Improved some examples

This commit is contained in:
Ray San 2017-10-17 11:51:50 +02:00
parent b065edc878
commit 5dc216f419
7 changed files with 87 additions and 39 deletions

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@ -11,9 +11,8 @@
#include "raylib.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
#define NUM_MODELS 7 // We generate 7 parametric 3d shapes
int main()
{
// Initialization
@ -23,33 +22,35 @@ int main()
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]);
*/
// We generate a checked image for texturing
Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
Texture2D texture = LoadTextureFromImage(checked);
UnloadImage(checked);
Model models[NUM_MODELS];
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));
// Set checked texture as default diffuse component for all models material
for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
// 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 };
// Model drawing position
Vector3 position = { 0.0f, 0.0f, 0.0f };
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
int currentModel = 0;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
@ -58,6 +59,11 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
}
//----------------------------------------------------------------------------------
// Draw
@ -68,11 +74,27 @@ int main()
Begin3dMode(camera);
DrawModel(model, position, 1.0f, WHITE);
DrawModel(models[currentModel], position, 1.0f, WHITE);
DrawGrid(10, 1.0);
End3dMode();
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);
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;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
@ -80,7 +102,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model);
// Unload models data (GPU VRAM)
for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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@ -36,6 +36,14 @@ int main()
ImageCrop(&parrots, (Rectangle){ 0, 50, parrots.width, parrots.height - 100 }); // Crop resulting image
UnloadImage(cat); // Unload image from RAM
// Load custom font for frawing on image
SpriteFont font = LoadSpriteFont("resources/custom_jupiter_crash.png");
// Draw over image using custom font
ImageDrawTextEx(&parrots, (Vector2){ 300, 230 }, font, "PARROTS & CAT", font.baseSize, -2, WHITE);
UnloadSpriteFont(font); // Unload custom spritefont (already drawn used on image)
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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 @@
#include "raylib.h"
#define TEXTURES_NUM 7 // for now we have 7 generation algorithms
#define NUM_TEXTURES 7 // Currently we have 7 generation algorithms
int main()
{
@ -30,7 +30,7 @@ int main()
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 8.f);
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
Texture2D textures[TEXTURES_NUM];
Texture2D textures[NUM_TEXTURES];
textures[0] = LoadTextureFromImage(verticalGradient);
textures[1] = LoadTextureFromImage(horizontalGradient);
textures[2] = LoadTextureFromImage(radialGradient);
@ -38,6 +38,15 @@ int main()
textures[4] = LoadTextureFromImage(whiteNoise);
textures[5] = LoadTextureFromImage(perlinNoise);
textures[6] = LoadTextureFromImage(cellular);
// Unload image data (CPU RAM)
UnloadImage(verticalGradient);
UnloadImage(horizontalGradient);
UnloadImage(radialGradient);
UnloadImage(checked);
UnloadImage(whiteNoise);
UnloadImage(perlinNoise);
UnloadImage(cellular);
int currentTexture = 0;
@ -51,7 +60,7 @@ int main()
//----------------------------------------------------------------------------------
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
currentTexture = (currentTexture + 1) % TEXTURES_NUM; // cycle between the 5 textures
currentTexture = (currentTexture + 1)%NUM_TEXTURES; // Cycle between the textures
}
//----------------------------------------------------------------------------------
@ -63,24 +72,31 @@ int main()
DrawTexture(textures[currentTexture], 0, 0, WHITE);
DrawRectangle(30, 400, 325, 30, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 400, 325, 30, Fade(WHITE, 0.5f));
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL TEXTURES", 40, 410, 10, WHITE);
switch(currentTexture)
{
case 0: DrawText("VERTICAL GRADIENT", 560, 10, 20, RAYWHITE); break;
case 1: DrawText("HORIZONTAL GRADIENT", 540, 10, 20, RAYWHITE); break;
case 2: DrawText("RADIAL GRADIENT", 580, 10, 20, LIGHTGRAY); break;
case 3: DrawText("CHECKED", 680, 10, 20, RAYWHITE); break;
case 4: DrawText("WHITE NOISE", 640, 10, 20, RED); break;
case 5: DrawText("PERLIN NOISE", 630, 10, 20, RAYWHITE); break;
case 6: DrawText("CELLULAR", 670, 10, 20, RAYWHITE); break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload image data (CPU RAM)
UnloadImage(verticalGradient);
UnloadImage(horizontalGradient);
UnloadImage(radialGradient);
UnloadImage(checked);
UnloadImage(whiteNoise);
UnloadImage(perlinNoise);
UnloadImage(cellular);
// Unload textures data (GPU VRAM)
for (int i = 0; i < TEXTURES_NUM; i++) UnloadTexture(textures[i]);
for (int i = 0; i < NUM_TEXTURES; i++) UnloadTexture(textures[i]);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

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