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			185 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib example - point rendering
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*
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*   Example complexity rating: [★★★☆] 3/4
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*
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*   Example originally created with raylib 5.0, last time updated with raylib 5.0
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*
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*   Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5)
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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) 2024-2025 Reese Gallagher (@satchelfrost)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h>             // Required for: rand()
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#include <math.h>               // Required for: cos(), sin()
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#define MAX_POINTS 10000000     // 10 million
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#define MIN_POINTS 1000         // 1 thousand
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// Generate mesh using points
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static Mesh GenMeshPoints(int numPoints);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main()
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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 - point rendering");
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    Camera camera = {
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        .position   = { 3.0f, 3.0f, 3.0f },
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        .target     = { 0.0f, 0.0f, 0.0f },
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        .up         = { 0.0f, 1.0f, 0.0f },
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        .fovy       = 45.0f,
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        .projection = CAMERA_PERSPECTIVE
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    };
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    Vector3 position = { 0.0f, 0.0f, 0.0f };
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    bool useDrawModelPoints = true;
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    bool numPointsChanged = false;
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    int numPoints = 1000;
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    Mesh mesh = GenMeshPoints(numPoints);
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    Model model = LoadModelFromMesh(mesh);
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    //SetTargetFPS(60);
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())
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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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        if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;
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        if (IsKeyPressed(KEY_UP))
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        {
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            numPoints = (numPoints*10 > MAX_POINTS)? MAX_POINTS : numPoints*10;
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            numPointsChanged = true;
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        }
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        if (IsKeyPressed(KEY_DOWN))
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        {
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            numPoints = (numPoints/10 < MIN_POINTS)? MIN_POINTS : numPoints/10;
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            numPointsChanged = true;
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        }
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        // Upload a different point cloud size
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        if (numPointsChanged)
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        {
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            UnloadModel(model);
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            mesh = GenMeshPoints(numPoints);
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            model = LoadModelFromMesh(mesh);
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            numPointsChanged = false;
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        }
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(BLACK);
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            BeginMode3D(camera);
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                // The new method only uploads the points once to the GPU
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                if (useDrawModelPoints)
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                {
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                    DrawModelPoints(model, position, 1.0f, WHITE);
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                }
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                else
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                {
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                    // The old method must continually draw the "points" (lines)
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                    for (int i = 0; i < numPoints; i++)
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                    {
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                        Vector3 pos = {
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                            .x = mesh.vertices[i*3 + 0],
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                            .y = mesh.vertices[i*3 + 1],
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                            .z = mesh.vertices[i*3 + 2],
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                        };
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                        Color color = {
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                            .r = mesh.colors[i*4 + 0],
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                            .g = mesh.colors[i*4 + 1],
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                            .b = mesh.colors[i*4 + 2],
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                            .a = mesh.colors[i*4 + 3],
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                        };
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                        DrawPoint3D(pos, color);
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                    }
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                }
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                // Draw a unit sphere for reference
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                DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
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            EndMode3D();
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            // Draw UI text
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            DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
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            DrawText("Up - increase points", 20, 70, 20, WHITE);
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            DrawText("Down - decrease points", 20, 100, 20, WHITE);
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            DrawText("Space - drawing function", 20, 130, 20, WHITE);
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            if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN);
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            else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED);
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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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    UnloadModel(model);
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    CloseWindow();
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    //--------------------------------------------------------------------------------------
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    return 0;
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}
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// Generate a spherical point cloud
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static Mesh GenMeshPoints(int numPoints)
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{
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    Mesh mesh = {
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        .triangleCount = 1,
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        .vertexCount = numPoints,
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        .vertices = (float *)MemAlloc(numPoints*3*sizeof(float)),
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        .colors = (unsigned char*)MemAlloc(numPoints*4*sizeof(unsigned char)),
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    };
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    // https://en.wikipedia.org/wiki/Spherical_coordinate_system
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    for (int i = 0; i < numPoints; i++)
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    {
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        float theta = ((float)PI*rand())/RAND_MAX;
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        float phi = (2.0f*PI*rand())/RAND_MAX;
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        float r = (10.0f*rand())/RAND_MAX;
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        mesh.vertices[i*3 + 0] = r*sinf(theta)*cosf(phi);
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        mesh.vertices[i*3 + 1] = r*sinf(theta)*sinf(phi);
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        mesh.vertices[i*3 + 2] = r*cosf(theta);
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        Color color = ColorFromHSV(r*360.0f, 1.0f, 1.0f);
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        mesh.colors[i*4 + 0] = color.r;
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        mesh.colors[i*4 + 1] = color.g;
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        mesh.colors[i*4 + 2] = color.b;
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        mesh.colors[i*4 + 3] = color.a;
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    }
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    // Upload mesh data from CPU (RAM) to GPU (VRAM) memory
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    UploadMesh(&mesh, false);
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    return mesh;
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}
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