|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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" | 
						
						
							|  |  | 
						
						
							|  | #define NUM_MODELS  7      // We generate 7 parametric 3d shapes | 
						
						
							|  |  | 
						
						
							|  | int main() | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     int screenWidth = 800; | 
						
						
							|  |     int screenHeight = 450; | 
						
						
							|  | 
 | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); | 
						
						
							|  |      | 
						
						
							|  |     // We generate a checked image for texturing | 
						
						
							|  |     Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN); | 
						
						
							|  |     Texture2D texture = LoadTextureFromImage(checked); | 
						
						
							|  |     UnloadImage(checked); | 
						
						
							|  |      | 
						
						
							|  |     Model models[NUM_MODELS]; | 
						
						
							|  |      | 
						
						
							|  |     models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); | 
						
						
							|  |     models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); | 
						
						
							|  |     models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); | 
						
						
							|  |     models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); | 
						
						
							|  |     models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); | 
						
						
							|  |     models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); | 
						
						
							|  |     models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); | 
						
						
							|  |      | 
						
						
							|  |     // Set checked texture as default diffuse component for all models material | 
						
						
							|  |     for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture; | 
						
						
							|  | 
 | 
						
						
							|  |     // 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, 0 }; | 
						
						
							|  | 
 | 
						
						
							|  |     // Model drawing position | 
						
						
							|  |     Vector3 position = { 0.0f, 0.0f, 0.0f }; | 
						
						
							|  |      | 
						
						
							|  |     int currentModel = 0; | 
						
						
							|  |      | 
						
						
							|  |     SetCameraMode(camera, CAMERA_ORBITAL);  // Set a orbital 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 | 
						
						
							|  |          | 
						
						
							|  |         if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) | 
						
						
							|  |         { | 
						
						
							|  |             currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures | 
						
						
							|  |         } | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
 | 
						
						
							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
 | 
						
						
							|  |             BeginMode3D(camera); | 
						
						
							|  | 
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							|  |                 DrawModel(models[currentModel], position, 1.0f, WHITE); | 
						
						
							|  | 
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							|  |                 DrawGrid(10, 1.0); | 
						
						
							|  | 
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							|  |             EndMode3D(); | 
						
						
							|  |              | 
						
						
							|  |             DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f)); | 
						
						
							|  |             DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f)); | 
						
						
							|  |             DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE); | 
						
						
							|  |              | 
						
						
							|  |             switch(currentModel) | 
						
						
							|  |             { | 
						
						
							|  |                 case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 default: break; | 
						
						
							|  |             } | 
						
						
							|  | 
 | 
						
						
							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
 | 
						
						
							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |      | 
						
						
							|  |     // Unload models data (GPU VRAM) | 
						
						
							|  |     for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]); | 
						
						
							|  |      | 
						
						
							|  |     CloseWindow();        // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } |