Merge pull request #462 from Hultan/mesh_generation

Added a custom mesh to the example models/mesh_generation
This commit is contained in:
Milan Nikolic 2024-11-14 20:02:48 +01:00 committed by GitHub
commit f465c30447
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@ -1,6 +1,8 @@
package main package main
import ( import (
"unsafe"
rl "github.com/gen2brain/raylib-go/raylib" rl "github.com/gen2brain/raylib-go/raylib"
) )
@ -8,7 +10,7 @@ func main() {
screenWidth := int32(1280) screenWidth := int32(1280)
screenHeight := int32(720) screenHeight := int32(720)
numModels := 8 numModels := 9
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation") rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation")
@ -33,6 +35,7 @@ func main() {
models[5] = rl.LoadModelFromMesh(rl.GenMeshTorus(0.25, 4, 16, 32)) models[5] = rl.LoadModelFromMesh(rl.GenMeshTorus(0.25, 4, 16, 32))
models[6] = rl.LoadModelFromMesh(rl.GenMeshKnot(1, 2, 16, 128)) models[6] = rl.LoadModelFromMesh(rl.GenMeshKnot(1, 2, 16, 128))
models[7] = rl.LoadModelFromMesh(rl.GenMeshPoly(5, 2)) models[7] = rl.LoadModelFromMesh(rl.GenMeshPoly(5, 2))
models[8] = rl.LoadModelFromMesh(GenMeshCustom())
for i := 0; i < numModels; i++ { for i := 0; i < numModels; i++ {
rl.SetMaterialTexture(models[i].Materials, rl.MapDiffuse, texture) rl.SetMaterialTexture(models[i].Materials, rl.MapDiffuse, texture)
@ -49,12 +52,17 @@ func main() {
rl.UpdateCamera(&camera, rl.CameraOrbital) rl.UpdateCamera(&camera, rl.CameraOrbital)
if rl.IsKeyPressed(rl.KeyUp) { if rl.IsKeyPressed(rl.KeyUp) {
currentModel++ currentModel = (currentModel + 1) % numModels // Cycle between the textures
if currentModel >= numModels {
currentModel = 0
} }
if rl.IsKeyPressed(rl.KeyDown) {
// Adding numModels here is necessary to avoid a crash
// where the golang % (modulus) operator, doesn't work as
// one might expect for negative numbers.
currentModel = (currentModel + numModels - 1) % numModels // Cycle between the textures
}
if rl.IsMouseButtonPressed(rl.MouseButtonLeft) {
currentModel = (currentModel + 1) % numModels // Cycle between the textures
} }
rl.BeginDrawing() rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite) rl.ClearBackground(rl.RayWhite)
@ -66,9 +74,10 @@ func main() {
rl.EndMode3D() rl.EndMode3D()
rl.DrawRectangle(10, 10, 310, 30, rl.Fade(rl.SkyBlue, 0.5)) rl.DrawRectangle(10, 10, 310, 50, rl.Fade(rl.SkyBlue, 0.5))
rl.DrawRectangleLines(10, 10, 310, 30, rl.Fade(rl.DarkBlue, 0.5)) rl.DrawRectangleLines(10, 10, 310, 50, rl.Fade(rl.DarkBlue, 0.5))
rl.DrawText("UP ARROW KEY TO CHANGE MODELS", 20, 20, 10, rl.Blue) rl.DrawText("UP/DOWN ARROW KEY OR LEFT MOUSE", 20, 20, 10, rl.Blue)
rl.DrawText("BUTTON TO CHANGE MODELS", 20, 40, 10, rl.Blue)
txt := "PLANE" txt := "PLANE"
switch currentModel { switch currentModel {
@ -86,6 +95,8 @@ func main() {
txt = "KNOT" txt = "KNOT"
case 7: case 7:
txt = "POLY" txt = "POLY"
case 8:
txt = "Custom (triangle)"
} }
txtlen := rl.MeasureText(txt, 20) txtlen := rl.MeasureText(txt, 20)
rl.DrawText(txt, screenWidth/2-txtlen/2, 10, 20, rl.DarkBlue) rl.DrawText(txt, screenWidth/2-txtlen/2, 10, 20, rl.DarkBlue)
@ -94,9 +105,63 @@ func main() {
} }
rl.UnloadTexture(texture) rl.UnloadTexture(texture)
// Custom models meshes needs to be
// cleared manually
clearCustomMesh(models[8])
for i := 0; i < numModels; i++ { for i := 0; i < numModels; i++ {
rl.UnloadModel(models[i]) rl.UnloadModel(models[i])
} }
rl.CloseWindow() rl.CloseWindow()
} }
func clearCustomMesh(model rl.Model) {
// Vertices, Normals and Texcoords of your CUSTOM mesh are Go slices.
// UnloadModel calls UnloadMesh for every mesh and UnloadMesh tries
// to free your Go slices. This will panic because it cannot free
// Go slices. Free() is a C function and it expects to free C memory
// and not a Go slice. So clear the slices manually like this.
model.Meshes.Vertices = nil
model.Meshes.Normals = nil
model.Meshes.Texcoords = nil
}
// GenMeshCustom generates a simple triangle mesh from code
func GenMeshCustom() rl.Mesh {
mesh := rl.Mesh{
TriangleCount: 1,
VertexCount: 3,
}
var vertices, normals, texcoords []float32
// 3 vertices
vertices = addCoord(vertices, 0, 0, 0)
vertices = addCoord(vertices, 1, 0, 2)
vertices = addCoord(vertices, 2, 0, 0)
mesh.Vertices = unsafe.SliceData(vertices)
// 3 normals
normals = addCoord(normals, 0, 1, 0)
normals = addCoord(normals, 0, 1, 0)
normals = addCoord(normals, 0, 1, 0)
mesh.Normals = unsafe.SliceData(normals)
// 3 texcoords
texcoords = addCoord(texcoords, 0, 0)
texcoords = addCoord(texcoords, 0.5, 1)
texcoords = addCoord(texcoords, 1, 0)
mesh.Texcoords = unsafe.SliceData(texcoords)
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
rl.UploadMesh(&mesh, false)
return mesh
}
func addCoord(slice []float32, values ...float32) []float32 {
for _, value := range values {
slice = append(slice, value)
}
return slice
}