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/******************************************************************************************* |
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* |
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* raylib example - procedural mesh generation |
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* |
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* This example has been created using raylib 1.8 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2017 Ramon Santamaria (Ray San) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main() |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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int screenWidth = 800; |
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int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); |
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//Model model = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); // Texture coordinates must be divided by resX, resZ |
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//Model model = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); // OK! |
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//Model model = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); // OK! (par_shapes) |
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//Model model = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); // OK! (par_shapes) |
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//Model model = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); // OK! (par_shapes) |
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Model model = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); |
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//Model model = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); |
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model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/pixels.png"); |
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// Debug information |
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/* |
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printf("model.mesh.vertexCount: %i\n", model.mesh.vertexCount); |
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printf("model.mesh.triangleCount: %i\n", model.mesh.triangleCount); |
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printf("model.mesh.vboId (position): %i\n", model.mesh.vboId[0]); |
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printf("model.mesh.vboId (texcoords): %i\n", model.mesh.vboId[1]); |
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printf("model.mesh.vboId (normals): %i\n", model.mesh.vboId[2]); |
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printf("model.mesh.vboId (indices): %i\n", model.mesh.vboId[6]); |
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*/ |
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// Define the camera to look into our 3d world |
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Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; |
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Vector3 position = { 0.0f, 0.0f, 0.0f }; |
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera); // Update internal camera and our camera |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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Begin3dMode(camera); |
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DrawModel(model, position, 1.0f, WHITE); |
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DrawGrid(10, 1.0); |
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End3dMode(); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadModel(model); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |