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author | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
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committer | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
commit | cdda4c4182c9ee068567529715e4a5c68a8efb58 (patch) | |
tree | 38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/models/models_mesh_generation.c | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/models/models_mesh_generation.c')
-rw-r--r-- | deps/raylib/examples/models/models_mesh_generation.c | 190 |
1 files changed, 190 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/models_mesh_generation.c b/deps/raylib/examples/models/models_mesh_generation.c new file mode 100644 index 0000000..59aebe7 --- /dev/null +++ b/deps/raylib/examples/models/models_mesh_generation.c @@ -0,0 +1,190 @@ +/******************************************************************************************* +* +* raylib example - procedural mesh generation +* +* Example originally created with raylib 1.8, last time updated with raylib 4.0 +* +* 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) 2017-2024 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#define NUM_MODELS 9 // Parametric 3d shapes to generate + +static Mesh GenMeshCustom(void); // Generate a simple triangle mesh from code + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const 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] = { 0 }; + + models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 4, 3)); + 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)); + models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f)); + models[8] = LoadModelFromMesh(GenMeshCustom()); + + // Generated meshes could be exported as .obj files + //ExportMesh(models[0].meshes[0], "plane.obj"); + //ExportMesh(models[1].meshes[0], "cube.obj"); + //ExportMesh(models[2].meshes[0], "sphere.obj"); + //ExportMesh(models[3].meshes[0], "hemisphere.obj"); + //ExportMesh(models[4].meshes[0], "cylinder.obj"); + //ExportMesh(models[5].meshes[0], "torus.obj"); + //ExportMesh(models[6].meshes[0], "knot.obj"); + //ExportMesh(models[7].meshes[0], "poly.obj"); + //ExportMesh(models[8].meshes[0], "custom.obj"); + + // Set checked texture as default diffuse component for all models material + for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_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, 0 }; + + // Model drawing position + Vector3 position = { 0.0f, 0.0f, 0.0f }; + + int currentModel = 0; + + 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, CAMERA_ORBITAL); + + if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) + { + currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures + } + + if (IsKeyPressed(KEY_RIGHT)) + { + currentModel++; + if (currentModel >= NUM_MODELS) currentModel = 0; + } + else if (IsKeyPressed(KEY_LEFT)) + { + currentModel--; + if (currentModel < 0) currentModel = NUM_MODELS - 1; + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + DrawModel(models[currentModel], position, 1.0f, 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; + case 7: DrawText("POLY", 680, 10, 20, DARKBLUE); break; + case 8: DrawText("Custom (triangle)", 580, 10, 20, DARKBLUE); break; + default: break; + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Unload texture + + // Unload models data (GPU VRAM) + for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +// Generate a simple triangle mesh from code +static Mesh GenMeshCustom(void) +{ + Mesh mesh = { 0 }; + mesh.triangleCount = 1; + mesh.vertexCount = mesh.triangleCount*3; + mesh.vertices = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z) + mesh.texcoords = (float *)MemAlloc(mesh.vertexCount*2*sizeof(float)); // 3 vertices, 2 coordinates each (x, y) + mesh.normals = (float *)MemAlloc(mesh.vertexCount*3*sizeof(float)); // 3 vertices, 3 coordinates each (x, y, z) + + // Vertex at (0, 0, 0) + mesh.vertices[0] = 0; + mesh.vertices[1] = 0; + mesh.vertices[2] = 0; + mesh.normals[0] = 0; + mesh.normals[1] = 1; + mesh.normals[2] = 0; + mesh.texcoords[0] = 0; + mesh.texcoords[1] = 0; + + // Vertex at (1, 0, 2) + mesh.vertices[3] = 1; + mesh.vertices[4] = 0; + mesh.vertices[5] = 2; + mesh.normals[3] = 0; + mesh.normals[4] = 1; + mesh.normals[5] = 0; + mesh.texcoords[2] = 0.5f; + mesh.texcoords[3] = 1.0f; + + // Vertex at (2, 0, 0) + mesh.vertices[6] = 2; + mesh.vertices[7] = 0; + mesh.vertices[8] = 0; + mesh.normals[6] = 0; + mesh.normals[7] = 1; + mesh.normals[8] = 0; + mesh.texcoords[4] = 1; + mesh.texcoords[5] =0; + + // Upload mesh data from CPU (RAM) to GPU (VRAM) memory + UploadMesh(&mesh, false); + + return mesh; +} |