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# | ||
# Cubic map Raylib program | ||
# Copyright (C) 2024 | ||
# | ||
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TARGET = cubicmap.elf | ||
OBJS = cubicmap.o romdisk.o | ||
KOS_ROMDISK_DIR = romdisk | ||
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KOS_CFLAGS += -I${KOS_PORTS}/include/raylib | ||
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all: rm-elf $(TARGET) | ||
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include $(KOS_BASE)/Makefile.rules | ||
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clean: rm-elf | ||
-rm -f $(OBJS) | ||
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rm-elf: | ||
-rm -f $(TARGET) romdisk.* | ||
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$(TARGET): $(OBJS) | ||
kos-cc -o $(TARGET) $(OBJS) -lraylib -lGL -lkosutils | ||
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run: $(TARGET) | ||
$(KOS_LOADER) $(TARGET) | ||
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dist: $(TARGET) | ||
-rm -f $(OBJS) romdisk.img | ||
$(KOS_STRIP) $(TARGET) | ||
|
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/* KallistiOS ##version## | ||
examples/dreamcast/raylib/cubicmap/cubicmap.c | ||
Copyright (C) 2024 | ||
*/ | ||
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/******************************************************************************************* | ||
* | ||
* raylib [models] example - Cubicmap loading and drawing | ||
* | ||
* Example originally created with raylib 1.8, last time updated with raylib 3.5 | ||
* | ||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | ||
* BSD-like license that allows static linking with closed source software | ||
* | ||
* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5) | ||
* | ||
********************************************************************************************/ | ||
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#include <raylib.h> | ||
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#define ATTR_ORBIS_WIDTH 640 | ||
#define ATTR_ORBIS_HEIGHT 480 | ||
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static bool done = false; | ||
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static void updateController(void) { | ||
bool startPressed; | ||
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if(!IsGamepadAvailable(0)) | ||
return; | ||
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startPressed = IsGamepadButtonPressed(0, GAMEPAD_BUTTON_MIDDLE_RIGHT); | ||
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if(startPressed) | ||
done = true; | ||
} | ||
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int main(int argc, char** argv) { | ||
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// Initialization | ||
//-------------------------------------------------------------------------------------- | ||
const int screenWidth = ATTR_ORBIS_WIDTH; | ||
const int screenHeight = ATTR_ORBIS_HEIGHT; | ||
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap"); | ||
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// Define the camera to look into our 3d world | ||
Camera camera = { 0 }; | ||
camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // Camera position | ||
camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point | ||
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) | ||
camera.fovy = 45.0f; // Camera field-of-view Y | ||
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type | ||
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Image image = LoadImage("/rd/cubicmap.png"); // Load cubicmap image (RAM) | ||
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) | ||
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Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f }); | ||
Model model = LoadModelFromMesh(mesh); | ||
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// NOTE: By default each cube is mapped to one part of texture atlas | ||
Texture2D texture = LoadTexture("/rd/cubicmap_atlas.png"); // Load map texture | ||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture | ||
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position | ||
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM | ||
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second | ||
//---------------------------------------------------------- | ||
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// Main game loop | ||
while(!done) { | ||
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updateController(); | ||
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UpdateCamera(&camera, CAMERA_ORBITAL); | ||
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// Draw | ||
//---------------------------------------------------------------------------------- | ||
BeginDrawing(); | ||
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ClearBackground(RAYWHITE); | ||
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BeginMode3D(camera); | ||
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DrawModel(model, mapPosition, 1.0f, WHITE); | ||
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EndMode3D(); | ||
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DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE); | ||
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN); | ||
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DrawText("cubicmap image used to", 658, 90, 10, GRAY); | ||
DrawText("generate map 3d model", 658, 104, 10, GRAY); | ||
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DrawFPS(10, 10); | ||
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EndDrawing(); | ||
//----------------------------------------------------- | ||
} | ||
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// De-Initialization | ||
//-------------------------------------------------------------------------------------- | ||
UnloadTexture(cubicmap); // Unload cubicmap texture | ||
UnloadTexture(texture); // Unload map texture | ||
UnloadModel(model); // Unload map model | ||
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CloseWindow(); // Close window and OpenGL context | ||
//---------------------------------------------------------- | ||
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return 0; | ||
} | ||
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# | ||
# Basic shapes Raylib program | ||
# Copyright (C) 2024 | ||
# | ||
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TARGET = basic.elf | ||
OBJS = basic.o | ||
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KOS_CFLAGS += -I${KOS_PORTS}/include/raylib | ||
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all: rm-elf $(TARGET) | ||
