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https://github.com/HarbourMasters/Shipwright.git
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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
188 lines
6.9 KiB
C
188 lines
6.9 KiB
C
/*******************************************************************************************
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*
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* raylib example - procedural mesh generation
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*
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2017-2021 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define NUM_MODELS 9 // Parametric 3d shapes to generate
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static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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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
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Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
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Texture2D texture = LoadTextureFromImage(checked);
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UnloadImage(checked);
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Model models[NUM_MODELS] = { 0 };
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models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
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models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
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models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
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models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
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models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
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models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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models[8] = LoadModelFromMesh(GenMeshCustom());
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// Generated meshes could be exported as .obj files
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//ExportMesh(models[0].meshes[0], "plane.obj");
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//ExportMesh(models[1].meshes[0], "cube.obj");
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//ExportMesh(models[2].meshes[0], "sphere.obj");
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//ExportMesh(models[3].meshes[0], "hemisphere.obj");
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//ExportMesh(models[4].meshes[0], "cylinder.obj");
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//ExportMesh(models[5].meshes[0], "torus.obj");
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//ExportMesh(models[6].meshes[0], "knot.obj");
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//ExportMesh(models[7].meshes[0], "poly.obj");
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//ExportMesh(models[8].meshes[0], "custom.obj");
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// Set checked texture as default diffuse component for all models material
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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
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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
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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int currentModel = 0;
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SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
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{
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currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
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}
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if (IsKeyPressed(KEY_RIGHT))
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{
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currentModel++;
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if (currentModel >= NUM_MODELS) currentModel = 0;
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}
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else if (IsKeyPressed(KEY_LEFT))
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{
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currentModel--;
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if (currentModel < 0) currentModel = NUM_MODELS - 1;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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();
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DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
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switch(currentModel)
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{
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case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
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case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
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case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
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case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
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case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
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case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
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case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
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case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break;
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case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break;
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default: break;
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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// Unload models data (GPU VRAM)
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for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Generate a simple triangle mesh from code
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static Mesh GenMeshCustom(void)
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{
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Mesh mesh = { 0 };
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mesh.triangleCount = 1;
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mesh.vertexCount = mesh.triangleCount*3;
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mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
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mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y)
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mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z)
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// Vertex at (0, 0, 0)
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mesh.vertices[0] = 0;
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mesh.vertices[1] = 0;
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mesh.vertices[2] = 0;
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mesh.normals[0] = 0;
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mesh.normals[1] = 1;
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mesh.normals[2] = 0;
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mesh.texcoords[0] = 0;
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mesh.texcoords[1] = 0;
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// Vertex at (1, 0, 2)
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mesh.vertices[3] = 1;
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mesh.vertices[4] = 0;
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mesh.vertices[5] = 2;
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mesh.normals[3] = 0;
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mesh.normals[4] = 1;
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mesh.normals[5] = 0;
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mesh.texcoords[2] = 0.5f;
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mesh.texcoords[3] = 1.0f;
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// Vertex at (2, 0, 0)
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mesh.vertices[6] = 2;
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mesh.vertices[7] = 0;
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mesh.vertices[8] = 0;
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mesh.normals[6] = 0;
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mesh.normals[7] = 1;
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mesh.normals[8] = 0;
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mesh.texcoords[4] = 1;
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mesh.texcoords[5] =0;
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// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
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UploadMesh(&mesh, false);
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return mesh;
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}
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