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-rw-r--r--examples/models_cubicmap.c48
1 files changed, 27 insertions, 21 deletions
diff --git a/examples/models_cubicmap.c b/examples/models_cubicmap.c
index 62f7b076..d7fe896c 100644
--- a/examples/models_cubicmap.c
+++ b/examples/models_cubicmap.c
@@ -2,10 +2,10 @@
*
* raylib [models] example - Cubicmap loading and drawing
*
-* This example has been created using raylib 1.2 (www.raylib.com)
+* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
@@ -21,29 +21,32 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
- Camera camera = {{ 7.0, 7.0, 7.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+ Camera camera = {{ 16.0, 14.0, 16.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
- Image image = LoadImage("resources/cubicmap.png"); // Load cubesmap image (RAM)
- Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
+ Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
+ Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
Model map = LoadCubicmap(image); // Load cubicmap model (generate model from image)
- SetModelTexture(&map, texture); // Bind texture to model
- Vector3 mapPosition = { -1, 0.0, -1 }; // Set model position
+
+ // NOTE: By default each cube is mapped to one part of texture atlas
+ Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
+ SetModelTexture(&map, texture); // Bind texture to map model
+
+ Vector3 mapPosition = { -16, 0.0, -8 }; // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
+
+ SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
+ SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
+ while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
- if (IsKeyDown(KEY_UP)) camera.position.y += 0.2f;
- else if (IsKeyDown(KEY_DOWN)) camera.position.y -= 0.2f;
-
- if (IsKeyDown(KEY_RIGHT)) camera.position.z += 0.2f;
- else if (IsKeyDown(KEY_LEFT)) camera.position.z -= 0.2f;
+ UpdateCamera(&camera); // Update internal camera and our camera
//----------------------------------------------------------------------------------
// Draw
@@ -54,13 +57,15 @@ int main()
Begin3dMode(camera);
- DrawModel(map, mapPosition, 1.0f, MAROON);
-
- DrawGrid(10.0, 1.0);
-
- DrawGizmo(mapPosition);
+ DrawModel(map, mapPosition, 1.0f, WHITE);
End3dMode();
+
+ DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
+ DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
+
+ DrawText("cubicmap image used to", 658, 90, 10, GRAY);
+ DrawText("generate map 3d model", 658, 104, 10, GRAY);
DrawFPS(10, 10);
@@ -70,8 +75,9 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
- UnloadTexture(texture); // Unload texture
- UnloadModel(map); // Unload model
+ UnloadTexture(cubicmap); // Unload cubicmap texture
+ UnloadTexture(texture); // Unload map texture
+ UnloadModel(map); // Unload map model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------