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REXM: RENAME: example: models_heightmap
--> models_heightmap_rendering
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92
examples/models/models_heightmap_rendering.c
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92
examples/models/models_heightmap_rendering.c
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/*******************************************************************************************
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*
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* raylib [models] example - heightmap
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 1.8, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap");
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// Define our custom camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 18.0f, 21.0f, 18.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
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Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -8.0f, 0.0f, -8.0f }; // Define model position
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UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModel(model, mapPosition, 1.0f, RED);
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DrawGrid(20, 1.0f);
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EndMode3D();
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DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
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DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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