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- /*******************************************************************************************
- *
- * 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 8 // Parametric 3d shapes to generate
-
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const 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] = { 0 };
-
- 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));
- models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
-
- // Set checked texture as default diffuse component for all models material
- for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].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
- }
-
- if (IsKeyPressed(KEY_RIGHT))
- {
- currentModel++;
- if (currentModel >= NUM_MODELS) currentModel = 0;
- }
- else if (IsKeyPressed(KEY_LEFT))
- {
- currentModel--;
- if (currentModel < 0) currentModel = NUM_MODELS - 1;
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(models[currentModel], position, 1.0f, WHITE);
-
- DrawGrid(10, 1.0);
-
- EndMode3D();
-
- 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;
- case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
- default: break;
- }
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texture); // Unload texture
-
- // Unload models data (GPU VRAM)
- for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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