/******************************************************************************************* * * raylib [models] example - cubicmap rendering * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 1.8, last time updated with raylib 3.5 * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2015-2025 Ramon Santamaria (@raysan5) * ********************************************************************************************/ using System.Numerics; using static Raylib_cs.Raylib; namespace Examples.Models; public partial class CubicmapDemo : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Models / Cubicmap Demo"; public string Title => "raylib [models] example - cubicmap rendering"; private Camera3D camera; private Texture2D cubicmap; private Texture2D texture; private Model model; private Vector3 mapPosition; private bool pause; public void Init() { // Define the camera to look into our 3d world camera = new(); camera.Position = new Vector3(16.0f, 14.0f, 16.0f); // Camera position camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target) camera.FovY = 45.0f; // Camera field-of-view Y camera.Projection = CameraProjection.Perspective; // Camera projection type var image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM) var mesh = GenMeshCubicmap(image, new Vector3(1.0f, 1.0f, 1.0f)); model = LoadModelFromMesh(mesh); // NOTE: By default each cube is mapped to one part of texture atlas texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture // Set map diffuse texture Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); mapPosition = new(-16.0f, 0.0f, -8.0f); // Set model position UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM pause = false; // Pause camera orbital rotation (and zoom) } public void Update() { // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KeyboardKey.P)) { pause = !pause; } if (!pause) { UpdateCamera(ref camera, CameraMode.Orbital); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); BeginMode3D(camera); DrawModel(model, mapPosition, 1.0f, Color.White); EndMode3D(); Vector2 position = new(screenWidth - cubicmap.Width * 4 - 20, 20); DrawTextureEx(cubicmap, position, 0.0f, 4.0f, Color.White); DrawRectangleLines( screenWidth - cubicmap.Width * 4 - 20, 20, cubicmap.Width * 4, cubicmap.Height * 4, Color.Green ); DrawText("cubicmap image used to", 658, 90, 10, Color.Gray); DrawText("generate map 3d model", 658, 104, 10, Color.Gray); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { UnloadTexture(cubicmap); // Unload cubicmap texture UnloadTexture(texture); // Unload map texture UnloadModel(model); // Unload map model } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap rendering"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new CubicmapDemo(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }