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			100 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Cubicmap loading and drawing
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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) 2015-2024 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 - cubesmap loading and drawing");
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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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