step
BIN
examples/models/billboard/billboard.png
Normal file
After Width: | Height: | Size: 22 KiB |
48
examples/models/billboard/main.go
Normal file
|
@ -0,0 +1,48 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards")
|
||||
|
||||
camera := rl.Camera{}
|
||||
camera.Position = rl.NewVector3(5.0, 4.0, 5.0)
|
||||
camera.Target = rl.NewVector3(0.0, 2.0, 0.0)
|
||||
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
|
||||
camera.Fovy = 45.0
|
||||
camera.Projection = rl.CameraPerspective
|
||||
|
||||
bill := rl.LoadTexture("billboard.png") // Our texture billboard
|
||||
billPosition := rl.NewVector3(0.0, 2.0, 0.0) // Position where draw billboard
|
||||
|
||||
rl.SetCameraMode(camera, rl.CameraOrbital) // Set an orbital camera mode
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
rl.UpdateCamera(&camera) // Update camera
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginMode3D(camera)
|
||||
|
||||
rl.DrawGrid(10, 1.0) // Draw a grid
|
||||
|
||||
rl.DrawBillboard(camera, bill, billPosition, 2.0, rl.White)
|
||||
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.UnloadTexture(bill) // Unload texture
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
110
examples/models/box_collisions/main.go
Normal file
|
@ -0,0 +1,110 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions")
|
||||
|
||||
camera := rl.Camera{}
|
||||
camera.Position = rl.NewVector3(0.0, 10.0, 10.0)
|
||||
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
|
||||
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
|
||||
camera.Fovy = 45.0
|
||||
camera.Projection = rl.CameraPerspective
|
||||
|
||||
playerPosition := rl.NewVector3(0.0, 1.0, 2.0)
|
||||
playerSize := rl.NewVector3(1.0, 2.0, 1.0)
|
||||
playerColor := rl.Green
|
||||
|
||||
enemyBoxPos := rl.NewVector3(-4.0, 1.0, 0.0)
|
||||
enemyBoxSize := rl.NewVector3(2.0, 2.0, 2.0)
|
||||
|
||||
enemySpherePos := rl.NewVector3(4.0, 0.0, 0.0)
|
||||
enemySphereSize := float32(1.5)
|
||||
|
||||
collision := false
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update
|
||||
|
||||
// Move player
|
||||
if rl.IsKeyDown(rl.KeyRight) {
|
||||
playerPosition.X += 0.2
|
||||
} else if rl.IsKeyDown(rl.KeyLeft) {
|
||||
playerPosition.X -= 0.2
|
||||
} else if rl.IsKeyDown(rl.KeyDown) {
|
||||
playerPosition.Z += 0.2
|
||||
} else if rl.IsKeyDown(rl.KeyUp) {
|
||||
playerPosition.Z -= 0.2
|
||||
}
|
||||
|
||||
collision = false
|
||||
|
||||
// Check collisions player vs enemy-box
|
||||
if rl.CheckCollisionBoxes(
|
||||
rl.NewBoundingBox(
|
||||
rl.NewVector3(playerPosition.X-playerSize.X/2, playerPosition.Y-playerSize.Y/2, playerPosition.Z-playerSize.Z/2),
|
||||
rl.NewVector3(playerPosition.X+playerSize.X/2, playerPosition.Y+playerSize.Y/2, playerPosition.Z+playerSize.Z/2)),
|
||||
rl.NewBoundingBox(
|
||||
rl.NewVector3(enemyBoxPos.X-enemyBoxSize.X/2, enemyBoxPos.Y-enemyBoxSize.Y/2, enemyBoxPos.Z-enemyBoxSize.Z/2),
|
||||
rl.NewVector3(enemyBoxPos.X+enemyBoxSize.X/2, enemyBoxPos.Y+enemyBoxSize.Y/2, enemyBoxPos.Z+enemyBoxSize.Z/2)),
|
||||
) {
|
||||
collision = true
|
||||
}
|
||||
|
||||
// Check collisions player vs enemy-sphere
|
||||
if rl.CheckCollisionBoxSphere(
|
||||
rl.NewBoundingBox(
|
||||
rl.NewVector3(playerPosition.X-playerSize.X/2, playerPosition.Y-playerSize.Y/2, playerPosition.Z-playerSize.Z/2),
