raylib-go/examples/models/mesh_generation/main.go
2024-11-11 18:42:02 +01:00

167 lines
4.4 KiB
Go

package main
import (
"unsafe"
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(1280)
screenHeight := int32(720)
numModels := 9
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation")
camera := rl.Camera{}
camera.Position = rl.NewVector3(10.0, 5.0, 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
checked := rl.GenImageChecked(2, 2, 1, 1, rl.Black, rl.Red)
texture := rl.LoadTextureFromImage(checked)
rl.UnloadImage(checked)
models := make([]rl.Model, numModels)
models[0] = rl.LoadModelFromMesh(rl.GenMeshPlane(2, 2, 4, 3))
models[1] = rl.LoadModelFromMesh(rl.GenMeshCube(2, 1, 2))
models[2] = rl.LoadModelFromMesh(rl.GenMeshSphere(2, 32, 32))
models[3] = rl.LoadModelFromMesh(rl.GenMeshHemiSphere(2, 16, 16))
models[4] = rl.LoadModelFromMesh(rl.GenMeshCylinder(1, 2, 16))
models[5] = rl.LoadModelFromMesh(rl.GenMeshTorus(0.25, 4, 16, 32))
models[6] = rl.LoadModelFromMesh(rl.GenMeshKnot(1, 2, 16, 128))
models[7] = rl.LoadModelFromMesh(rl.GenMeshPoly(5, 2))
models[8] = rl.LoadModelFromMesh(GenMeshCustom())
for i := 0; i < numModels; i++ {
rl.SetMaterialTexture(models[i].Materials, rl.MapDiffuse, texture)
}
position := rl.Vector3Zero()
currentModel := 0
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.UpdateCamera(&camera, rl.CameraOrbital)
if rl.IsKeyPressed(rl.KeyUp) {
currentModel = (currentModel + 1) % numModels // Cycle between the textures
}
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.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
rl.DrawModel(models[currentModel], position, 1, rl.White)
rl.DrawGrid(10, 1)
rl.EndMode3D()
rl.DrawRectangle(10, 10, 310, 50, rl.Fade(rl.SkyBlue, 0.5))
rl.DrawRectangleLines(10, 10, 310, 50, rl.Fade(rl.DarkBlue, 0.5))
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"
switch currentModel {
case 1:
txt = "CUBE"
case 2:
txt = "SPHERE"
case 3:
txt = "HEMISPHERE"
case 4:
txt = "CYLINDER"
case 5:
txt = "TORUS"
case 6:
txt = "KNOT"
case 7:
txt = "POLY"
case 8:
txt = "Custom (triangle)"
}
txtlen := rl.MeasureText(txt, 20)
rl.DrawText(txt, screenWidth/2-txtlen/2, 10, 20, rl.DarkBlue)
rl.EndDrawing()
}
rl.UnloadTexture(texture)
// Custom models meshes needs to be
// cleared manually
clearCustomMesh(models[8])
for i := 0; i < numModels; i++ {
rl.UnloadModel(models[i])
}
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
}