[rmodels] More performant point cloud rendering with DrawModelPoints()
(#4203)
* Added the ability to draw a model as a point cloud * Added example to demonstrate drawing a model as a point cloud * polished the demo a bit * picture for example * adhere to conventions for example * update png to match aspect ratio * minor changes * address code convention comments * added point rendering to makefiles * added point rendering to readme and renumbered examples * comment formatting --------- Co-authored-by: Reese Gallagher <re325479@ucf.edu.com> Co-authored-by: Ray <raysan5@gmail.com>
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examples/models/models_point_rendering.c
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examples/models/models_point_rendering.c
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/*******************************************************************************************
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*
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* raylib example - point rendering
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.0
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*
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* Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2024 Reese Gallagher (@satchelfrost)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: rand()
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#include <math.h> // Required for: cos(), sin()
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#define MAX_POINTS 10000000 // 10 million
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#define MIN_POINTS 1000 // 1 thousand
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static float RandFloat();
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
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SetTargetFPS(60);
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Camera camera = {
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.position = {3.0f, 3.0f, 3.0f},
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.target = {0.0f, 0.0f, 0.0f},
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.up = {0.0f, 1.0f, 0.0f},
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.fovy = 45.0f,
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.projection = CAMERA_PERSPECTIVE,
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};
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Vector3 position = {0.0f, 0.0f, 0.0f};
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bool useDrawModelPoints = true;
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bool numPointsChanged = false;
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int numPoints = 1000;
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Mesh mesh = GenPoints(numPoints);
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Model model = LoadModelFromMesh(mesh);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while(!WindowShouldClose())
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;
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if (IsKeyPressed(KEY_UP))
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{
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numPoints = (numPoints * 10 > MAX_POINTS) ? MAX_POINTS : numPoints * 10;
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numPointsChanged = true;
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TraceLog(LOG_INFO, "num points %d", numPoints);
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}
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if (IsKeyPressed(KEY_DOWN))
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{
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numPoints = (numPoints / 10 < MIN_POINTS) ? MIN_POINTS : numPoints / 10;
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numPointsChanged = true;
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TraceLog(LOG_INFO, "num points %d", numPoints);
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}
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// upload a different point cloud size
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if (numPointsChanged)
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{
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UnloadModel(model);
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mesh = GenPoints(numPoints);
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model = LoadModelFromMesh(mesh);
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numPointsChanged = false;
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}
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(BLACK);
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BeginMode3D(camera);
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// The new method only uploads the points once to the GPU
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if (useDrawModelPoints)
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{
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DrawModelPoints(model, position, 1.0f, WHITE);
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}
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// The old method must continually draw the "points" (lines)
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else
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{
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for (int i = 0; i < numPoints; i++)
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{
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Vector3 pos = {
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.x = mesh.vertices[i * 3 + 0],
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.y = mesh.vertices[i * 3 + 1],
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.z = mesh.vertices[i * 3 + 2],
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};
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Color color = {
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.r = mesh.colors[i * 4 + 0],
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.g = mesh.colors[i * 4 + 1],
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.b = mesh.colors[i * 4 + 2],
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.a = mesh.colors[i * 4 + 3],
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};
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DrawPoint3D(pos, color);
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}
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}
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// Draw a unit sphere for reference
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DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
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EndMode3D();
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// Text formatting
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Color color = WHITE;
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int fps = GetFPS();
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if ((fps < 30) && (fps >= 15)) color = ORANGE;
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else if (fps < 15) color = RED;
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DrawText(TextFormat("%2i FPS", fps), 20, 20, 40, color);
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DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
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DrawText("Up - increase points", 20, 70, 20, WHITE);
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DrawText("Down - decrease points", 20, 100, 20, WHITE);
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DrawText("Space - drawing function", 20, 130, 20, WHITE);
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if (useDrawModelPoints) DrawText("DrawModelPoints()", 20, 160, 20, GREEN);
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else DrawText("DrawPoint3D()", 20, 160, 20, RED);
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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();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Generate a spherical point cloud
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Mesh GenPoints(int numPoints)
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{
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Mesh mesh = {
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.triangleCount = 1,
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.vertexCount = numPoints,
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.vertices = (float *)MemAlloc(numPoints * 3 * sizeof(float)),
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.colors = (unsigned char*)MemAlloc(numPoints * 4 * sizeof(unsigned char)),
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};
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// https://en.wikipedia.org/wiki/Spherical_coordinate_system
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for (int i = 0; i < numPoints; i++)
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{
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float theta = PI * rand() / RAND_MAX;
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float phi = 2.0f * PI * rand() / RAND_MAX;
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float r = 10.0f * rand() / RAND_MAX;
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mesh.vertices[i * 3 + 0] = r * sin(theta) * cos(phi);
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mesh.vertices[i * 3 + 1] = r * sin(theta) * sin(phi);
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mesh.vertices[i * 3 + 2] = r * cos(theta);
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Color color = ColorFromHSV(r * 360.0f, 1.0f, 1.0f);
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mesh.colors[i * 4 + 0] = color.r;
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mesh.colors[i * 4 + 1] = color.g;
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mesh.colors[i * 4 + 2] = color.b;
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mesh.colors[i * 4 + 3] = color.a;
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}
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// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
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UploadMesh(&mesh, false);
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return mesh;
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}
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examples/models/models_point_rendering.png
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examples/models/models_point_rendering.png
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