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Mikael Rasmussen 2018-10-24 21:23:53 +02:00
commit 37f2201054
83 changed files with 6958 additions and 794 deletions

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@ -5,5 +5,78 @@ using static Raylib.CameraMode;
public partial class models_billboard
{
/******************************************************************************************* * * raylib [models] example - Drawing billboards * * 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) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards"); // Define the camera to look into our 3d world Camera3D camera = new Camera3D(); camera.position = new Vector3( 5.0f, 4.0f, 5.0f ); camera.target = new Vector3( 0.0f, 2.0f, 0.0f ); camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard Vector3 billPosition = new Vector3( 0.0f, 2.0f, 0.0f ); // Position where draw billboard SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an 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(ref camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawBillboard(camera, bill, billPosition, 2.0f, WHITE); DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(bill); // Unload texture CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Drawing billboards
*
* 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) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D();
camera.position = new Vector3( 5.0f, 4.0f, 5.0f );
camera.target = new Vector3( 0.0f, 2.0f, 0.0f );
camera.up = new Vector3( 0.0f, 1.0f, 0.0f );
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
Vector3 billPosition = new Vector3( 0.0f, 2.0f, 0.0f ); // Position where draw billboard
SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an 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(ref camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(bill); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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@ -5,5 +5,90 @@ using static Raylib.TexmapIndex;
public partial class models_cubicmap
{
/******************************************************************************************* * * raylib [models] example - Cubicmap loading and drawing * * 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) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); // Define the camera to look into our 3d world Camera3D camera = new Camera3D(new Vector3( 16.0f, 14.0f, 16.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 ); Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) Mesh mesh = GenMeshCubicmap(image, new Vector3( 1.0f, 1.0f, 1.0f )); Model model = LoadModelFromMesh(mesh); // NOTE: By default each cube is mapped to one part of texture atlas Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set map diffuse texture Vector3 mapPosition = new Vector3( -16.0f, 0.0f, -8.0f ); // Set model position UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an 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(ref camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, mapPosition, 1.0f, WHITE); EndMode3D(); DrawTextureEx(cubicmap, new 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); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture UnloadModel(model); // Unload map model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Cubicmap loading and drawing
*
* 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) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D(new Vector3( 16.0f, 14.0f, 16.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 );
Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
Mesh mesh = GenMeshCubicmap(image, new Vector3( 1.0f, 1.0f, 1.0f ));
Model model = LoadModelFromMesh(mesh);
// NOTE: By default each cube is mapped to one part of texture atlas
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set map diffuse texture
Vector3 mapPosition = new Vector3( -16.0f, 0.0f, -8.0f ); // Set model position
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an 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(ref camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, mapPosition, 1.0f, WHITE);
EndMode3D();
DrawTextureEx(cubicmap, new 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);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(cubicmap); // Unload cubicmap texture
UnloadTexture(texture); // Unload map texture
UnloadModel(model); // Unload map model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -4,5 +4,83 @@ using static Raylib.CameraType;
public partial class models_geometric_shapes
{
/******************************************************************************************* * * raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...) * * This example has been created using raylib 1.0 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); // Define the camera to look into our 3d world Camera3D camera = new Camera3D(); camera.position = new Vector3( 0.0f, 10.0f, 10.0f ); camera.target = new Vector3( 0.0f, 0.0f, 0.0f ); camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; 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 //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawCube(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, RED); DrawCubeWires(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, GOLD); DrawCubeWires(new Vector3(-4.0f, 0.0f, -2.0f), 3.0f, 6.0f, 2.0f, MAROON); DrawSphere(new Vector3(-1.0f, 0.0f, -2.0f), 1.0f, GREEN); DrawSphereWires(new Vector3(1.0f, 0.0f, 2.0f), 2.0f, 16, 16, LIME); DrawCylinder(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, SKYBLUE); DrawCylinderWires(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, DARKBLUE); DrawCylinderWires(new Vector3(4.5f, -1.0f, 2.0f), 1.0f, 1.0f, 2.0f, 6, BROWN); DrawCylinder(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, GOLD); DrawCylinderWires(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, PINK); DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
*
* This example has been created using raylib 1.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D();
camera.position = new Vector3( 0.0f, 10.0f, 10.0f );
camera.target = new Vector3( 0.0f, 0.0f, 0.0f );
camera.up = new Vector3( 0.0f, 1.0f, 0.0f );
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
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
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, RED);
DrawCubeWires(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, GOLD);
DrawCubeWires(new Vector3(-4.0f, 0.0f, -2.0f), 3.0f, 6.0f, 2.0f, MAROON);
DrawSphere(new Vector3(-1.0f, 0.0f, -2.0f), 1.0f, GREEN);
DrawSphereWires(new Vector3(1.0f, 0.0f, 2.0f), 2.0f, 16, 16, LIME);
DrawCylinder(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
DrawCylinderWires(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
DrawCylinderWires(new Vector3(4.5f, -1.0f, 2.0f), 1.0f, 1.0f, 2.0f, 6, BROWN);
DrawCylinder(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, PINK);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -5,5 +5,85 @@ using static Raylib.TexmapIndex;
public partial class models_heightmap
{
/******************************************************************************************* * * raylib [models] example - Heightmap loading and drawing * * 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) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing"); // Define our custom camera to look into our 3d world Camera3D camera = new Camera3D(new Vector3( 18.0f, 16.0f, 18.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 ); Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM) Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM) Mesh mesh = GenMeshHeightmap(image, new Vector3( 16, 8, 16 )); // Generate heightmap mesh (RAM and VRAM) Model model = LoadModelFromMesh(mesh); // Load model from generated mesh model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set map diffuse texture Vector3 mapPosition = new Vector3( -8.0f, 0.0f, -8.0f ); // Define model position UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an 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(ref camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, mapPosition, 1.0f, RED); DrawGrid(20, 1.0f); EndMode3D(); DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE); DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Unload texture UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Heightmap loading and drawing
*
* 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) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
// Define our custom camera to look into our 3d world
Camera3D camera = new Camera3D(new Vector3( 18.0f, 16.0f, 18.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 );
Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
Mesh mesh = GenMeshHeightmap(image, new Vector3( 16, 8, 16 )); // Generate heightmap mesh (RAM and VRAM)
Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set map diffuse texture
Vector3 mapPosition = new Vector3( -8.0f, 0.0f, -8.0f ); // Define model position
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an 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(ref camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, mapPosition, 1.0f, RED);
DrawGrid(20, 1.0f);
EndMode3D();
DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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@ -5,5 +5,83 @@ using static Raylib.TexmapIndex;
public partial class models_obj_loading
{
/******************************************************************************************* * * raylib [models] example - Load and draw a 3d model (OBJ) * * 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 (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading"); // Define the camera to look into our 3d world Camera3D camera = new Camera3D(); camera.position = new Vector3( 8.0f, 8.0f, 8.0f ); // Camera3D position camera.target = new Vector3( 0.0f, 2.5f, 0.0f ); // Camera3D looking at point camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target) camera.fovy = 45.0f; // Camera3D field-of-view Y camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type Model model = LoadModel("resources/models/castle.obj"); // Load OBJ model Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set map diffuse texture Vector3 position = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position 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 //---------------------------------------------------------------------------------- //... //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture DrawGrid(10, 1.0f); // Draw a grid DrawGizmo(position); // Draw gizmo EndMode3D(); DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Unload texture UnloadModel(model); // Unload model CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Load and draw a 3d model (OBJ)
*
* 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 (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D();
camera.position = new Vector3( 8.0f, 8.0f, 8.0f ); // Camera3D position
camera.target = new Vector3( 0.0f, 2.5f, 0.0f ); // Camera3D looking at point
camera.up = new Vector3( 0.0f, 1.0f, 0.0f ); // Camera3D up vector (rotation towards target)
camera.fovy = 45.0f; // Camera3D field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera3D mode type
Model model = LoadModel("resources/models/castle.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set map diffuse texture
Vector3 position = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
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
//----------------------------------------------------------------------------------
//...
