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| author | Ray <raysan5@gmail.com> | 2017-10-18 00:12:27 +0200 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-10-18 00:12:27 +0200 |
| commit | 53280a56e3f4ab576fafeb75a68031fcdc4089fa (patch) | |
| tree | 919a4dc7f5623df04ab316c855e43eb32a051cc9 /examples/models | |
| parent | 4a63e5dfb3006483cace85c8161d12057a9e8488 (diff) | |
| parent | 5b71e5b3d1cb87d7ed764d6be82bd6fcb9fa875f (diff) | |
| download | raylib-53280a56e3f4ab576fafeb75a68031fcdc4089fa.tar.gz raylib-53280a56e3f4ab576fafeb75a68031fcdc4089fa.zip | |
Merge pull request #367 from raysan5/develop
Integrate Develop branch
Diffstat (limited to 'examples/models')
| -rw-r--r-- | examples/models/models_material_pbr.c | 12 | ||||
| -rw-r--r-- | examples/models/models_material_pbr.png | bin | 193874 -> 324224 bytes | |||
| -rw-r--r-- | examples/models/models_mesh_generation.c | 113 | ||||
| -rw-r--r-- | examples/models/models_mesh_generation.png | bin | 0 -> 27504 bytes | |||
| -rw-r--r-- | examples/models/models_mesh_picking.c | 2 | ||||
| -rw-r--r-- | examples/models/models_yaw_pitch_roll.c (renamed from examples/models/models_plane_rotations.c) | 22 | ||||
| -rw-r--r-- | examples/models/models_yaw_pitch_roll.png (renamed from examples/models/models_plane_rotations.png) | bin | 183992 -> 183992 bytes | |||
| -rw-r--r-- | examples/models/resources/pixels.png | bin | 0 -> 168 bytes |
8 files changed, 133 insertions, 16 deletions
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c index 1f069468..9f576348 100644 --- a/examples/models/models_material_pbr.c +++ b/examples/models/models_material_pbr.c @@ -41,10 +41,13 @@ int main() model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f); // Define lights attributes - Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader), - CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader), - CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader), - CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) }; + // NOTE: Shader is passed to every light on creation to define shader bindings internally + Light lights[MAX_LIGHTS] = { + CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader), + CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader), + CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.shader), + CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.material.shader) + }; SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode @@ -156,6 +159,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness) UnloadTexture(cubemap); UnloadTexture(texHDR); + // Unload already used shaders (to create specific textures) UnloadShader(shdrCubemap); UnloadShader(shdrIrradiance); UnloadShader(shdrPrefilter); diff --git a/examples/models/models_material_pbr.png b/examples/models/models_material_pbr.png Binary files differindex cde171b9..86ba01b0 100644 --- a/examples/models/models_material_pbr.png +++ b/examples/models/models_material_pbr.png diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c new file mode 100644 index 00000000..72222156 --- /dev/null +++ b/examples/models/models_mesh_generation.c @@ -0,0 +1,113 @@ +/******************************************************************************************* +* +* raylib example - procedural mesh generation +* +* This example has been created using raylib 1.8 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2017 Ramon Santamaria (Ray San) +* +********************************************************************************************/ + +#include "raylib.h" + +#define NUM_MODELS 7 // We generate 7 parametric 3d shapes + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + int screenWidth = 800; + int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation"); + + // We generate a checked image for texturing + Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN); + Texture2D texture = LoadTextureFromImage(checked); + UnloadImage(checked); + + Model models[NUM_MODELS]; + + models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5)); + models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f)); + models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32)); + models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16)); + models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16)); + models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32)); + models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128)); + + // Set checked texture as default diffuse component for all models material + for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture; + + // Define the camera to look into our 3d world + Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; + + // Model drawing position + Vector3 position = { 0.0f, 0.0f, 0.0f }; + + int currentModel = 0; + + SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode + + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateCamera(&camera); // Update internal camera and our camera + + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + { + currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures + } + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawModel(models[currentModel], position, 1.0f, WHITE); + + DrawGrid(10, 1.0); + + End3dMode(); + + DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f)); + DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f)); + DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE); + + switch(currentModel) + { + case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break; + case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break; + case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break; + case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break; + case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break; + case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break; + case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break; + default: break; + } + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + + // Unload models data (GPU VRAM) + for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +}
\ No newline at end of file diff --git a/examples/models/models_mesh_generation.png b/examples/models/models_mesh_generation.png Binary files differnew file mode 100644 index 00000000..d8eb3646 --- /dev/null +++ b/examples/models/models_mesh_generation.png diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index 2f54468a..e150fe92 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -89,7 +89,7 @@ int main() cursorColor = PURPLE; hitObjectName = "Triangle"; - bary = VectorBarycenter(nearestHit.position, ta, tb, tc); + bary = Vector3Barycenter(nearestHit.position, ta, tb, tc); hitTriangle = true; } else hitTriangle = false; diff --git a/examples/models/models_plane_rotations.c b/examples/models/models_yaw_pitch_roll.c index 8178a5e8..2bae2bf8 100644 --- a/examples/models/models_plane_rotations.c +++ b/examples/models/models_yaw_pitch_roll.c @@ -1,6 +1,6 @@ /******************************************************************************************* * -* raylib [models] example - Plane rotations (pitch, roll, yaw) +* raylib [models] example - Plane rotations (yaw, pitch, roll) * * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) @@ -28,7 +28,7 @@ int main() const int screenWidth = 800; const int screenHeight = 450; - InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (pitch, roll, yaw)"); + InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)"); Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png"); Texture2D texBackground = LoadTexture("resources/background.png"); @@ -71,6 +71,15 @@ int main() else if (roll < 0.0f) roll += 0.5f; } + // Plane yaw (y-axis) controls + if (IsKeyDown(KEY_S)) yaw += 1.0f; + else if (IsKeyDown(KEY_A)) yaw -= 1.0f; + else + { + if (yaw > 0.0f) yaw -= 0.5f; + else if (yaw < 0.0f) yaw += 0.5f; + } + // Plane pitch (z-axis) controls if (IsKeyDown(KEY_DOWN)) pitch += 0.6f; else if (IsKeyDown(KEY_UP)) pitch -= 0.6f; @@ -85,15 +94,6 @@ int main() while (pitchOffset > 180) pitchOffset -= 360; while (pitchOffset < -180) pitchOffset += 360; pitchOffset *= 10; - - // Plane yaw (y-axis) controls - if (IsKeyDown(KEY_S)) yaw += 1.0f; - else if (IsKeyDown(KEY_A)) yaw -= 1.0f; - else - { - if (yaw > 0.0f) yaw -= 0.5f; - else if (yaw < 0.0f) yaw += 0.5f; - } Matrix transform = MatrixIdentity(); diff --git a/examples/models/models_plane_rotations.png b/examples/models/models_yaw_pitch_roll.png Binary files differindex 5400304d..5400304d 100644 --- a/examples/models/models_plane_rotations.png +++ b/examples/models/models_yaw_pitch_roll.png diff --git a/examples/models/resources/pixels.png b/examples/models/resources/pixels.png Binary files differnew file mode 100644 index 00000000..c9a4134b --- /dev/null +++ b/examples/models/resources/pixels.png |