|
||||
rl.NewVector3(playerPosition.X+playerSize.X/2, playerPosition.Y+playerSize.Y/2, playerPosition.Z+playerSize.Z/2)),
|
||||
enemySpherePos,
|
||||
enemySphereSize,
|
||||
) {
|
||||
collision = true
|
||||
}
|
||||
|
||||
if collision {
|
||||
playerColor = rl.Red
|
||||
} else {
|
||||
playerColor = rl.Green
|
||||
}
|
||||
|
||||
// Draw
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginMode3D(camera)
|
||||
|
||||
// Draw enemy-box
|
||||
rl.DrawCube(enemyBoxPos, enemyBoxSize.X, enemyBoxSize.Y, enemyBoxSize.Z, rl.Gray)
|
||||
rl.DrawCubeWires(enemyBoxPos, enemyBoxSize.X, enemyBoxSize.Y, enemyBoxSize.Z, rl.DarkGray)
|
||||
|
||||
// Draw enemy-sphere
|
||||
rl.DrawSphere(enemySpherePos, enemySphereSize, rl.Gray)
|
||||
rl.DrawSphereWires(enemySpherePos, enemySphereSize, 16, 16, rl.DarkGray)
|
||||
|
||||
// Draw player
|
||||
rl.DrawCubeV(playerPosition, playerSize, playerColor)
|
||||
|
||||
rl.DrawGrid(10, 1.0) // Draw a grid
|
||||
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.DrawText("Move player with cursors to collide", 220, 40, 20, rl.Gray)
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
BIN
examples/models/cubicmap/cubicmap.png
Normal file
After Width: | Height: | Size: 201 B |
BIN
examples/models/cubicmap/cubicmap_atlas.png
Normal file
After Width: | Height: | Size: 36 KiB |
70
examples/models/cubicmap/main.go
Normal file
|
@ -0,0 +1,70 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing")
|
||||
|
||||
camera := rl.Camera{}
|
||||
camera.Position = rl.NewVector3(16.0, 14.0, 16.0)
|
||||
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
|
||||
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
|
||||
camera.Fovy = 45.0
|
||||
|
||||
image := rl.LoadImage("cubicmap.png") // Load cubicmap image (RAM)
|
||||
cubicmap := rl.LoadTextureFromImage(image) // Convert image to texture to display (VRAM)
|
||||
|
||||
mesh := rl.GenMeshCubicmap(*image, rl.NewVector3(1.0, 1.0, 1.0))
|
||||
model := rl.LoadModelFromMesh(mesh)
|
||||
|
||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||
texture := rl.LoadTexture("cubicmap_atlas.png") // Load map texture
|
||||
rl.SetMaterialTexture(model.Materials, rl.MapDiffuse, texture) // Set map diffuse texture
|
||||
|
||||
mapPosition := rl.NewVector3(-16.0, 0.0, -8.0) // Set model position
|
||||
|
||||
rl.UnloadImage(image) // Unload cubicmap image from RAM, already uploaded to VRAM
|
||||
|
||||
rl.SetCameraMode(camera, rl.CameraOrbital) // Set an orbital camera mode
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update
|
||||
|
||||
rl.UpdateCamera(&camera) // Update camera
|
||||
|
||||
// Draw
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginMode3D(camera)
|
||||
|
||||
rl.DrawModel(model, mapPosition, 1.0, rl.White)
|
||||
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.DrawTextureEx(cubicmap, rl.NewVector2(float32(screenWidth-cubicmap.Width*4-20), 20), 0.0, 4.0, rl.White)
|
||||
rl.DrawRectangleLines(screenWidth-cubicmap.Width*4-20, 20, cubicmap.Width*4, cubicmap.Height*4, rl.Green)
|
||||
|
||||
rl.DrawText("cubicmap image used to", 658, 90, 10, rl.Gray)
|
||||
rl.DrawText("generate map 3d model", 658, 104, 10, rl.Gray)
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.UnloadTexture(cubicmap) // Unload cubicmap texture
|
||||
