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Diffstat (limited to 'deps/raylib/examples/models/models_cubicmap.c')
-rw-r--r-- | deps/raylib/examples/models/models_cubicmap.c | 99 |
1 files changed, 99 insertions, 0 deletions
diff --git a/deps/raylib/examples/models/models_cubicmap.c b/deps/raylib/examples/models/models_cubicmap.c new file mode 100644 index 0000000..2c6267e --- /dev/null +++ b/deps/raylib/examples/models/models_cubicmap.c @@ -0,0 +1,99 @@ +/******************************************************************************************* +* +* 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; +} |