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	Some enums values have been renamed to be more consistent and also provide a more detailed description: - ShaderLocationIndex: LOC_VERTEX_POSITION -> SHADER_SHADER_LOC_VERTEX_POSITION - ShaderUniformDataType: UNIFORM_VEC2 -> SHADER_UNIFORM_VEC2 - MaterialMapType: MAP_ALBEDO -> MATERIAL_MAP_ALBEDO - PixelFormat: UNCOMPRESSED_GRAYSCALE -> PIXELFORMAT_UNCOMPRESSED_GRAYSCALE
		
			
				
	
	
		
			82 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			82 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Heightmap loading and drawing
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*
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*   This example has been created using raylib 1.8 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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 loading and drawing");
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    // Define our custom camera to look into our 3d world
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    Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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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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    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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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);              // Update camera
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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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} |