rl.UnloadTexture(texture) // Unload map texture
|
||||
rl.UnloadModel(model) // Unload map model
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
BIN
examples/models/first_person_maze/cubicmap.png
Normal file
After Width: | Height: | Size: 164 B |
BIN
examples/models/first_person_maze/cubicmap_atlas.png
Normal file
After Width: | Height: | Size: 36 KiB |
119
examples/models/first_person_maze/main.go
Normal file
|
@ -0,0 +1,119 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - first person maze
|
||||
*
|
||||
* This example has been created using raylib-go v0.0.0-20220104071325-2f072dc2d259 (https://github.com/gen2brain/raylib-go)
|
||||
* raylib-go is licensed under an unmodified zlib/libpng license (https://github.com/gen2brain/raylib-go/blob/master/LICENSE)
|
||||
*
|
||||
* Original C version for Raylib 2.5 Copyright (c) 2019 Ramon Santamaria (@raysan5)
|
||||
* Converted to Go by Michael Redman January 4, 2022
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
package main
|
||||
|
||||
import (
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
var screenWidth int32 = 800
|
||||
var screenHeight int32 = 450
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze")
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
camera := rl.Camera{}
|
||||
camera.Position = rl.NewVector3(0.2, 0.4, 0.2)
|
||||
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
|
||||
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
|
||||
camera.Fovy = 45.0
|
||||
camera.Projection = rl.CameraPerspective
|
||||
|
||||
imMap := rl.LoadImage("cubicmap.png") // Load cubicmap image (RAM)
|
||||
cubicmap := rl.LoadTextureFromImage(imMap) // Convert image to texture to display (VRAM)
|
||||
mesh := rl.GenMeshCubicmap(*imMap, rl.NewVector3(1.0, 1.0, 1.0))
|
||||
model := rl.LoadModelFromMesh(mesh)
|
||||
|
||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||
texture := rl.LoadTexture("cubicmap_atlas.png") // load map texture
|
||||
model.Materials.GetMap(rl.MapDiffuse).Texture = texture // Set map diffuse texture
|
||||
// Get map image data to be used for collision detectio
|
||||
mapPixels := rl.LoadImageColors(imMap)
|
||||
rl.UnloadImage(imMap) // Unload image from RAM
|
||||
|
||||
mapPosition := rl.NewVector3(-16.0, 0.0, -8.0) // Set model position
|
||||
|
||||
rl.SetCameraMode(camera, rl.CameraFirstPerson) // Set camera mode
|
||||
|
||||
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
for !rl.WindowShouldClose() { // Detect window close button or ESC key
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
oldCamPos := camera.Position // Store old camera position
|
||||
|
||||
rl.UpdateCamera(&camera) // Update camera
|
||||
|
||||
// Check player collision (we simplify to 2D collision detection)
|
||||
playerPos := rl.NewVector2(camera.Position.X, camera.Position.Z)
|
||||
playerRadius := 0.1 // Collision radius (player is modelled as a cylinder for collision)
|
||||
|
||||
playerCellX := (int)(playerPos.X - mapPosition.X + 0.5)
|
||||
playerCellY := (int)(playerPos.Y - mapPosition.Z + 0.5)
|
||||
|
||||
// Out-of-limits security check
|
||||
if playerCellX < 0 {
|
||||
playerCellX = 0
|
||||
} else if playerCellX >= int(cubicmap.Width) {
|
||||
playerCellX = int(cubicmap.Width) - 1
|
||||
}
|
||||
|
||||
if playerCellY < 0 {
|
||||
playerCellY = 0
