heightmap example
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3 changed files with 77 additions and 85 deletions
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/*******************************************************************************************
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*
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* raylib [models] example - Heightmap loading and drawing
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*
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* This example has been created using raylib 1.8 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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[
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# Initialization
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#--------------------------------------------------------------------------------------
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int screenWidth = 800
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int screenHeight = 450
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing")
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# Define our custom camera to look into our 3d world
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Camera camera = [[ 18.0, 16.0, 18.0 ], [ 0.0, 0.0, 0.0 ], [ 0.0, 1.0, 0.0 ], 45.0, 0 ]
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Image image = LoadImage("resources/heightmap.png") # Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image) # Convert image to texture (VRAM)
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Mesh mesh = GenMeshHeightmap(image, (Vector3)[ 16, 8, 16 ]) # Generate heightmap mesh (RAM and VRAM)
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Model model = LoadModelFromMesh(mesh) # Load model from generated mesh
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model.material.maps[MAP_DIFFUSE].texture = texture # Set map diffuse texture
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Vector3 mapPosition = [ -8.0, 0.0, -8.0 ] # Define model position
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UnloadImage(image) # Unload heightmap image from RAM, already uploaded to VRAM
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SetCameraMode(camera, CAMERA_ORBITAL) # Set an orbital camera mode
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SetTargetFPS(60) # Set our game to run at 60 frames-per-second
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#--------------------------------------------------------------------------------------
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# Main game loop
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while (!WindowShouldClose()) # Detect window close button or ESC key
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[
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# Update
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#----------------------------------------------------------------------------------
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UpdateCamera(&camera) # Update camera
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#----------------------------------------------------------------------------------
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# Draw
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#----------------------------------------------------------------------------------
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BeginDrawing()
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ClearBackground(RAYWHITE)
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BeginMode3D(camera)
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DrawModel(model, mapPosition, 1.0, RED)
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DrawGrid(20, 1.0)
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EndMode3D()
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DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE)
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DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN)
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DrawFPS(10, 10)
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EndDrawing()
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#----------------------------------------------------------------------------------
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]
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# De-Initialization
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#--------------------------------------------------------------------------------------
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UnloadTexture(texture) # Unload texture
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UnloadModel(model) # Unload model
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CloseWindow() # Close window and OpenGL context
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#--------------------------------------------------------------------------------------
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return 0
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]
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77
examples/models/models_heightmap.py
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77
examples/models/models_heightmap.py
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# /*******************************************************************************************
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# *
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# * raylib [models] example - Heightmap loading and drawing
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# *
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# * This example has been created using raylib 1.8 (www.raylib.com)
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# * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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# *
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# * Copyright (c) 2015 Ramon Santamaria (@raysan5)
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# *
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# ********************************************************************************************/
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from raylib import *
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# Initialization
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#--------------------------------------------------------------------------------------
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screenWidth = 800
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screenHeight = 450
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InitWindow(screenWidth, screenHeight, b"raylib [models] example - heightmap loading and drawing")
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# Define our custom camera to look into our 3d world
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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 ])
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image = LoadImage(b"resources/heightmap.png") # Load heightmap image (RAM)
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texture = LoadTextureFromImage(image) # Convert image to texture (VRAM)
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mesh = GenMeshHeightmap(image, ( 16, 8, 16 )) # Generate heightmap mesh (RAM and VRAM)
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model = LoadModelFromMesh(mesh) # Load model from generated mesh
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model.materials[0].maps[MAP_DIFFUSE].texture = texture # Set map diffuse texture
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mapPosition = ( -8.0, 0.0, -8.0 ) # Define model position
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UnloadImage(image) # Unload heightmap image from RAM, already uploaded to VRAM
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SetCameraMode(camera[0], CAMERA_ORBITAL) # Set an orbital camera mode
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SetTargetFPS(60) # Set our game to run at 60 frames-per-second
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#--------------------------------------------------------------------------------------
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# Main game loop
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while not WindowShouldClose(): # Detect window close button or ESC key
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# Update
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#----------------------------------------------------------------------------------
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UpdateCamera(camera) # Update camera
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#----------------------------------------------------------------------------------
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# Draw
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#----------------------------------------------------------------------------------
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BeginDrawing()
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ClearBackground(RAYWHITE)
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BeginMode3D(camera[0])
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DrawModel(model, mapPosition, 1.0, RED)
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DrawGrid(20, 1.0)
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EndMode3D()
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DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE)
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DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN)
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DrawFPS(10, 10)
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EndDrawing()
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#----------------------------------------------------------------------------------
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# De-Initialization
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#--------------------------------------------------------------------------------------
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UnloadTexture(texture) # Unload texture
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UnloadModel(model) # Unload model
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CloseWindow() # Close window and OpenGL context
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#--------------------------------------------------------------------------------------
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3
test.py
3
test.py
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@ -8,9 +8,6 @@ SetTargetFPS(60)
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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 ])
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# (( 18.0, 16.0, 18.0 ), ( 0.0, 0.0, 0.0 ), ( 0.0, 1.0, 0.0 ), 45.0, 0 )
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image = LoadImage(b"resources/heightmap.png") # Load heightmap image (RAM)
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texture = LoadTextureFromImage(image) # Convert image to texture (VRAM)
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