Improved some examples
Before Width: | Height: | Size: 189 KiB After Width: | Height: | Size: 317 KiB |
@ -11,9 +11,8 @@
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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#define NUM_MODELS 7 // We generate 7 parametric 3d shapes
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int main()
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{
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// Initialization
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@ -23,33 +22,35 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
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//Model model = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); // Texture coordinates must be divided by resX, resZ
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//Model model = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); // OK!
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//Model model = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); // OK! (par_shapes)
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//Model model = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); // OK! (par_shapes)
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//Model model = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); // OK! (par_shapes)
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Model model = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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//Model model = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/pixels.png");
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// Debug information
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/*
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printf("model.mesh.vertexCount: %i\n", model.mesh.vertexCount);
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printf("model.mesh.triangleCount: %i\n", model.mesh.triangleCount);
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printf("model.mesh.vboId (position): %i\n", model.mesh.vboId[0]);
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printf("model.mesh.vboId (texcoords): %i\n", model.mesh.vboId[1]);
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printf("model.mesh.vboId (normals): %i\n", model.mesh.vboId[2]);
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printf("model.mesh.vboId (indices): %i\n", model.mesh.vboId[6]);
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*/
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// We generate a checked image for texturing
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Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
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Texture2D texture = LoadTextureFromImage(checked);
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UnloadImage(checked);
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Model models[NUM_MODELS];
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models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
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models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
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models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
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models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
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models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
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models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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// Set checked texture as default diffuse component for all models material
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for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[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 };
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// Model drawing position
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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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
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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@ -58,6 +59,11 @@ int main()
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -68,11 +74,27 @@ int main()
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Begin3dMode(camera);
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DrawModel(model, position, 1.0f, WHITE);
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DrawModel(models[currentModel], position, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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End3dMode();
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DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
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switch(currentModel)
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{
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case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
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case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
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case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
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case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
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case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
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case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
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case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
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default: break;
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -80,7 +102,9 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model);
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// Unload models data (GPU VRAM)
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for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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Before Width: | Height: | Size: 180 KiB After Width: | Height: | Size: 180 KiB |
BIN
examples/textures/resources/custom_jupiter_crash.png
Normal file
After Width: | Height: | Size: 23 KiB |
@ -36,6 +36,14 @@ int main()
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ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
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UnloadImage(cat); // Unload image from RAM
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// Load custom font for frawing on image
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SpriteFont font = LoadSpriteFont("resources/custom_jupiter_crash.png");
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// Draw over image using custom font
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ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
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UnloadSpriteFont(font); // Unload custom spritefont (already drawn used on image)
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Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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@ -11,7 +11,7 @@
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#include "raylib.h"
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#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
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#define NUM_TEXTURES 7 // Currently we have 7 generation algorithms
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int main()
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{
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@ -30,7 +30,7 @@ int main()
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Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 8.f);
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Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
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Texture2D textures[TEXTURES_NUM];
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Texture2D textures[NUM_TEXTURES];
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textures[0] = LoadTextureFromImage(verticalGradient);
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textures[1] = LoadTextureFromImage(horizontalGradient);
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textures[2] = LoadTextureFromImage(radialGradient);
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@ -38,6 +38,15 @@ int main()
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textures[4] = LoadTextureFromImage(whiteNoise);
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textures[5] = LoadTextureFromImage(perlinNoise);
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textures[6] = LoadTextureFromImage(cellular);
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// Unload image data (CPU RAM)
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UnloadImage(verticalGradient);
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UnloadImage(horizontalGradient);
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UnloadImage(radialGradient);
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UnloadImage(checked);
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UnloadImage(whiteNoise);
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UnloadImage(perlinNoise);
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UnloadImage(cellular);
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int currentTexture = 0;
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@ -51,7 +60,7 @@ int main()
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//----------------------------------------------------------------------------------
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
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{
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currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
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currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
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}
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//----------------------------------------------------------------------------------
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@ -63,24 +72,31 @@ int main()
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DrawTexture(textures[currentTexture], 0, 0, WHITE);
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DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
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switch(currentTexture)
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{
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case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
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case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
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case 2: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
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case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
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case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
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case 5: DrawText("PERLIN NOISE", 630, 10, 20, RAYWHITE); break;
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case 6: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
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default: break;
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload image data (CPU RAM)
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UnloadImage(verticalGradient);
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UnloadImage(horizontalGradient);
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UnloadImage(radialGradient);
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UnloadImage(checked);
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UnloadImage(whiteNoise);
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UnloadImage(perlinNoise);
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UnloadImage(cellular);
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// Unload textures data (GPU VRAM)
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for (int i = 0; i < TEXTURES_NUM; i++) UnloadTexture(textures[i]);
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for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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Before Width: | Height: | Size: 217 KiB After Width: | Height: | Size: 220 KiB |