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/******************************************************************************************* |
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* |
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* raylib example - point rendering |
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* |
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* Example originally created with raylib 5.0, last time updated with raylib 5.0 |
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* |
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* Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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* |
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* Copyright (c) 2024 Reese Gallagher (@satchelfrost) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include <stdlib.h> // Required for: rand() |
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#include <math.h> // Required for: cos(), sin() |
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#define MAX_POINTS 10000000 // 10 million |
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#define MIN_POINTS 1000 // 1 thousand |
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static float RandFloat(); |
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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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const int screenWidth = 800; |
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const int screenHeight = 450; |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering"); |
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SetTargetFPS(60); |
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Camera camera = { |
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.position = {3.0f, 3.0f, 3.0f}, |
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.target = {0.0f, 0.0f, 0.0f}, |
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.up = {0.0f, 1.0f, 0.0f}, |
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.fovy = 45.0f, |
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.projection = CAMERA_PERSPECTIVE, |
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}; |
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Vector3 position = {0.0f, 0.0f, 0.0f}; |
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bool useDrawModelPoints = true; |
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bool numPointsChanged = false; |
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int numPoints = 1000; |
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Mesh mesh = GenPoints(numPoints); |
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Model model = LoadModelFromMesh(mesh); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while(!WindowShouldClose()) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera, CAMERA_ORBITAL); |
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if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints; |
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if (IsKeyPressed(KEY_UP)) |
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{ |
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numPoints = (numPoints * 10 > MAX_POINTS) ? MAX_POINTS : numPoints * 10; |
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numPointsChanged = true; |
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TraceLog(LOG_INFO, "num points %d", numPoints); |
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} |
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if (IsKeyPressed(KEY_DOWN)) |
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{ |
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numPoints = (numPoints / 10 < MIN_POINTS) ? MIN_POINTS : numPoints / 10; |
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numPointsChanged = true; |
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TraceLog(LOG_INFO, "num points %d", numPoints); |
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} |
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// upload a different point cloud size |
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if (numPointsChanged) |
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{ |
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UnloadModel(model); |
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mesh = GenPoints(numPoints); |
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model = LoadModelFromMesh(mesh); |
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numPointsChanged = false; |
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} |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(BLACK); |
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BeginMode3D(camera); |
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// The new method only uploads the points once to the GPU |
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if (useDrawModelPoints) |
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{ |
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DrawModelPoints(model, position, 1.0f, WHITE); |
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} |
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// The old method must continually draw the "points" (lines) |
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else |
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{ |
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for (int i = 0; i < numPoints; i++) |
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{ |
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Vector3 pos = { |
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.x = mesh.vertices[i * 3 + 0], |
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.y = mesh.vertices[i * 3 + 1], |
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.z = mesh.vertices[i * 3 + 2], |
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}; |
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Color color = { |
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.r = mesh.colors[i * 4 + 0], |
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.g = mesh.colors[i * 4 + 1], |
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.b = mesh.colors[i * 4 + 2], |
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.a = mesh.colors[i * 4 + 3], |
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}; |
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DrawPoint3D(pos, color); |
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} |
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} |
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// Draw a unit sphere for reference |
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DrawSphereWires(position, 1.0f, 10, 10, YELLOW); |
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EndMode3D(); |
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// Text formatting |
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Color color = WHITE; |
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int fps = GetFPS(); |
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if ((fps < 30) && (fps >= 15)) color = ORANGE; |
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else if (fps < 15) color = RED; |
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DrawText(TextFormat("%2i FPS", fps), 20, 20, 40, color); |
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DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE); |
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DrawText("Up - increase points", 20, 70, 20, WHITE); |
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DrawText("Down - decrease points", 20, 100, 20, WHITE); |
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DrawText("Space - drawing function", 20, 130, 20, WHITE); |
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if (useDrawModelPoints) DrawText("DrawModelPoints()", 20, 160, 20, GREEN); |
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else DrawText("DrawPoint3D()", 20, 160, 20, RED); |
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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(); |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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// Generate a spherical point cloud |
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Mesh GenPoints(int numPoints) |
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{ |
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Mesh mesh = { |
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.triangleCount = 1, |
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.vertexCount = numPoints, |
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.vertices = (float *)MemAlloc(numPoints * 3 * sizeof(float)), |
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.colors = (unsigned char*)MemAlloc(numPoints * 4 * sizeof(unsigned char)), |
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}; |
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// https://en.wikipedia.org/wiki/Spherical_coordinate_system |
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for (int i = 0; i < numPoints; i++) |
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{ |
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float theta = PI * rand() / RAND_MAX; |
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float phi = 2.0f * PI * rand() / RAND_MAX; |
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float r = 10.0f * rand() / RAND_MAX; |
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mesh.vertices[i * 3 + 0] = r * sin(theta) * cos(phi); |
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mesh.vertices[i * 3 + 1] = r * sin(theta) * sin(phi); |
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mesh.vertices[i * 3 + 2] = r * cos(theta); |
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Color color = ColorFromHSV(r * 360.0f, 1.0f, 1.0f); |
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mesh.colors[i * 4 + 0] = color.r; |
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mesh.colors[i * 4 + 1] = color.g; |
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mesh.colors[i * 4 + 2] = color.b; |
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mesh.colors[i * 4 + 3] = color.a; |
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} |
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// Upload mesh data from CPU (RAM) to GPU (VRAM) memory |
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UploadMesh(&mesh, false); |
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return mesh; |
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} |