|
||||
} else if playerCellY >= int(cubicmap.Height) {
|
||||
playerCellY = int(cubicmap.Height) - 1
|
||||
}
|
||||
|
||||
// Check map collisions using image data and player position
|
||||
// TODO: Improvement: Just check player surrounding cells for collision
|
||||
for y := 0; y < int(cubicmap.Height); y++ {
|
||||
for x := 0; x < int(cubicmap.Width); x++ {
|
||||
// Collision: white pixel, only check R channel
|
||||
if mapPixels[y*int(cubicmap.Width)+x].R == 255 && (rl.CheckCollisionCircleRec(playerPos, float32(playerRadius), rl.NewRectangle(float32(mapPosition.X-0.5+float32(x)), float32(mapPosition.Z-0.5+float32(y)), 1.0, 1.0))) {
|
||||
// Collision detected, reset camera position
|
||||
camera.Position = oldCamPos
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
rl.BeginDrawing()
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
rl.BeginMode3D(camera)
|
||||
rl.DrawModel(model, mapPosition, 1.0, rl.White) // Draw maze map
|
||||
rl.EndMode3D()
|
||||
rl.DrawTextureEx(cubicmap, rl.NewVector2(float32(rl.GetScreenWidth())-float32(cubicmap.Width)*4.0-20, 20.0), 0.0, 4.0, rl.White)
|
||||
rl.DrawRectangleLines(int32(rl.GetScreenWidth())-cubicmap.Width*4-20, 20, cubicmap.Width*4, cubicmap.Height*4, rl.Green)
|
||||
// Draw player position radar
|
||||
rl.DrawRectangle(int32(rl.GetScreenWidth()-int(cubicmap.Width*4)-20+(playerCellX*4)), int32(20+playerCellY*4), 4, 4, rl.Red)
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
rl.EndDrawing()
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
rl.UnloadTexture(cubicmap) // Unload cubicmap texture
|
||||
rl.UnloadTexture(texture) // Unload map texture
|
||||
rl.UnloadModel(model) // Unload map model
|
||||
rl.CloseWindow() // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
}
|
52
examples/models/geometric_shapes/main.go
Normal file
|
@ -0,0 +1,52 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes")
|
||||
|
||||
camera := rl.Camera{}
|
||||
camera.Position = rl.NewVector3(0.0, 10.0, 10.0)
|
||||
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
|
||||
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
|
||||
camera.Fovy = 45.0
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginMode3D(camera)
|
||||
|
||||
rl.DrawCube(rl.NewVector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, rl.Red)
|
||||
rl.DrawCubeWires(rl.NewVector3(-4.0, 0.0, 2.0), 2.0, 5.0, 2.0, rl.Gold)
|
||||
rl.DrawCubeWires(rl.NewVector3(-4.0, 0.0, -2.0), 3.0, 6.0, 2.0, rl.Maroon)
|
||||
|
||||
rl.DrawSphere(rl.NewVector3(-1.0, 0.0, -2.0), 1.0, rl.Green)
|
||||
rl.DrawSphereWires(rl.NewVector3(1.0, 0.0, 2.0), 2.0, 16, 16, rl.Lime)
|
||||
|
||||
rl.DrawCylinder(rl.NewVector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, rl.SkyBlue)
|
||||
rl.DrawCylinderWires(rl.NewVector3(4.0, 0.0, -2.0), 1.0, 2.0, 3.0, 4, rl.DarkBlue)
|
||||
rl.DrawCylinderWires(rl.NewVector3(4.5, -1.0, 2.0), 1.0, 1.0, 2.0, 6, rl.Brown)
|
||||
|
||||
rl.DrawCylinder(rl.NewVector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, rl.Gold)
|
||||
rl.DrawCylinderWires(rl.NewVector3(1.0, 0.0, -4.0), 0.0, 1.5, 3.0, 8, rl.Pink)
|
||||
|
||||
rl.DrawGrid(10, 1.0) // Draw a grid
|
||||
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
BIN
examples/models/heightmap/heightmap.png
Normal file
After Width: | Height: | Size: 11 KiB |
