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