raylib/examples/models/models_mesh_generation.c

89 lines
3.7 KiB
C
Raw Normal View History

/*******************************************************************************************
*
* 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"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
//Model model = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); // Texture coordinates must be divided by resX, resZ
//Model model = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); // OK!
//Model model = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); // OK! (par_shapes)
//Model model = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); // OK! (par_shapes)
//Model model = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); // OK! (par_shapes)
Model model = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
//Model model = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/pixels.png");
// Debug information
/*
printf("model.mesh.vertexCount: %i\n", model.mesh.vertexCount);
printf("model.mesh.triangleCount: %i\n", model.mesh.triangleCount);
printf("model.mesh.vboId (position): %i\n", model.mesh.vboId[0]);
printf("model.mesh.vboId (texcoords): %i\n", model.mesh.vboId[1]);
printf("model.mesh.vboId (normals): %i\n", model.mesh.vboId[2]);
printf("model.mesh.vboId (indices): %i\n", model.mesh.vboId[6]);
*/
// Define the camera to look into our 3d world
Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 1.0f, WHITE);
DrawGrid(10, 1.0);
End3dMode();
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}