Add mesh generation example -IN PROGRESS-
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examples/models/models_mesh_generation.c
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examples/models/models_mesh_generation.c
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/*******************************************************************************************
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*
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* raylib example - procedural mesh generation
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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) 2017 Ramon Santamaria (Ray San)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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 - mesh generation");
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//Model model = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); // Texture coordinates must be divided by resX, resZ
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//Model model = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); // OK!
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//Model model = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); // OK! (par_shapes)
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//Model model = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); // OK! (par_shapes)
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//Model model = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); // OK! (par_shapes)
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Model model = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
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//Model model = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
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model.material.maps[MAP_DIFFUSE].texture = LoadTexture("resources/pixels.png");
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// Debug information
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/*
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printf("model.mesh.vertexCount: %i\n", model.mesh.vertexCount);
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printf("model.mesh.triangleCount: %i\n", model.mesh.triangleCount);
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printf("model.mesh.vboId (position): %i\n", model.mesh.vboId[0]);
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printf("model.mesh.vboId (texcoords): %i\n", model.mesh.vboId[1]);
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printf("model.mesh.vboId (normals): %i\n", model.mesh.vboId[2]);
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printf("model.mesh.vboId (indices): %i\n", model.mesh.vboId[6]);
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*/
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// Define the camera to look into our 3d world
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Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(camera, CAMERA_FREE); // Set a free 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 internal camera and our 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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Begin3dMode(camera);
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DrawModel(model, position, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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End3dMode();
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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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UnloadModel(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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examples/models/resources/pixels.png
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examples/models/resources/pixels.png
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