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Build config for raylib & raylib_cpp in macOS 13.3
# Description: Build configuration for the "raylib [core] example - World to screen"
# using raylib and raylib_cpp from their repositories.
# (https://www.raylib.com/examples/core/loader.html?name=core_world_screen)
# Compatibility: macOS 13.3
# Dependencies: raylib 4.5.0, raylib_cpp v4.5.0
cmake_minimum_required(VERSION 3.25)
project(a_project)
set(CMAKE_BUILD_TYPE Debug)
set(CMAKE_BINARY_DIR ${CMAKE_SOURCE_DIR}/build)
set(LIBRARY_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR}/lib)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set(EXECUTABLE_OUTPUT_DIRECTORY ${CMAKE_BINARY_DIR})
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -g")
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -g")
# Find ccache
find_program(CCACHE_PROGRAM ccache)
if(CCACHE_PROGRAM)
set_property(GLOBAL PROPERTY RULE_LAUNCH_COMPILE "${CCACHE_PROGRAM}")
set_property(GLOBAL PROPERTY RULE_LAUNCH_LINK "${CCACHE_PROGRAM}")
endif()
# Set up external dependencies
set(FETCHCONTENT_QUIET FALSE)
include(FetchContent)
FetchContent_Declare(
raylib
GIT_REPOSITORY https://github.com/raysan5/raylib.git
GIT_TAG 4.5.0
)
FetchContent_MakeAvailable(raylib)
include_directories(${raylib_SOURCE_DIR}/src)
include(FetchContent)
FetchContent_Declare(
raylib_cpp
GIT_REPOSITORY https://github.com/RobLoach/raylib-cpp.git
GIT_TAG v4.5.0
)
FetchContent_MakeAvailable(raylib_cpp)
# Set up build output
include_directories(${raylib_cpp_SOURCE_DIR}/include)
set(SOURCES src/main.cpp)
add_executable(${PROJECT_NAME} ${SOURCES})
set_target_properties(${PROJECT_NAME} PROPERTIES CXX_STANDARD 20)
if(APPLE)
find_library(COCOA_LIBRARY Cocoa)
find_library(GLUT_LIBRARY GLUT)
find_library(OpenGL_LIBRARY OpenGL)
find_library(IOKit_LIBRARY IOKit)
find_library(CoreVideo_LIBRARY CoreVideo)
target_link_libraries(${PROJECT_NAME} PUBLIC ${raylib_LIBRARIES} raylib raylib_cpp ${COCOA_LIBRARY} ${GLUT_LIBRARY} ${OpenGL_LIBRARY} ${IOKit_LIBRARY} ${CoreVideo_LIBRARY})
else()
target_link_libraries(${PROJECT_NAME} PUBLIC ${raylib_LIBRARIES} raylib raylib_cpp)
endif()
/*******************************************************************************************
*
* raylib [core] example - World to screen
*
* Example originally created with raylib 1.3, last time updated with raylib 1.4
*
* 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) 2015-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [core] example - core world screen");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // 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
Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
Vector2 cubeScreenPosition = { 0.0f, 0.0f };
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_THIRD_PERSON);
// Calculate cube screen space position (with a little offset to be in top)
cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
DrawGrid(10, 1.0f);
EndMode3D();
DrawText("Enemy: 100 / 100", (int)cubeScreenPosition.x - MeasureText("Enemy: 100/100", 20)/2, (int)cubeScreenPosition.y, 20, BLACK);
DrawText(TextFormat("Cube position in screen space coordinates: [%i, %i]", (int)cubeScreenPosition.x, (int)cubeScreenPosition.y), 10, 10, 20, LIME);
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
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