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raylib-cs/Examples/Models/CubicmapDemo.cs
2026-07-07 23:29:25 +02:00

145 lines
5 KiB
C#

/*******************************************************************************************
*
* 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;
}
}