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+/*******************************************************************************************
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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 Ramon Santamaria (Ray San)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+
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+//------------------------------------------------------------------------------------
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+// Program main entry point
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+//------------------------------------------------------------------------------------
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+int main()
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ int screenWidth = 800;
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+ int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
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+
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+ //Model model = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); // Texture coordinates must be divided by resX, resZ
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+ //Model model = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); // OK!
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+ //Model model = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); // OK! (par_shapes)
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+ //Model model = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); // OK! (par_shapes)
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+ //Model model = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); // OK! (par_shapes)
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+ Model model = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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+ //Model model = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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+ model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/pixels.png");
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+
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+ // Debug information
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+ /*
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+ printf("model.mesh.vertexCount: %i\n", model.mesh.vertexCount);
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+ printf("model.mesh.triangleCount: %i\n", model.mesh.triangleCount);
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+ printf("model.mesh.vboId (position): %i\n", model.mesh.vboId[0]);
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+ printf("model.mesh.vboId (texcoords): %i\n", model.mesh.vboId[1]);
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+ printf("model.mesh.vboId (normals): %i\n", model.mesh.vboId[2]);
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+ printf("model.mesh.vboId (indices): %i\n", model.mesh.vboId[6]);
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+ */
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+
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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 };
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+
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+ Vector3 position = { 0.0f, 0.0f, 0.0f };
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+
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+ SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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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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+ //----------------------------------------------------------------------------------
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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+
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+ ClearBackground(RAYWHITE);
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+
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+ Begin3dMode(camera);
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+
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+ DrawModel(model, position, 1.0f, WHITE);
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+
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+ DrawGrid(10, 1.0);
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+
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+ End3dMode();
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+
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ UnloadModel(model);
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+
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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