113 lines
4.4 KiB
C
113 lines
4.4 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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, 0 };
|
|
|
|
// 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;
|
|
} |