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raylib-cs/Examples/Models/PointRendering.cs
2026-07-17 07:52:43 +02:00

235 lines
7.3 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - point rendering
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.0
*
* Example contributed by Reese Gallagher (@satchelfrost) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2024-2025 Reese Gallagher (@satchelfrost)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
[ExcludeFromBrowser("rlEnablePointMode needs glPolygonMode, which OpenGL ES/WebGL lacks (renders as triangles)")]
public partial class PointRendering : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MaxPoints = 10000000; // 10 million
private const int MinPoints = 1000; // 1 thousand
public string Name => "Models / Point Rendering";
public string Title => "raylib [models] example - point rendering";
private static readonly Random Rand = new();
private Camera3D camera;
private Vector3 position;
private bool useDrawModelPoints;
private bool numPointsChanged;
private int numPoints;
private Mesh mesh;
private Model model;
public void Init()
{
camera = new()
{
Position = new Vector3(3.0f, 3.0f, 3.0f),
Target = new Vector3(0.0f, 0.0f, 0.0f),
Up = new Vector3(0.0f, 1.0f, 0.0f),
FovY = 45.0f,
Projection = CameraProjection.Perspective
};
position = new Vector3(0.0f, 0.0f, 0.0f);
useDrawModelPoints = true;
numPointsChanged = false;
numPoints = 1000;
mesh = GenMeshPoints(numPoints);
model = LoadModelFromMesh(mesh);
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
if (IsKeyPressed(KeyboardKey.Space))
{
useDrawModelPoints = !useDrawModelPoints;
}
if (IsKeyPressed(KeyboardKey.Up))
{
numPoints = (numPoints * 10 > MaxPoints) ? MaxPoints : numPoints * 10;
numPointsChanged = true;
}
if (IsKeyPressed(KeyboardKey.Down))
{
numPoints = (numPoints / 10 < MinPoints) ? MinPoints : numPoints / 10;
numPointsChanged = true;
}
// Upload a different point cloud size
if (numPointsChanged)
{
UnloadModel(model);
mesh = GenMeshPoints(numPoints);
model = LoadModelFromMesh(mesh);
numPointsChanged = false;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Black);
BeginMode3D(camera);
// The new method only uploads the points once to the GPU
if (useDrawModelPoints)
{
DrawModelPoints(model, position, 1.0f, Color.White);
}
else
{
// The old method must continually draw the "points" (lines)
for (var i = 0; i < numPoints; i++)
{
Vector3 pos = new(
mesh.Vertices[i * 3 + 0],
mesh.Vertices[i * 3 + 1],
mesh.Vertices[i * 3 + 2]
);
Color color = new(
mesh.Colors[i * 4 + 0],
mesh.Colors[i * 4 + 1],
mesh.Colors[i * 4 + 2],
mesh.Colors[i * 4 + 3]
);
DrawPoint3D(pos, color);
}
}
// Draw a unit sphere for reference
DrawSphereWires(position, 1.0f, 10, 10, Color.Yellow);
EndMode3D();
// Draw UI text
DrawText($"Point Count: {numPoints}", 10, screenHeight - 50, 40, Color.White);
DrawText("UP - Increase points", 10, 40, 20, Color.White);
DrawText("DOWN - Decrease points", 10, 70, 20, Color.White);
DrawText("SPACE - Drawing function", 10, 100, 20, Color.White);
if (useDrawModelPoints)
{
DrawText("Using: DrawModelPoints()", 10, 130, 20, Color.Green);
}
else
{
DrawText("Using: DrawPoint3D()", 10, 130, 20, Color.Red);
}
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadModel(model);
}
// Generate a spherical point cloud
private static unsafe Mesh GenMeshPoints(int numPoints)
{
Mesh mesh = new(numPoints, 1);
mesh.AllocVertices();
mesh.AllocColors();
// REF: https://en.wikipedia.org/wiki/Spherical_coordinate_system
for (var i = 0; i < numPoints; i++)
{
var theta = MathF.PI * (float)Rand.NextDouble();
var phi = 2.0f * MathF.PI * (float)Rand.NextDouble();
var r = 10.0f * (float)Rand.NextDouble();
mesh.Vertices[i * 3 + 0] = r * MathF.Sin(theta) * MathF.Cos(phi);
mesh.Vertices[i * 3 + 1] = r * MathF.Sin(theta) * MathF.Sin(phi);
mesh.Vertices[i * 3 + 2] = r * MathF.Cos(theta);
var color = ColorFromHSV(r * 360.0f, 1.0f, 1.0f);
mesh.Colors[i * 4 + 0] = color.R;
mesh.Colors[i * 4 + 1] = color.G;
mesh.Colors[i * 4 + 2] = color.B;
mesh.Colors[i * 4 + 3] = color.A;
}
// Upload mesh data from CPU (RAM) to GPU (VRAM) memory
UploadMesh(ref mesh, false);
return mesh;
}
// Draw a model points
// WARNING: OpenGL ES 2.0 does not support point mode drawing
private static void DrawModelPoints(Model model, Vector3 position, float scale, Color tint)
{
Rlgl.EnablePointMode();
Rlgl.DisableBackfaceCulling();
DrawModel(model, position, scale, tint);
Rlgl.EnableBackfaceCulling();
Rlgl.DisablePointMode();
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new PointRendering();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}