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+/*******************************************************************************************
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+*
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+* raylib example - point rendering
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+*
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+* Example originally created with raylib 5.0, last time updated with raylib 5.0
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+*
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+* Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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+* BSD-like license that allows static linking with closed source software
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+*
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+* Copyright (c) 2024 Reese Gallagher (@satchelfrost)
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include <stdlib.h> // Required for: rand()
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+#include <math.h> // Required for: cos(), sin()
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+
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+#define MAX_POINTS 10000000 // 10 million
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+#define MIN_POINTS 1000 // 1 thousand
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+
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+static float RandFloat();
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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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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+ InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
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+ SetTargetFPS(60);
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+
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+ Camera camera = {
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+ .position = {3.0f, 3.0f, 3.0f},
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+ .target = {0.0f, 0.0f, 0.0f},
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+ .up = {0.0f, 1.0f, 0.0f},
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+ .fovy = 45.0f,
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+ .projection = CAMERA_PERSPECTIVE,
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+ };
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+
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+ Vector3 position = {0.0f, 0.0f, 0.0f};
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+ bool useDrawModelPoints = true;
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+ bool numPointsChanged = false;
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+ int numPoints = 1000;
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+ Mesh mesh = GenPoints(numPoints);
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+ Model model = LoadModelFromMesh(mesh);
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while(!WindowShouldClose())
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+ {
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+ // Update
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+ //----------------------------------------------------------------------------------
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+ UpdateCamera(&camera, CAMERA_ORBITAL);
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+
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+ if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;
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+ if (IsKeyPressed(KEY_UP))
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+ {
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+ numPoints = (numPoints * 10 > MAX_POINTS) ? MAX_POINTS : numPoints * 10;
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+ numPointsChanged = true;
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+ TraceLog(LOG_INFO, "num points %d", numPoints);
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+ }
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+ if (IsKeyPressed(KEY_DOWN))
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+ {
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+ numPoints = (numPoints / 10 < MIN_POINTS) ? MIN_POINTS : numPoints / 10;
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+ numPointsChanged = true;
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+ TraceLog(LOG_INFO, "num points %d", numPoints);
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+ }
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+
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+ // upload a different point cloud size
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+ if (numPointsChanged)
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+ {
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+ UnloadModel(model);
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+ mesh = GenPoints(numPoints);
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+ model = LoadModelFromMesh(mesh);
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+ numPointsChanged = false;
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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(BLACK);
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+ BeginMode3D(camera);
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+
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+ // The new method only uploads the points once to the GPU
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+ if (useDrawModelPoints)
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+ {
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+ DrawModelPoints(model, position, 1.0f, WHITE);
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+ }
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+ // The old method must continually draw the "points" (lines)
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+ else
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+ {
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+ for (int i = 0; i < numPoints; i++)
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+ {
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+ Vector3 pos = {
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+ .x = mesh.vertices[i * 3 + 0],
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+ .y = mesh.vertices[i * 3 + 1],
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+ .z = mesh.vertices[i * 3 + 2],
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+ };
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+ Color color = {
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+ .r = mesh.colors[i * 4 + 0],
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+ .g = mesh.colors[i * 4 + 1],
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+ .b = mesh.colors[i * 4 + 2],
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+ .a = mesh.colors[i * 4 + 3],
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+ };
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+ DrawPoint3D(pos, color);
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+ }
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+ }
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+
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+ // Draw a unit sphere for reference
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+ DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
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+ EndMode3D();
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+
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+ // Text formatting
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+ Color color = WHITE;
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+ int fps = GetFPS();
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+ if ((fps < 30) && (fps >= 15)) color = ORANGE;
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+ else if (fps < 15) color = RED;
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+ DrawText(TextFormat("%2i FPS", fps), 20, 20, 40, color);
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+ DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
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+ DrawText("Up - increase points", 20, 70, 20, WHITE);
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+ DrawText("Down - decrease points", 20, 100, 20, WHITE);
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+ DrawText("Space - drawing function", 20, 130, 20, WHITE);
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+ if (useDrawModelPoints) DrawText("DrawModelPoints()", 20, 160, 20, GREEN);
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+ else DrawText("DrawPoint3D()", 20, 160, 20, RED);
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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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+ CloseWindow();
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+ //--------------------------------------------------------------------------------------
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+ return 0;
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+}
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+
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+// Generate a spherical point cloud
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+Mesh GenPoints(int numPoints)
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+{
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+ Mesh mesh = {
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+ .triangleCount = 1,
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+ .vertexCount = numPoints,
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+ .vertices = (float *)MemAlloc(numPoints * 3 * sizeof(float)),
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+ .colors = (unsigned char*)MemAlloc(numPoints * 4 * sizeof(unsigned char)),
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+ };
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+
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+ // https://en.wikipedia.org/wiki/Spherical_coordinate_system
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+ for (int i = 0; i < numPoints; i++)
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+ {
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+ float theta = PI * rand() / RAND_MAX;
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+ float phi = 2.0f * PI * rand() / RAND_MAX;
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+ float r = 10.0f * rand() / RAND_MAX;
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+ mesh.vertices[i * 3 + 0] = r * sin(theta) * cos(phi);
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+ mesh.vertices[i * 3 + 1] = r * sin(theta) * sin(phi);
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+ mesh.vertices[i * 3 + 2] = r * cos(theta);
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+ Color color = ColorFromHSV(r * 360.0f, 1.0f, 1.0f);
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+ mesh.colors[i * 4 + 0] = color.r;
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+ mesh.colors[i * 4 + 1] = color.g;
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+ mesh.colors[i * 4 + 2] = color.b;
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+ mesh.colors[i * 4 + 3] = color.a;
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+ }
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+
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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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