using Raylib; using static Raylib.Raylib; using static Raylib.CameraMode; 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; } }