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