mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-26 19:32:17 -05:00
188 lines
6.9 KiB
C
188 lines
6.9 KiB
C
|
/*******************************************************************************************
|
||
|
*
|
||
|
* 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) 2017-2021 Ramon Santamaria (@raysan5)
|
||
|
*
|
||
|
********************************************************************************************/
|
||
|
|
||
|
#include "raylib.h"
|
||
|
|
||
|
#define NUM_MODELS 9 // Parametric 3d shapes to generate
|
||
|
|
||
|
static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
|
||
|
|
||
|
int main(void)
|
||
|
{
|
||
|
// Initialization
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
const int screenWidth = 800;
|
||
|
const 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] = { 0 };
|
||
|
|
||
|
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;
|
||
|
|
||
|
// 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_BUTTON_LEFT))
|
||
|
{
|
||
|
currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
|
||
|
}
|
||
|
|
||
|
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();
|
||
|
|
||
|
ClearBackground(RAYWHITE);
|
||
|
|
||
|
BeginMode3D(camera);
|
||
|
|
||
|
DrawModel(models[currentModel], position, 1.0f, WHITE);
|
||
|
DrawGrid(10, 1.0);
|
||
|
|
||
|
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;
|
||
|
case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
|
||
|
case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
|
||
|
default: break;
|
||
|
}
|
||
|
|
||
|
EndDrawing();
|
||
|
//----------------------------------------------------------------------------------
|
||
|
}
|
||
|
|
||
|
// De-Initialization
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
UnloadTexture(texture); // Unload texture
|
||
|
|
||
|
// Unload models data (GPU VRAM)
|
||
|
for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
|
||
|
|
||
|
CloseWindow(); // Close window and OpenGL context
|
||
|
//--------------------------------------------------------------------------------------
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
|
||
|
UploadMesh(&mesh, false);
|
||
|
|
||
|
return mesh;
|
||
|
}
|