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REXM: RENAME: example: models_cubicmap
--> models_cubicmap_rendering
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101
examples/models/models_cubicmap_rendering.c
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101
examples/models/models_cubicmap_rendering.c
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/*******************************************************************************************
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*
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* raylib [models] example - cubicmap
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*
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* Example complexity rating: [★★☆☆] 2/4
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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 - cubicmap");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 16.0f, 14.0f, 16.0f }; // 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/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
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Model model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
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bool pause = false; // Pause camera orbital rotation (and zoom)
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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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if (IsKeyPressed(KEY_P)) pause = !pause;
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if (!pause) 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, WHITE);
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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DrawText("cubicmap image used to", 658, 90, 10, GRAY);
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DrawText("generate map 3d model", 658, 104, 10, GRAY);
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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(cubicmap); // Unload cubicmap texture
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map 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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