] or ['palettes/painting.toml'])[0])) pprint.pprint(colors) WIDTH = 640 HEIGHT = 512 rl.SetConfigFlags(rl.FLAG_WINDOW_RESIZABLE) rl.InitWindow(WIDTH, HEIGHT, b'Palettizer - Press E To Export Palette') rl.SetTargetFPS(30) def get_dropped_files(): files = [] if rl.IsFileDropped(): file_count = ffi.new('int *') files = rl.GetDroppedFiles(file_count) files = [ffi.string(files[i]).decode() for i in range(file_count[0])] rl.ClearDroppedFiles() return files while not rl.WindowShouldClose(): for file in get_dropped_files(): h = Haishoku.loadHaishoku(file)