/******************************************************************************************* * * 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; }