68
examples/models/heightmap/main.go
Normal file
|
@ -0,0 +1,68 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
//"fmt"
|
||||
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing")
|
||||
|
||||
camera := rl.Camera{}
|
||||
camera.Position = rl.NewVector3(18.0, 16.0, 18.0)
|
||||
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
|
||||
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
|
||||
camera.Fovy = 45.0
|
||||
|
||||
image := rl.LoadImage("heightmap.png") // Load heightmap image (RAM)
|
||||
texture := rl.LoadTextureFromImage(image) // Convert image to texture (VRAM)
|
||||
|
||||
mesh := rl.GenMeshHeightmap(*image, rl.NewVector3(16, 8, 16)) // Generate heightmap mesh (RAM and VRAM)
|
||||
model := rl.LoadModelFromMesh(mesh) // Load model from generated mesh
|
||||
|
||||
rl.SetMaterialTexture(model.Materials, rl.MapDiffuse, texture) // Set map diffuse texture
|
||||
|
||||
mapPosition := rl.NewVector3(-8.0, 0.0, -8.0) // Set model position
|
||||
|
||||
rl.UnloadImage(image) // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
|
||||
rl.SetCameraMode(camera, rl.CameraOrbital) // Set an orbital camera mode
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
// Update
|
||||
|
||||
rl.UpdateCamera(&camera) // Update camera
|
||||
|
||||
// Draw
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginMode3D(camera)
|
||||
|
||||
rl.DrawModel(model, mapPosition, 1.0, rl.Red)
|
||||
|
||||
rl.DrawGrid(20, 1.0)
|
||||
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.DrawTexture(texture, screenWidth-texture.Width-20, 20, rl.White)
|
||||
rl.DrawRectangleLines(screenWidth-texture.Width-20, 20, texture.Width, texture.Height, rl.Green)
|
||||
|
||||
rl.DrawFPS(10, 10)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.UnloadTexture(texture) // Unload map texture
|
||||
rl.UnloadModel(model) // Unload map model
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
12919
examples/models/obj_loading/castle.obj
Normal file
BIN
examples/models/obj_loading/castle_diffuse.png
Normal file
After Width: | Height: | Size: 434 KiB |
51
examples/models/obj_loading/main.go
Normal file
|
@ -0,0 +1,51 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading")
|
||||
|
||||
camera := rl.Camera{}
|
||||
camera.Position = rl.NewVector3(50.0, 50.0, 50.0)
|
||||
camera.Target = rl.NewVector3(0.0, 10.0, 0.0)
|
||||
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
|
||||
camera.Fovy = 45.0
|
||||
camera.Projection = rl.CameraPerspective
|
||||
|
||||
obj := rl.LoadModel("castle.obj") // Load OBJ model
|
||||
texture := rl.LoadTexture("castle_diffuse.png") // Load model texture
|
||||
|
||||
rl.SetMaterialTexture(obj.Materials, rl.MapDiffuse, texture) // Set map diffuse texture
|
||||
|
||||
position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginMode3D(camera)
|
||||
|
||||
rl.DrawModel(obj, position, 1.0, rl.White) // Draw 3d model with texture
|
||||
|
||||
rl.DrawGrid(20, 10.0) // Draw a grid
|
||||
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.DrawText("(c) Castle 3D model by Alberto Cano", screenWidth-200, screenHeight-20, 10, rl.Gray)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.UnloadTexture(texture) // Unload texture
|
||||
rl.UnloadModel(obj) // Unload model
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|