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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_point_rendering.c
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+/*******************************************************************************************
+*
+* raylib example - point rendering
+*
+* Example originally created with raylib 5.0, last time updated with raylib 5.0
+*
+* Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5)
+*
+* 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) 2024 Reese Gallagher (@satchelfrost)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: rand()
+#include <math.h> // Required for: cos(), sin()
+
+#define MAX_POINTS 10000000 // 10 million
+#define MIN_POINTS 1000 // 1 thousand
+
+// Generate mesh using points
+Mesh GenMeshPoints(int numPoints);
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
+
+ Camera camera = {
+ .position = { 3.0f, 3.0f, 3.0f },
+ .target = { 0.0f, 0.0f, 0.0f },
+ .up = { 0.0f, 1.0f, 0.0f },
+ .fovy = 45.0f,
+ .projection = CAMERA_PERSPECTIVE
+ };
+
+ Vector3 position = { 0.0f, 0.0f, 0.0f };
+ bool useDrawModelPoints = true;
+ bool numPointsChanged = false;
+ int numPoints = 1000;
+
+ Mesh mesh = GenMeshPoints(numPoints);
+ Model model = LoadModelFromMesh(mesh);
+
+ //SetTargetFPS(60);
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while(!WindowShouldClose())
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_ORBITAL);
+
+ if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;
+ if (IsKeyPressed(KEY_UP))
+ {
+ numPoints = (numPoints*10 > MAX_POINTS)? MAX_POINTS : numPoints*10;
+ numPointsChanged = true;
+ }
+ if (IsKeyPressed(KEY_DOWN))
+ {
+ numPoints = (numPoints/10 < MIN_POINTS)? MIN_POINTS : numPoints/10;
+ numPointsChanged = true;
+ }
+
+ // Upload a different point cloud size
+ if (numPointsChanged)
+ {
+ UnloadModel(model);
+ mesh = GenMeshPoints(numPoints);
+ model = LoadModelFromMesh(mesh);
+ numPointsChanged = false;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+ ClearBackground(BLACK);
+
+ BeginMode3D(camera);
+
+ // The new method only uploads the points once to the GPU
+ if (useDrawModelPoints)
+ {
+ DrawModelPoints(model, position, 1.0f, WHITE);
+ }
+ else
+ {
+ // The old method must continually draw the "points" (lines)
+ for (int i = 0; i < numPoints; i++)
+ {
+ Vector3 pos = {
+ .x = mesh.vertices[i*3 + 0],
+ .y = mesh.vertices[i*3 + 1],
+ .z = mesh.vertices[i*3 + 2],
+ };
+ Color color = {
+ .r = mesh.colors[i*4 + 0],
+ .g = mesh.colors[i*4 + 1],
+ .b = mesh.colors[i*4 + 2],
+ .a = mesh.colors[i*4 + 3],
+ };
+
+ DrawPoint3D(pos, color);
+ }
+ }
+
+ // Draw a unit sphere for reference
+ DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
+
+ EndMode3D();
+
+ // Draw UI text
+ DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
+ DrawText("Up - increase points", 20, 70, 20, WHITE);
+ DrawText("Down - decrease points", 20, 100, 20, WHITE);
+ DrawText("Space - drawing function", 20, 130, 20, WHITE);
+
+ if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
+ else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadModel(model);
+
+ CloseWindow();
+ //--------------------------------------------------------------------------------------
+ return 0;
+}
+
+// Generate a spherical point cloud
+Mesh GenMeshPoints(int numPoints)
+{
+ Mesh mesh = {
+ .triangleCount = 1,
+ .vertexCount = numPoints,
+ .vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
+ .colors = (unsigned char*)MemAlloc(numPoints*4*sizeof(unsigned char)),
+ };
+
+ // https://en.wikipedia.org/wiki/Spherical_coordinate_system
+ for (int i = 0; i < numPoints; i++)
+ {
+ float theta = PI*rand()/RAND_MAX;
+ float phi = 2.0f*PI*rand()/RAND_MAX;
+ float r = 10.0f*rand()/RAND_MAX;
+
+ mesh.vertices[i*3 + 0] = r*sin(theta)*cos(phi);
+ mesh.vertices[i*3 + 1] = r*sin(theta)*sin(phi);
+ mesh.vertices[i*3 + 2] = r*cos(theta);
+
+ Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
+
+ mesh.colors[i*4 + 0] = color.r;
+ mesh.colors[i*4 + 1] = color.g;
+ mesh.colors[i*4 + 2] = color.b;
+ mesh.colors[i*4 + 3] = color.a;
+ }
+
+ // Upload mesh data from CPU (RAM) to GPU (VRAM) memory
+ UploadMesh(&mesh, false);
+
+ return mesh;
+}