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
DrawGizmo(position); // Draw gizmo
EndMode3D();
DrawText("(c) Castle 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -5,5 +5,100 @@ using static Raylib.CameraMode;
public partial class models_orthographic_projection
{
/******************************************************************************************* * * raylib [models] example - Show the difference between perspective and orthographic projection * * This program is heavily based on the geometric objects example * * This example has been created using raylib 1.9.7 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2018 Max Danielsson ref Ramon Santamaria (@raysan5) * ********************************************************************************************/ public const float FOVY_PERSPECTIVE = 45.0f; public const float WIDTH_ORTHOGRAPHIC = 10.0f; public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes"); // Define the camera to look into our 3d world Camera3D camera = new Camera3D(new Vector3( 0.0f, 10.0f, 10.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE ); 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 //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) { if (camera.type == CAMERA_PERSPECTIVE) { camera.fovy = WIDTH_ORTHOGRAPHIC; camera.type = CAMERA_ORTHOGRAPHIC; } else { camera.fovy = FOVY_PERSPECTIVE; camera.type = CAMERA_PERSPECTIVE; } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawCube(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, RED); DrawCubeWires(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, GOLD); DrawCubeWires(new Vector3(-4.0f, 0.0f, -2.0f), 3.0f, 6.0f, 2.0f, MAROON); DrawSphere(new Vector3(-1.0f, 0.0f, -2.0f), 1.0f, GREEN); DrawSphereWires(new Vector3(1.0f, 0.0f, 2.0f), 2.0f, 16, 16, LIME); DrawCylinder(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, SKYBLUE); DrawCylinderWires(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, DARKBLUE); DrawCylinderWires(new Vector3(4.5f, -1.0f, 2.0f), 1.0f, 1.0f, 2.0f, 6, BROWN); DrawCylinder(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, GOLD); DrawCylinderWires(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, PINK); DrawGrid(10, 1.0f); // Draw a grid EndMode3D(); DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY); if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK); else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Show the difference between perspective and orthographic projection
*
* This program is heavily based on the geometric objects example
*
* This example has been created using raylib 1.9.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2018 Max Danielsson ref Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public const float FOVY_PERSPECTIVE = 45.0f;
public const float WIDTH_ORTHOGRAPHIC = 10.0f;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D(new Vector3( 0.0f, 10.0f, 10.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE );
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
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_SPACE))
{
if (camera.type == CAMERA_PERSPECTIVE)
{
camera.fovy = WIDTH_ORTHOGRAPHIC;
camera.type = CAMERA_ORTHOGRAPHIC;
}
else
{
camera.fovy = FOVY_PERSPECTIVE;
camera.type = CAMERA_PERSPECTIVE;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawCube(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, RED);
DrawCubeWires(new Vector3(-4.0f, 0.0f, 2.0f), 2.0f, 5.0f, 2.0f, GOLD);
DrawCubeWires(new Vector3(-4.0f, 0.0f, -2.0f), 3.0f, 6.0f, 2.0f, MAROON);
DrawSphere(new Vector3(-1.0f, 0.0f, -2.0f), 1.0f, GREEN);
DrawSphereWires(new Vector3(1.0f, 0.0f, 2.0f), 2.0f, 16, 16, LIME);
DrawCylinder(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
DrawCylinderWires(new Vector3(4.0f, 0.0f, -2.0f), 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
DrawCylinderWires(new Vector3(4.5f, -1.0f, 2.0f), 1.0f, 1.0f, 2.0f, 6, BROWN);
DrawCylinder(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, GOLD);
DrawCylinderWires(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, PINK);
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

View file

@ -5,5 +5,93 @@ using static Raylib.TexmapIndex;
public partial class models_skybox
{
/******************************************************************************************* * * raylib [models] example - Skybox loading and drawing * * 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 (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world Camera3D camera = new Camera3D(new Vector3( 1.0f, 1.0f, 1.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 ); // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model skybox = LoadModelFromMesh(cube); // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), new int[]{ (int)MAP_CUBEMAP }, 1); // Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), new int[]{ 0 }, 1); // Load HDR panorama (sphere) texture Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping skybox.material.maps[(int)MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512); UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore SetCameraMode(camera, (int)CAMERA_FIRST_PERSON); // Set a first person 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(ref camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(skybox, new Vector3(0, 0, 0), 1.0f, WHITE); DrawGrid(10, 1.0f); EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(skybox); // Unload skybox model (and textures) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
*
* 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 (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D(new Vector3( 1.0f, 1.0f, 1.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 );
// Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model skybox = LoadModelFromMesh(cube);
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), new int[]{ (int)MAP_CUBEMAP }, 1);
// Load cubemap shader and setup required shader locations
Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), new int[]{ 0 }, 1);
// Load HDR panorama (sphere) texture
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
// NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
skybox.material.maps[(int)MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated
UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore
SetCameraMode(camera, (int)CAMERA_FIRST_PERSON); // Set a first person 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(ref camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(skybox, new Vector3(0, 0, 0), 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(skybox); // Unload skybox model (and textures)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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