forked from raysan5/raylib
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathmodels_mesh_generation.c
179 lines (143 loc) · 6.17 KB
/
models_mesh_generation.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
/*******************************************************************************************
*
* raylib example - procedural mesh generation
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (Ray San)
*
********************************************************************************************/
#include "raylib.h"
#define NUM_MODELS 9 // Parametric 3d shapes to generate
void AllocateMeshData(Mesh* mesh, int triangleCount)
{
mesh->vertexCount = triangleCount * 3;
mesh->triangleCount = triangleCount;
mesh->vertices = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
mesh->texcoords = (float*)MemAlloc(mesh->vertexCount * 2 * sizeof(float));
mesh->normals = (float*)MemAlloc(mesh->vertexCount * 3 * sizeof(float));
}
// generate a simple triangle mesh from code
Mesh MakeMesh()
{
Mesh mesh = { 0 };
AllocateMeshData(&mesh, 1);
// vertex at the origin
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;
UploadMesh(&mesh, false);
return mesh;
}
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, 5, 5));
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(MakeMesh());
// 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;
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
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); // Update internal camera and our camera
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("Parametric(custom)", 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;
}