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- /*******************************************************************************************
- *
- * raylib [models] example - Cubicmap loading and drawing
- *
- * Example originally created with raylib 1.8, last time updated with raylib 3.5
- *
- * 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) 2015-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
- Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
- Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
- Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
- Model model = LoadModelFromMesh(mesh);
- // NOTE: By default each cube is mapped to one part of texture atlas
- Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
- model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
- Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
- UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
- bool pause = false; // Pause camera orbital rotation (and zoom)
- 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
- //----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_P)) pause = !pause;
- if (!pause) UpdateCamera(&camera, CAMERA_ORBITAL);
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- DrawModel(model, mapPosition, 1.0f, WHITE);
- EndMode3D();
- DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
- DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
- DrawText("cubicmap image used to", 658, 90, 10, GRAY);
- DrawText("generate map 3d model", 658, 104, 10, GRAY);
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(cubicmap); // Unload cubicmap texture
- UnloadTexture(texture); // Unload map texture
- UnloadModel(model); // Unload map model
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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