/******************************************************************************************* * * raylib example - procedural mesh generation * * 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) 2017 Ramon Santamaria (Ray San) * ********************************************************************************************/ #include "raylib.h" #define NUM_MODELS 7 # We generate 7 parametric 3d shapes int main() [ # Initialization #-------------------------------------------------------------------------------------- int screenWidth = 800 int screenHeight = 450 InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation") # We generate a checked image for texturing Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN) Texture2D texture = LoadTextureFromImage(checked) UnloadImage(checked) Model models[NUM_MODELS] models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)) models[1] = LoadModelFromMesh(GenMeshCube(2.0, 1.0, 2.0)) models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32)) models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)) models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)) models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0, 16, 32)) models[6] = LoadModelFromMesh(GenMeshKnot(1.0, 2.0, 16, 128)) # Set checked texture as default diffuse component for all models material for (int i = 0 i < NUM_MODELS i++) models[i].material.maps[MAP_DIFFUSE].texture = texture # Define the camera to look into our 3d world Camera camera = [[ 5.0, 5.0, 5.0 ], [ 0.0, 0.0, 0.0 ], [ 0.0, 1.0, 0.0 ], 45.0, 0 ] # Model drawing position Vector3 position = [ 0.0, 0.0, 0.0 ] int currentModel = 0 SetCameraMode(camera, CAMERA_ORBITAL) # Set a 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 internal camera and our camera if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) [ currentModel = (currentModel + 1)%NUM_MODELS # Cycle between the textures ] #---------------------------------------------------------------------------------- # Draw #---------------------------------------------------------------------------------- BeginDrawing() ClearBackground(RAYWHITE) BeginMode3D(camera) DrawModel(models[currentModel], position, 1.0, WHITE) DrawGrid(10, 1.0) EndMode3D() DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f)) DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f)) DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE) switch(currentModel) [ case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE) break case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE) break case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE) break case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE) break case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE) break case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE) break case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE) break default: break ] EndDrawing() #---------------------------------------------------------------------------------- ] # De-Initialization #-------------------------------------------------------------------------------------- # Unload models data (GPU VRAM) for (int i = 0 i < NUM_MODELS i++) UnloadModel(models[i]) CloseWindow() # Close window and OpenGL context #-------------------------------------------------------------------------------------- return 0 ]