heightmap example

This commit is contained in:
Richard Smith 2019-05-21 12:12:03 +01:00
parent ad8d4f06d1
commit 2335c5275f
3 changed files with 77 additions and 85 deletions

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@ -1,82 +0,0 @@
/*******************************************************************************************
*
* raylib [models] example - Heightmap loading and drawing
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
int main()
[
# Initialization
#--------------------------------------------------------------------------------------
int screenWidth = 800
int screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing")
# Define our custom camera to look into our 3d world
Camera camera = [[ 18.0, 16.0, 18.0 ], [ 0.0, 0.0, 0.0 ], [ 0.0, 1.0, 0.0 ], 45.0, 0 ]
Image image = LoadImage("resources/heightmap.png") # Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image) # Convert image to texture (VRAM)
Mesh mesh = GenMeshHeightmap(image, (Vector3)[ 16, 8, 16 ]) # Generate heightmap mesh (RAM and VRAM)
Model model = LoadModelFromMesh(mesh) # Load model from generated mesh
model.material.maps[MAP_DIFFUSE].texture = texture # Set map diffuse texture
Vector3 mapPosition = [ -8.0, 0.0, -8.0 ] # Define model position
UnloadImage(image) # Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, CAMERA_ORBITAL) # Set an orbital camera mode
SetTargetFPS(60) # Set our game to run at 60 frames-per-second
#--------------------------------------------------------------------------------------
# Main game loop
while (!WindowShouldClose()) # Detect window close button or ESC key
[
# Update
#----------------------------------------------------------------------------------
UpdateCamera(&camera) # Update camera
#----------------------------------------------------------------------------------
# Draw
#----------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
BeginMode3D(camera)
DrawModel(model, mapPosition, 1.0, RED)
DrawGrid(20, 1.0)
EndMode3D()
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE)
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN)
DrawFPS(10, 10)
EndDrawing()
#----------------------------------------------------------------------------------
]
# De-Initialization
#--------------------------------------------------------------------------------------
UnloadTexture(texture) # Unload texture
UnloadModel(model) # Unload model
CloseWindow() # Close window and OpenGL context
#--------------------------------------------------------------------------------------
return 0
]

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# /*******************************************************************************************
# *
# * raylib [models] example - Heightmap loading and drawing
# *
# * This example has been created using raylib 1.8 (www.raylib.com)
# * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
# *
# * Copyright (c) 2015 Ramon Santamaria (@raysan5)
# *
# ********************************************************************************************/
from raylib import *
# Initialization
#--------------------------------------------------------------------------------------
screenWidth = 800
screenHeight = 450
InitWindow(screenWidth, screenHeight, b"raylib [models] example - heightmap loading and drawing")
# Define our custom camera to look into our 3d world
camera = ffi.new("struct Camera3D *", [[ 18.0, 16.0, 18.0 ], [ 0.0, 0.0, 0.0 ], [ 0.0, 1.0, 0.0 ], 45.0, 0 ])
image = LoadImage(b"resources/heightmap.png") # Load heightmap image (RAM)
texture = LoadTextureFromImage(image) # Convert image to texture (VRAM)
mesh = GenMeshHeightmap(image, ( 16, 8, 16 )) # Generate heightmap mesh (RAM and VRAM)
model = LoadModelFromMesh(mesh) # Load model from generated mesh
model.materials[0].maps[MAP_DIFFUSE].texture = texture # Set map diffuse texture
mapPosition = ( -8.0, 0.0, -8.0 ) # Define model position
UnloadImage(image) # Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(camera[0], CAMERA_ORBITAL) # Set an orbital camera mode
SetTargetFPS(60) # Set our game to run at 60 frames-per-second
#--------------------------------------------------------------------------------------
# Main game loop
while not WindowShouldClose(): # Detect window close button or ESC key
# Update
#----------------------------------------------------------------------------------
UpdateCamera(camera) # Update camera
#----------------------------------------------------------------------------------
# Draw
#----------------------------------------------------------------------------------
BeginDrawing()
ClearBackground(RAYWHITE)
BeginMode3D(camera[0])
DrawModel(model, mapPosition, 1.0, RED)
DrawGrid(20, 1.0)
EndMode3D()
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE)
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN)
DrawFPS(10, 10)
EndDrawing()
#----------------------------------------------------------------------------------
# De-Initialization
#--------------------------------------------------------------------------------------
UnloadTexture(texture) # Unload texture
UnloadModel(model) # Unload model
CloseWindow() # Close window and OpenGL context
#--------------------------------------------------------------------------------------

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@ -8,9 +8,6 @@ SetTargetFPS(60)
camera = ffi.new("struct Camera3D *", [[ 18.0, 16.0, 18.0 ], [ 0.0, 0.0, 0.0 ], [ 0.0, 1.0, 0.0 ], 45.0, 0 ])
# (( 18.0, 16.0, 18.0 ), ( 0.0, 0.0, 0.0 ), ( 0.0, 1.0, 0.0 ), 45.0, 0 )
image = LoadImage(b"resources/heightmap.png") # Load heightmap image (RAM)
texture = LoadTextureFromImage(image) # Convert image to texture (VRAM)