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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" | |||
| //------------------------------------------------------------------------------------ | |||
| // Program main entry point | |||
| //------------------------------------------------------------------------------------ | |||
| int main() | |||
| { | |||
| // Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| int screenWidth = 800; | |||
| int screenHeight = 450; | |||
| InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); | |||
| //Model model = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); // Texture coordinates must be divided by resX, resZ | |||
| //Model model = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); // OK! | |||
| //Model model = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); // OK! (par_shapes) | |||
| //Model model = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); // OK! (par_shapes) | |||
| //Model model = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); // OK! (par_shapes) | |||
| Model model = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); | |||
| //Model model = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); | |||
| model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/pixels.png"); | |||
| // Debug information | |||
| /* | |||
| printf("model.mesh.vertexCount: %i\n", model.mesh.vertexCount); | |||
| printf("model.mesh.triangleCount: %i\n", model.mesh.triangleCount); | |||
| printf("model.mesh.vboId (position): %i\n", model.mesh.vboId[0]); | |||
| printf("model.mesh.vboId (texcoords): %i\n", model.mesh.vboId[1]); | |||
| printf("model.mesh.vboId (normals): %i\n", model.mesh.vboId[2]); | |||
| printf("model.mesh.vboId (indices): %i\n", model.mesh.vboId[6]); | |||
| */ | |||
| // 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 }; | |||
| Vector3 position = { 0.0f, 0.0f, 0.0f }; | |||
| SetCameraMode(camera, CAMERA_FREE); // Set a free 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 | |||
| //---------------------------------------------------------------------------------- | |||
| // Draw | |||
| //---------------------------------------------------------------------------------- | |||
| BeginDrawing(); | |||
| ClearBackground(RAYWHITE); | |||
| Begin3dMode(camera); | |||
| DrawModel(model, position, 1.0f, WHITE); | |||
| DrawGrid(10, 1.0); | |||
| End3dMode(); | |||
| EndDrawing(); | |||
| //---------------------------------------------------------------------------------- | |||
| } | |||
| // De-Initialization | |||
| //-------------------------------------------------------------------------------------- | |||
| UnloadModel(model); | |||
| CloseWindow(); // Close window and OpenGL context | |||
| //-------------------------------------------------------------------------------------- | |||
| return 0; | |||
| } | |||