164 lines
4.1 KiB
Go
164 lines
4.1 KiB
Go
package main
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import (
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"unsafe"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(1280)
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screenHeight := int32(720)
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numModels := 9
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rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(10.0, 5.0, 10.0)
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camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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camera.Projection = rl.CameraPerspective
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checked := rl.GenImageChecked(2, 2, 1, 1, rl.Black, rl.Red)
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texture := rl.LoadTextureFromImage(checked)
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rl.UnloadImage(checked)
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models := make([]rl.Model, numModels)
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models[0] = rl.LoadModelFromMesh(rl.GenMeshPlane(2, 2, 4, 3))
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models[1] = rl.LoadModelFromMesh(rl.GenMeshCube(2, 1, 2))
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models[2] = rl.LoadModelFromMesh(rl.GenMeshSphere(2, 32, 32))
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models[3] = rl.LoadModelFromMesh(rl.GenMeshHemiSphere(2, 16, 16))
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models[4] = rl.LoadModelFromMesh(rl.GenMeshCylinder(1, 2, 16))
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models[5] = rl.LoadModelFromMesh(rl.GenMeshTorus(0.25, 4, 16, 32))
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models[6] = rl.LoadModelFromMesh(rl.GenMeshKnot(1, 2, 16, 128))
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models[7] = rl.LoadModelFromMesh(rl.GenMeshPoly(5, 2))
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models[8] = rl.LoadModelFromMesh(GenMeshCustom())
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for i := 0; i < numModels; i++ {
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rl.SetMaterialTexture(models[i].Materials, rl.MapDiffuse, texture)
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}
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position := rl.Vector3Zero()
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currentModel := 0
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.UpdateCamera(&camera, rl.CameraOrbital)
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if rl.IsKeyPressed(rl.KeyUp) {
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currentModel = (currentModel + 1) % numModels // Cycle between the textures
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}
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if rl.IsKeyPressed(rl.KeyDown) {
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// Adding numModels here is necessary to avoid a crash
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// where the golang % (modulus) operator, doesn't work as
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// one might expect for negative numbers.
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currentModel = (currentModel + numModels - 1) % numModels // Cycle between the textures
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}
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if rl.IsMouseButtonPressed(rl.MouseButtonLeft) {
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currentModel = (currentModel + 1) % numModels // Cycle between the textures
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawModel(models[currentModel], position, 1, rl.White)
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rl.DrawGrid(10, 1)
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rl.EndMode3D()
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rl.DrawRectangle(10, 10, 310, 50, rl.Fade(rl.SkyBlue, 0.5))
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rl.DrawRectangleLines(10, 10, 310, 50, rl.Fade(rl.DarkBlue, 0.5))
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rl.DrawText("UP/DOWN ARROW KEY OR LEFT MOUSE", 20, 20, 10, rl.Blue)
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rl.DrawText("BUTTON TO CHANGE MODELS", 20, 40, 10, rl.Blue)
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txt := "PLANE"
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switch currentModel {
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case 1:
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txt = "CUBE"
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case 2:
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txt = "SPHERE"
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case 3:
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txt = "HEMISPHERE"
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case 4:
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txt = "CYLINDER"
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case 5:
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txt = "TORUS"
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case 6:
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txt = "KNOT"
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case 7:
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txt = "POLY"
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case 8:
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txt = "Custom (triangle)"
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}
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txtlen := rl.MeasureText(txt, 20)
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rl.DrawText(txt, screenWidth/2-txtlen/2, 10, 20, rl.DarkBlue)
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rl.EndDrawing()
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}
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rl.UnloadTexture(texture)
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clearCustomMesh(models)
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for i := 0; i < numModels; i++ {
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rl.UnloadModel(models[i])
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}
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rl.CloseWindow()
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}
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func clearCustomMesh(models []rl.Model) {
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// For some reason the custom model
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// (id = 8) panics when unloading it.
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// So we clear the mesh for it manually
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// here.
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models[8].Meshes.Vertices = nil
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models[8].Meshes.Normals = nil
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models[8].Meshes.Texcoords = nil
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}
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// GenMeshCustom generates a simple triangle mesh from code
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func GenMeshCustom() rl.Mesh {
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mesh := rl.Mesh{
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TriangleCount: 1,
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VertexCount: 3,
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}
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var vertices, normals, texcoords []float32
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// 3 vertices
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vertices = addCoord(vertices, 0, 0, 0)
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vertices = addCoord(vertices, 1, 0, 2)
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vertices = addCoord(vertices, 2, 0, 0)
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mesh.Vertices = unsafe.SliceData(vertices)
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// 3 normals
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normals = addCoord(normals, 0, 1, 0)
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normals = addCoord(normals, 0, 1, 0)
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normals = addCoord(normals, 0, 1, 0)
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mesh.Normals = unsafe.SliceData(normals)
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// 3 texcoords
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texcoords = addCoord(texcoords, 0, 0)
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texcoords = addCoord(texcoords, 0.5, 1)
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texcoords = addCoord(texcoords, 1, 0)
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mesh.Texcoords = unsafe.SliceData(texcoords)
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// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
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rl.UploadMesh(&mesh, false)
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return mesh
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}
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func addCoord(slice []float32, values ...float32) []float32 {
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for _, value := range values {
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slice = append(slice, value)
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}
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return slice
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}
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