raylib/examples/models/models_mesh_generation.c

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/*******************************************************************************************
*
* raylib example - procedural mesh generation
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (Ray San)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_MODELS 9 // Parametric 3d shapes to generate
void AllocateMeshData(Mesh* mesh, int triangleCount)
{
mesh->vertexCount = triangleCount * 3;
mesh->triangleCount = triangleCount;
mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float));
mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
}
// generate a simple triangle mesh from code
Mesh MakeMesh()
{
Mesh mesh = { 0 };
AllocateMeshData(&mesh, 1);
// vertex at the origin
mesh.vertices[0] = 0;
mesh.vertices[1] = 0;
mesh.vertices[2] = 0;
mesh.normals[0] = 0;
mesh.normals[1] = 1;
mesh.normals[2] = 0;
mesh.texcoords[0] = 0;
mesh.texcoords[1] = 0;
// vertex at 1,0,2
mesh.vertices[3] = 1;
mesh.vertices[4] = 0;
mesh.vertices[5] = 2;
mesh.normals[3] = 0;
mesh.normals[4] = 1;
mesh.normals[5] = 0;
mesh.texcoords[2] = 0.5f;
mesh.texcoords[3] = 1.0f;
// vertex at 2,0,0
mesh.vertices[6] = 2;
mesh.vertices[7] = 0;
mesh.vertices[8] = 0;
mesh.normals[6] = 0;
mesh.normals[7] = 1;
mesh.normals[8] = 0;
mesh.texcoords[4] = 1;
mesh.texcoords[5] =0;
UploadMesh(&mesh, false);
return mesh;
}
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int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
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// We generate a checked image for texturing
Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
Texture2D texture = LoadTextureFromImage(checked);
UnloadImage(checked);
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Model models[NUM_MODELS] = { 0 };
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models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
models[8] = LoadModelFromMesh(MakeMesh());
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// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Define the camera to look into our 3d world
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Camera camera = { { 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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// Model drawing position
Vector3 position = { 0.0f, 0.0f, 0.0f };
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int currentModel = 0;
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SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
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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); // Update internal camera and our camera
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
}
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if (IsKeyPressed(KEY_RIGHT))
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{
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currentModel++;
if (currentModel >= NUM_MODELS) currentModel = 0;
}
else if (IsKeyPressed(KEY_LEFT))
{
currentModel--;
if (currentModel < 0) currentModel = NUM_MODELS - 1;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(models[currentModel], position, 1.0f, WHITE);
DrawGrid(10, 1.0);
EndMode3D();
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DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
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switch(currentModel)
{
case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
case 8: DrawText("Parametric(custom)", 580, 10, 20, DARKBLUE); break;
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default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
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// Unload models data (GPU VRAM)
for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}