rayjs/examples/js_mesh_generation.js

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// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
const screenHeight = 450;
initWindow(screenWidth, screenHeight, "raylib [core] example - javascript mesh generation");
const mesh = new Mesh()
mesh.vertexCount = 3
mesh.triangleCount = 1
const v1 = new Vector3(screenWidth/2, 0, 0)
const v2 = new Vector3(0, screenHeight, 0 )
const v3 = new Vector3(screenWidth, screenHeight, 0)
mesh.indices = new Uint16Array([0,1,2]).buffer
mesh.vertices = new Float32Array([
v1.x, v1.y, v1.z,
v2.x, v2.y, v2.z,
v3.x, v3.y, v3.z
]).buffer
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uploadMesh(mesh, false) // If your forget to upload to GPU, drawMesh will segfault
const material = loadMaterialDefault()
const matrix = matrixIdentity()
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
//----------------------------------------------------------------------------------
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
beginDrawing();
clearBackground(RAYWHITE);
drawMesh(mesh, material, matrix)
drawText("Mesh created from Javascript ArrayBuffers", 190, 200, 20, LIGHTGRAY);
endDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
unloadMaterial(material)
unloadMesh(mesh)
closeWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------