Initial Commit: Working rendering and movement
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commit
00507bc269
3
.gitignore
vendored
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3
.gitignore
vendored
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.cache/
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build/
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compile_commands.json
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18
CMakeLists.txt
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CMakeLists.txt
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cmake_minimum_required(VERSION 3.29)
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project(Cuber)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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include(FetchContent)
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FetchContent_Declare(
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raylib
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URL https://github.com/raysan5/raylib/archive/refs/tags/5.0.zip
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)
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FetchContent_MakeAvailable(raylib)
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set(BUILD_EXAMPLES OF CACHE BOOL "" FORCE)
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set(SUPPORT_EVENTS_WAITING ON CACHE BOOL "" FORCE)
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set(SUPPORT_BUSY_WAIT_LOOP OFF CACHE BOOL "" FORCE)
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add_executable(Cuber main.cpp)
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target_link_libraries(Cuber PRIVATE raylib)
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target_include_directories(Cuber PRIVATE ${CMAKE_SOURCE_DIR}/raylib/include)
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151
main.cpp
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main.cpp
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#include <raylib.h>
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#include <rlgl.h>
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enum Faces {
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FRONT = 0,
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RIGHT,
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BACK,
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LEFT,
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BOTTOM,
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TOP
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};
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struct RubikCube {
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Faces faces[6];
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};
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void DrawCubeFace(Vector3 position, float size, Color color, Faces face);
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// Function to draw a quad using four vertices and a color
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void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color) {
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rlSetTexture(0); // Disable textures
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rlBegin(RL_QUADS); // Begin drawing quads
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rlColor4ub(color.r, color.g, color.b, color.a); // Set quad color
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// Define the four vertices of the quad
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rlVertex3f(v1.x, v1.y, v1.z);
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rlVertex3f(v2.x, v2.y, v2.z);
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rlVertex3f(v3.x, v3.y, v3.z);
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rlVertex3f(v4.x, v4.y, v4.z);
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rlEnd(); // End drawing quads
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}
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// Function to draw a smaller cube at a given position with different colored faces
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void DrawRubikCubePart(Vector3 position, float size) {
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// Draw individual colored faces for each side
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DrawCubeFace(position, size, GREEN, FRONT); // FRONT face
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DrawCubeFace(position, size, RED, BACK); // BACK face
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DrawCubeFace(position, size, BLUE, RIGHT); // RIGHT face
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DrawCubeFace(position, size, ORANGE, LEFT); // LEFT face
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DrawCubeFace(position, size, YELLOW, TOP); // TOP face
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DrawCubeFace(position, size, WHITE, BOTTOM); // BOTTOM face
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}
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// Function to draw a colored face of the cube
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void DrawCubeFace(Vector3 position, float size, Color color, Faces face) {
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float halfSize = size / 2;
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switch (face) {
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case FRONT: // Z is negative, facing front
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DrawQuad(
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(Vector3){ position.x - halfSize, position.y + halfSize, position.z - halfSize }, // Top-left
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(Vector3){ position.x + halfSize, position.y + halfSize, position.z - halfSize }, // Top-right
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(Vector3){ position.x + halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-right
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(Vector3){ position.x - halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-left
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color
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);
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break;
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case BACK: // Z is positive, facing back
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DrawQuad(
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(Vector3){ position.x + halfSize, position.y + halfSize, position.z + halfSize }, // Top-right
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(Vector3){ position.x - halfSize, position.y + halfSize, position.z + halfSize }, // Top-left
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(Vector3){ position.x - halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-left
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(Vector3){ position.x + halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-right
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color
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);
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break;
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case RIGHT: // X is positive, facing right
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DrawQuad(
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(Vector3){ position.x + halfSize, position.y + halfSize, position.z - halfSize }, // Top-front
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(Vector3){ position.x + halfSize, position.y + halfSize, position.z + halfSize }, // Top-back
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(Vector3){ position.x + halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-back
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(Vector3){ position.x + halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-front
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color
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);
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break;
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case LEFT: // X is negative, facing left
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DrawQuad(
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(Vector3){ position.x - halfSize, position.y + halfSize, position.z + halfSize }, // Top-back
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(Vector3){ position.x - halfSize, position.y + halfSize, position.z - halfSize }, // Top-front
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(Vector3){ position.x - halfSize, position.y - halfSize, position.z - halfSize }, // Bottom-front
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(Vector3){ position.x - halfSize, position.y - halfSize, position.z + halfSize }, // Bottom-back
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color
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);
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break;
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case TOP: // Y is positive, facing up
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DrawQuad(
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(Vector3){ position.x - halfSize, position.y + halfSize, position.z + halfSize }, // Back-left
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(Vector3){ position.x + halfSize, position.y + halfSize, position.z + halfSize }, // Back-right
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(Vector3){ position.x + halfSize, position.y + halfSize, position.z - halfSize }, // Front-right
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(Vector3){ position.x - halfSize, position.y + halfSize, position.z - halfSize }, // Front-left
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color
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);
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break;
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case BOTTOM: // Y is negative, facing down
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DrawQuad(
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(Vector3){ position.x - halfSize, position.y - halfSize, position.z - halfSize }, // Front-left
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(Vector3){ position.x + halfSize, position.y - halfSize, position.z - halfSize }, // Front-right
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(Vector3){ position.x + halfSize, position.y - halfSize, position.z + halfSize }, // Back-right
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(Vector3){ position.x - halfSize, position.y - halfSize, position.z + halfSize }, // Back-left
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color
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);
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break;
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}
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}
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int main() {
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InitWindow(1920, 1080, "Rubik's Cube");
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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SetTargetFPS(60);
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DisableCursor();
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while (!WindowShouldClose()) {
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// Update
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UpdateCamera(&camera, CAMERA_FREE);
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw the 3x3x3 Rubik's Cube
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++) {
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for (int z = -1; z <= 1; z++) {
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Vector3 position = { x * 2.1f, y * 2.1f, z * 2.1f };
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DrawRubikCubePart(position, 2.0f);
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}
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}
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}
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DrawGrid(10, 1.0f); // Optional grid for reference
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EndMode3D();
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DrawText("Rubik's Cube", 10, 10, 20, DARKGRAY);
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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