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include $(KOS_BASE)/Makefile.rules | ||
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clean: rm-elf | ||
-rm -f $(OBJS) | ||
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rm-elf: | ||
-rm -f $(TARGET) | ||
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$(TARGET): $(OBJS) | ||
kos-cc -o $(TARGET) $(OBJS) -lraylib -lGL -lkosutils | ||
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run: $(TARGET) | ||
$(KOS_LOADER) $(TARGET) | ||
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dist: $(TARGET) | ||
-rm -f $(OBJS) | ||
$(KOS_STRIP) $(TARGET) | ||
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/* KallistiOS ##version## | ||
examples/dreamcast/raylib/shapes/basic_shapes/basic.c | ||
Copyright (C) 2024 | ||
*/ | ||
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/******************************************************************************************* | ||
* | ||
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...) | ||
* | ||
* Example originally created with raylib 1.0, last time updated with raylib 4.2 | ||
* | ||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | ||
* BSD-like license that allows static linking with closed source software | ||
* | ||
* Copyright (c) 2014-2024 Ramon Santamaria (@raysan5) | ||
* | ||
********************************************************************************************/ | ||
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#include <raylib.h> | ||
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#define ATTR_DREAMCAST_WIDTH 640 | ||
#define ATTR_DREAMCAST_HEIGHT 480 | ||
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static bool done = false; | ||
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static void updateController(void) { | ||
bool startPressed; | ||
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if(!IsGamepadAvailable(0)) | ||
return; | ||
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startPressed = IsGamepadButtonPressed(0, GAMEPAD_BUTTON_MIDDLE_RIGHT); | ||
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if(startPressed) | ||
done = true; | ||
} | ||
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int main(int argc, char** argv) { | ||
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// Initialization | ||
//-------------------------------------------------------------------------------------- | ||
const int screenWidth = ATTR_DREAMCAST_WIDTH; | ||
const int screenHeight = ATTR_DREAMCAST_HEIGHT; | ||
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes"); | ||
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float rotation = 0.0f; | ||
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second | ||
//---------------------------------------------------------- | ||
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// Main game loop | ||
while(!done) { // Detect window close with Start button | ||
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updateController(); | ||
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rotation += 0.2f; | ||
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// Draw | ||
//---------------------------------------------------------------------------------- | ||
BeginDrawing(); | ||
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ClearBackground(RAYWHITE); | ||
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DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY); | ||
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// Circle shapes and lines | ||
DrawCircle(screenWidth/5, 120, 35, DARKBLUE); | ||
DrawCircleGradient(screenWidth/5, 220, 60, GREEN, SKYBLUE); | ||
DrawCircleLines(screenWidth/5, 340, 80, DARKBLUE); //not supported on Dreamcast | ||
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// Rectangle shapes and lines | ||
DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED); | ||
DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD); | ||
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines | ||
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// Triangle shapes and lines | ||
DrawTriangle((Vector2){ screenWidth/4.0f *3.0f, 80.0f }, | ||
(Vector2){ screenWidth/4.0f *3.0f - 60.0f, 150.0f }, | ||
(Vector2){ screenWidth/4.0f *3.0f + 60.0f, 150.0f }, VIOLET); | ||
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DrawTriangleLines((Vector2){ screenWidth/4.0f*3.0f, 160.0f }, | ||
(Vector2){ screenWidth/4.0f*3.0f - 20.0f, 230.0f }, | ||
(Vector2){ screenWidth/4.0f*3.0f + 20.0f, 230.0f }, DARKBLUE);//Not supported on Dreamcast | ||
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// Polygon shapes and lines | ||
DrawPoly((Vector2){ screenWidth/4.0f*3, 330 }, 6, 80, rotation, BROWN); | ||
DrawPolyLines((Vector2){ screenWidth/4.0f*3, 330 }, 6, 90, rotation, BROWN); //Not supported on Dreamcast | ||
DrawPolyLinesEx((Vector2){ screenWidth/4.0f*3, 330 }, 6, 85, rotation, 6, BEIGE); | ||
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// NOTE: We draw all LINES based shapes together to optimize internal drawing, | ||
// this way, all LINES are rendered in a single draw pass | ||
//DrawLine(18, 42, screenWidth - 18, 42, BLACK); //not supported on Dreamcast | ||
EndDrawing(); | ||
//----------------------------------------------------- | ||
} | ||
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// De-Initialization | ||
//--------------------------------------------------------- | ||
CloseWindow(); // Close window and OpenGL context | ||
//---------------------------------------------------------- | ||
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return 0; | ||
} |
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@@ -0,0 +1,30 @@ | ||
# | ||
# Collision area Raylib program | ||
# Copyright (C) 2024 | ||
# | ||
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TARGET = collision.elf | ||
OBJS = collision.o | ||
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KOS_CFLAGS += -I${KOS_PORTS}/include/raylib | ||
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all: rm-elf $(TARGET) | ||
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include $(KOS_BASE)/Makefile.rules | ||
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clean: rm-elf | ||
-rm -f $(OBJS) | ||
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rm-elf: | ||
-rm -f $(TARGET) | ||
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$(TARGET): $(OBJS) | ||
kos-cc -o $(TARGET) $(OBJS) -lraylib -lGL -lkosutils | ||
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run: $(TARGET) | ||
$(KOS_LOADER) $(TARGET) | ||
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dist: $(TARGET) | ||
-rm -f $(OBJS) | ||
$(KOS_STRIP) $(TARGET) | ||
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