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@ -11,9 +11,8 @@ |
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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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#define NUM_MODELS 7 // We generate 7 parametric 3d shapes |
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int main() |
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{ |
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// Initialization |
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@ -23,33 +22,35 @@ int main() |
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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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// We generate a checked image for texturing |
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Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN); |
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Texture2D texture = LoadTextureFromImage(checked); |
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UnloadImage(checked); |
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Model models[NUM_MODELS]; |
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models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); |
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models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); |
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models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); |
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models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); |
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models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); |
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models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); |
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models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); |
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// Set checked texture as default diffuse component for all models material |
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for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture; |
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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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// Model drawing position |
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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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int currentModel = 0; |
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SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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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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@ -58,6 +59,11 @@ int main() |
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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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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) |
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{ |
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currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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@ -68,11 +74,27 @@ int main() |
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Begin3dMode(camera); |
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DrawModel(model, position, 1.0f, WHITE); |
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DrawModel(models[currentModel], position, 1.0f, WHITE); |
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DrawGrid(10, 1.0); |
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End3dMode(); |
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DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f)); |
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DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f)); |
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE); |
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switch(currentModel) |
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{ |
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case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break; |
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case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break; |
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case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break; |
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case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break; |
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case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break; |
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case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break; |
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case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break; |
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default: break; |
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} |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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@ -80,7 +102,9 @@ int main() |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadModel(model); |
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// Unload models data (GPU VRAM) |
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for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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