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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/models/models_cubicmap.c
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+/*******************************************************************************************
+*
+* raylib [models] example - Cubicmap loading and drawing
+*
+* Example originally created with raylib 1.8, last time updated with raylib 3.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
+ Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
+
+ Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
+ Model model = LoadModelFromMesh(mesh);
+
+ // NOTE: By default each cube is mapped to one part of texture atlas
+ Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
+ model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
+
+ Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
+
+ UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
+
+ bool pause = false; // Pause camera orbital rotation (and zoom)
+
+ 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
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed(KEY_P)) pause = !pause;
+
+ if (!pause) UpdateCamera(&camera, CAMERA_ORBITAL);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ DrawModel(model, mapPosition, 1.0f, WHITE);
+
+ EndMode3D();
+
+ DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
+ DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
+
+ DrawText("cubicmap image used to", 658, 90, 10, GRAY);
+ DrawText("generate map 3d model", 658, 104, 10, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(cubicmap); // Unload cubicmap texture
+ UnloadTexture(texture); // Unload map texture
+ UnloadModel(model); // Unload map model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}