/******************************************************************************************* * * raylib [models] example - Heightmap loading and drawing (adapted for HTML5 platform) * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; // Define our custom camera to look into our 3d world Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Texture2D texture; Model map; Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Set model position (depends on model scaling!) //---------------------------------------------------------------------------------- // Module Functions Declaration //---------------------------------------------------------------------------------- void UpdateDrawFrame(void); // Update and Draw one frame //---------------------------------------------------------------------------------- // Main Enry Point //---------------------------------------------------------------------------------- int main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) map = LoadHeightmap(image, (Vector3){ 16, 8, 16 }); // Load heightmap model with defined size map.material.texDiffuse = texture; // Set map diffuse texture UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 0, 1); #else SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { UpdateDrawFrame(); } #endif // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Unload texture UnloadModel(map); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- void UpdateDrawFrame(void) { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update internal camera and our camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); // NOTE: Model is scaled to 1/4 of its original size (128x128 units) DrawModel(map, mapPosition, 1.0f, RED); DrawGrid(20, 1.0f); End3dMode(); DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE); DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- }