raylib-wasm-transpiler/client/main.c

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#include "raylib.h"
#include <emscripten/emscripten.h>
#include <emscripten/websocket.h>
#include <stdio.h>
const int screen_width = 800;
const int screen_height = 450;
Camera camera = {0};
Ray ray = {0};
Model parth;
Texture2D texture;
Vector3 parth_pos = {0.0f, 0.0f, 0.0f};
BoundingBox parth_bound_box;
void MainGameLoop(void);
EM_BOOL onopen(int eventType,
const EmscriptenWebSocketOpenEvent *websocketEvent,
void *userData);
EM_BOOL onerror(int eventType,
const EmscriptenWebSocketErrorEvent *websocketEvent,
void *userData);
EM_BOOL onclose(int eventType,
const EmscriptenWebSocketCloseEvent *websocketEvent,
void *userData);
EM_BOOL onmessage(int eventType,
const EmscriptenWebSocketMessageEvent *websocketEvent,
void *userData);
int main(int argc, char **argv) {
InitWindow(screen_width, screen_height, "Project Verne");
camera.position = (Vector3){0.0f, 0.0f, 1.0f};
camera.target = (Vector3){0.0f, 0.0f, 0.0f};
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camera.up = (Vector3){0.0f, 1.0f, 0.0f};
camera.fovy = 60.0f;
camera.projection = CAMERA_PERSPECTIVE;
parth = LoadModel("assets/parthanon.obj");
texture = LoadTexture("assets/parthanon.png");
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parth.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
parth_bound_box = GetMeshBoundingBox(parth.meshes[0]);
if (!emscripten_websocket_is_supported()) {
return 0;
}
EmscriptenWebSocketCreateAttributes ws_attrs = {"wss://echo.websocket.org",
NULL, EM_TRUE};
EMSCRIPTEN_WEBSOCKET_T ws = emscripten_websocket_new(&ws_attrs);
emscripten_websocket_set_onopen_callback(ws, NULL, onopen);
emscripten_websocket_set_onerror_callback(ws, NULL, onerror);
emscripten_websocket_set_onclose_callback(ws, NULL, onclose);
emscripten_websocket_set_onmessage_callback(ws, NULL, onmessage);
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(MainGameLoop, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
DisableCursor();
while (!WindowShouldClose()) {
MainGameLoop();
}
#endif
UnloadModel(parth);
UnloadTexture(texture);
CloseWindow();
return 0;
}
/**
* Main game loop
*/
void MainGameLoop(void) {
// Lock mouse cursor if mouse click on canvas
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
DisableCursor();
if (IsKeyPressed(KEY_ESCAPE))
EnableCursor();
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
RayCollision collision = {0};
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collision.distance = 100000.0f; // arbitrary reasonable distance.
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collision.hit = false;
// ray pointing down so we are always just above the floor.
ray = (Ray){camera.target, (Vector3){0.0f, -1.0f, 0.0f}};
RayCollision bb_hit = GetRayCollisionBox(ray, parth_bound_box);
if ((bb_hit.hit) && (bb_hit.distance < collision.distance)) {
collision = bb_hit;
RayCollision mesh_collide = {0};
for (int m = 0; m < parth.meshCount; m++) {
mesh_collide = GetRayCollisionMesh(ray, parth.meshes[m], parth.transform);
if (mesh_collide.hit) {
if ((!collision.hit) || (collision.distance > mesh_collide.distance)) {
collision = mesh_collide;
}
break;
}
}
if (mesh_collide.hit) {
collision = mesh_collide;
}
}
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(parth, parth_pos, 1.0f, WHITE);
if (collision.hit) {
camera.target.y = collision.point.y + 0.1;
if (camera.target.y < 0.0f) {
camera.target.y = 0.0f;
}
}
DrawCube(camera.target, 0.1f, 0.1f, 0.1f, RED);
DrawGrid(10, 10.0f);
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
}
EM_BOOL onopen(int eventType,
const EmscriptenWebSocketOpenEvent *websocketEvent,
void *userData) {
puts("onopen");
EMSCRIPTEN_RESULT result;
result = emscripten_websocket_send_utf8_text(websocketEvent->socket, "hoge");
if (result) {
printf("Failed to emscripten_websocket_send_utf8_text(): %d\n", result);
}
return EM_TRUE;
}
EM_BOOL onerror(int eventType,
const EmscriptenWebSocketErrorEvent *websocketEvent,
void *userData) {
puts("onerror");
return EM_TRUE;
}
EM_BOOL onclose(int eventType,
const EmscriptenWebSocketCloseEvent *websocketEvent,
void *userData) {
puts("onclose");
return EM_TRUE;
}
EM_BOOL onmessage(int eventType,
const EmscriptenWebSocketMessageEvent *websocketEvent,
void *userData) {
puts("onmessage");
if (websocketEvent->isText) {
// For only ascii chars.
printf("message: %s\n", websocketEvent->data);
}
EMSCRIPTEN_RESULT result;
result =
emscripten_websocket_close(websocketEvent->socket, 1000, "no reason");
if (result) {
printf("Failed to emscripten_websocket_close(): %d\n", result);
}
return EM_TRUE;
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}