raylib/examples/models_heightmap.c

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/*******************************************************************************************
*
* raylib [models] example - Heightmap loading and drawing
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Model map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size
SetModelTexture(&map, texture); // Bind texture to model
Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!)
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
//----------------------------------------------------------------------------------
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// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
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ClearBackground(RAYWHITE);
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Begin3dMode(camera);
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// NOTE: Model is scaled to 1/4 of its original size (128x128 units)
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DrawModel(map, mapPosition, 1.0f, RED);
DrawGrid(20, 1.0f);
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End3dMode();
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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DrawFPS(10, 10);
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EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(map); // Unload model
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CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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return 0;
}