|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib example - procedural mesh generation | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 1.8, last time updated with raylib 4.0 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2017-2023 Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #define NUM_MODELS  9               // Parametric 3d shapes to generate | 
						
						
							|  |  | 
						
						
							|  | static Mesh GenMeshCustom(void);    // Generate a simple triangle mesh from code | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); | 
						
						
							|  | 
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							|  |     // We generate a checked image for texturing | 
						
						
							|  |     Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN); | 
						
						
							|  |     Texture2D texture = LoadTextureFromImage(checked); | 
						
						
							|  |     UnloadImage(checked); | 
						
						
							|  | 
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							|  |     Model models[NUM_MODELS] = { 0 }; | 
						
						
							|  | 
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							|  |     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)); | 
						
						
							|  |     models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f)); | 
						
						
							|  |     models[8] = LoadModelFromMesh(GenMeshCustom()); | 
						
						
							|  |      | 
						
						
							|  |     // Generated meshes could be exported as .obj files | 
						
						
							|  |     //ExportMesh(models[0].meshes[0], "plane.obj"); | 
						
						
							|  |     //ExportMesh(models[1].meshes[0], "cube.obj"); | 
						
						
							|  |     //ExportMesh(models[2].meshes[0], "sphere.obj"); | 
						
						
							|  |     //ExportMesh(models[3].meshes[0], "hemisphere.obj"); | 
						
						
							|  |     //ExportMesh(models[4].meshes[0], "cylinder.obj"); | 
						
						
							|  |     //ExportMesh(models[5].meshes[0], "torus.obj"); | 
						
						
							|  |     //ExportMesh(models[6].meshes[0], "knot.obj"); | 
						
						
							|  |     //ExportMesh(models[7].meshes[0], "poly.obj"); | 
						
						
							|  |     //ExportMesh(models[8].meshes[0], "custom.obj"); | 
						
						
							|  |  | 
						
						
							|  |     // Set checked texture as default diffuse component for all models material | 
						
						
							|  |     for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; | 
						
						
							|  | 
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							|  |     // 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 }; | 
						
						
							|  | 
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							|  |     // Model drawing position | 
						
						
							|  |     Vector3 position = { 0.0f, 0.0f, 0.0f }; | 
						
						
							|  | 
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							|  |     int currentModel = 0; | 
						
						
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							|  |     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, CAMERA_ORBITAL); | 
						
						
							|  | 
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							|  |         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) | 
						
						
							|  |         { | 
						
						
							|  |             currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures | 
						
						
							|  |         } | 
						
						
							|  | 
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							|  |         if (IsKeyPressed(KEY_RIGHT)) | 
						
						
							|  |         { | 
						
						
							|  |             currentModel++; | 
						
						
							|  |             if (currentModel >= NUM_MODELS) currentModel = 0; | 
						
						
							|  |         } | 
						
						
							|  |         else if (IsKeyPressed(KEY_LEFT)) | 
						
						
							|  |         { | 
						
						
							|  |             currentModel--; | 
						
						
							|  |             if (currentModel < 0) currentModel = NUM_MODELS - 1; | 
						
						
							|  |         } | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  |             BeginMode3D(camera); | 
						
						
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							|  |                DrawModel(models[currentModel], position, 1.0f, WHITE); | 
						
						
							|  |                DrawGrid(10, 1.0); | 
						
						
							|  | 
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							|  |             EndMode3D(); | 
						
						
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							|  |             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); | 
						
						
							|  | 
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							|  |             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; | 
						
						
							|  |                 case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break; | 
						
						
							|  |                 default: break; | 
						
						
							|  |             } | 
						
						
							|  | 
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadTexture(texture); // Unload texture | 
						
						
							|  |  | 
						
						
							|  |     // Unload models data (GPU VRAM) | 
						
						
							|  |     for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]); | 
						
						
							|  | 
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							|  |     CloseWindow();          // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | // Generate a simple triangle mesh from code | 
						
						
							|  | static Mesh GenMeshCustom(void) | 
						
						
							|  | { | 
						
						
							|  |     Mesh mesh = { 0 }; | 
						
						
							|  |     mesh.triangleCount = 1; | 
						
						
							|  |     mesh.vertexCount = mesh.triangleCount*3; | 
						
						
							|  |     mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float));    // 3 vertices, 3 coordinates each (x, y, z) | 
						
						
							|  |     mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float));   // 3 vertices, 2 coordinates each (x, y) | 
						
						
							|  |     mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float));     // 3 vertices, 3 coordinates each (x, y, z) | 
						
						
							|  |  | 
						
						
							|  |     // Vertex at (0, 0, 0) | 
						
						
							|  |     mesh.vertices[0] = 0; | 
						
						
							|  |     mesh.vertices[1] = 0; | 
						
						
							|  |     mesh.vertices[2] = 0; | 
						
						
							|  |     mesh.normals[0] = 0; | 
						
						
							|  |     mesh.normals[1] = 1; | 
						
						
							|  |     mesh.normals[2] = 0; | 
						
						
							|  |     mesh.texcoords[0] = 0; | 
						
						
							|  |     mesh.texcoords[1] = 0; | 
						
						
							|  | 
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							|  |     // Vertex at (1, 0, 2) | 
						
						
							|  |     mesh.vertices[3] = 1; | 
						
						
							|  |     mesh.vertices[4] = 0; | 
						
						
							|  |     mesh.vertices[5] = 2; | 
						
						
							|  |     mesh.normals[3] = 0; | 
						
						
							|  |     mesh.normals[4] = 1; | 
						
						
							|  |     mesh.normals[5] = 0; | 
						
						
							|  |     mesh.texcoords[2] = 0.5f; | 
						
						
							|  |     mesh.texcoords[3] = 1.0f; | 
						
						
							|  | 
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							|  |     // Vertex at (2, 0, 0) | 
						
						
							|  |     mesh.vertices[6] = 2; | 
						
						
							|  |     mesh.vertices[7] = 0; | 
						
						
							|  |     mesh.vertices[8] = 0; | 
						
						
							|  |     mesh.normals[6] = 0; | 
						
						
							|  |     mesh.normals[7] = 1; | 
						
						
							|  |     mesh.normals[8] = 0; | 
						
						
							|  |     mesh.texcoords[4] = 1; | 
						
						
							|  |     mesh.texcoords[5] =0; | 
						
						
							|  | 
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							|  |     // Upload mesh data from CPU (RAM) to GPU (VRAM) memory | 
						
						
							|  |     UploadMesh(&mesh, false); | 
						
						
							|  | 
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							|  |     return mesh; | 
						
						
							|  | }
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