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+/*******************************************************************************************
+*
+* 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(2.0f, 1.0f, 2.0f));
+ 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, 4.0f, 16, 32));
+ models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 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 = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+
+ // Model drawing position
+ Vector3 position = { 0.0f, 0.0f, 0.0f };
+
+ 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);
+
+ Begin3dMode(camera);
+
+ DrawModel(models[currentModel], position, 1.0f, WHITE);
+
+ DrawGrid(10, 1.0);
+
+ End3dMode();
+
+ 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;
+} \ No newline at end of file