- /*******************************************************************************************
- *
- * raylib example - procedural mesh generation
- *
- * Example originally created with raylib 1.8, last time updated with raylib 4.0
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2017-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #define NUM_MODELS 9 // Parametric 3d shapes to generate
-
- static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- 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, 4, 3));
- 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));
- models[8] = LoadModelFromMesh(GenMeshCustom());
-
- // Generated meshes could be exported as .obj files
- //ExportMesh(models[0].meshes[0], "plane.obj");
- //ExportMesh(models[1].meshes[0], "cube.obj");
- //ExportMesh(models[2].meshes[0], "sphere.obj");
- //ExportMesh(models[3].meshes[0], "hemisphere.obj");
- //ExportMesh(models[4].meshes[0], "cylinder.obj");
- //ExportMesh(models[5].meshes[0], "torus.obj");
- //ExportMesh(models[6].meshes[0], "knot.obj");
- //ExportMesh(models[7].meshes[0], "poly.obj");
- //ExportMesh(models[8].meshes[0], "custom.obj");
-
- // Set checked texture as default diffuse component for all models material
- for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_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;
-
- 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, CAMERA_ORBITAL);
-
- if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
- {
- 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;
- case 8: DrawText("Custom (triangle)", 580, 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;
- }
-
- // Generate a simple triangle mesh from code
- static Mesh GenMeshCustom(void)
- {
- Mesh mesh = { 0 };
- mesh.triangleCount = 1;
- mesh.vertexCount = mesh.triangleCount*3;
- mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
- mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y)
- mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
-
- // Vertex at (0, 0, 0)
- mesh.vertices[0] = 0;
- mesh.vertices[1] = 0;
- mesh.vertices[2] = 0;
- mesh.normals[0] = 0;
- mesh.normals[1] = 1;
- mesh.normals[2] = 0;
- mesh.texcoords[0] = 0;
- mesh.texcoords[1] = 0;
-
- // Vertex at (1, 0, 2)
- mesh.vertices[3] = 1;
- mesh.vertices[4] = 0;
- mesh.vertices[5] = 2;
- mesh.normals[3] = 0;
- mesh.normals[4] = 1;
- mesh.normals[5] = 0;
- mesh.texcoords[2] = 0.5f;
- mesh.texcoords[3] = 1.0f;
-
- // Vertex at (2, 0, 0)
- mesh.vertices[6] = 2;
- mesh.vertices[7] = 0;
- mesh.vertices[8] = 0;
- mesh.normals[6] = 0;
- mesh.normals[7] = 1;
- mesh.normals[8] = 0;
- mesh.texcoords[4] = 1;
- mesh.texcoords[5] =0;
-
- // Upload mesh data from CPU (RAM) to GPU (VRAM) memory
- UploadMesh(&mesh, false);
-
- return mesh;
- }
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