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