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+/*******************************************************************************************
+*
+* 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;
+}