/******************************************************************************************* * * 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" #define NUM_MODELS 7 // We generate 7 parametric 3d shapes int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); // 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 }; int currentModel = 0; SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital 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 if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); 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(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload models data (GPU VRAM) for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }