diff --git a/assets/cubicmap.png b/assets/cubicmap.png new file mode 100644 index 0000000..392dbf2 Binary files /dev/null and b/assets/cubicmap.png differ diff --git a/assets/cubicmap_atlas.png b/assets/cubicmap_atlas.png new file mode 100644 index 0000000..9fc404a Binary files /dev/null and b/assets/cubicmap_atlas.png differ diff --git a/examples/models_cubicmap.js b/examples/models_cubicmap.js new file mode 100644 index 0000000..3343687 --- /dev/null +++ b/examples/models_cubicmap.js @@ -0,0 +1,86 @@ +/******************************************************************************************* +* +* raylib [models] example - Cubicmap loading and drawing +* +* 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) 2015-2023 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +// Initialization +//-------------------------------------------------------------------------------------- +const screenWidth = 800; +const screenHeight = 450; + +initWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing"); + +// Define the camera to look into our 3d world +const position = new Vector3(16.0, 14.0, 16.0); // Camera position +const target = new Vector3(0.0, 0.0, 0.0); // Camera looking at point +const up = Vector3(0.0, 1.0, 0.0); // Camera up vector (rotation towards target) +const fovy = 45.0; // Camera field-of-view Y +const projection = CAMERA_PERSPECTIVE; // Camera projection type +const camera = new Camera3D(position, target, up, fovy, projection) + +const image = loadImage("assets/cubicmap.png"); // Load cubicmap image (RAM) +const cubicmap = loadTextureFromImage(image); // Convert image to texture to display (VRAM) + +const mesh = genMeshCubicmap(image, new Vector3(1.0, 1.0, 1.0)); +const model = loadModelFromMesh(mesh); + +// NOTE: By default each cube is mapped to one part of texture atlas +const texture = loadTexture("assets/cubicmap_atlas.png"); // Load map texture +//model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture + +const mapPosition = new Vector3(-16.0, 0.0, -8.0); // Set model position + +image = null; // Unload cubesmap image from RAM, already uploaded to VRAM + +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(camera, CAMERA_ORBITAL); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + beginDrawing(); + + clearBackground(RAYWHITE); + + beginMode3D(camera); + + drawModel(model, mapPosition, 1.0, WHITE); + + endMode3D(); + + drawTextureEx(cubicmap, new Vector2(screenWidth - cubicmap.width*4.0 - 20, 20.0), 0.0, 4.0, WHITE); + drawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN); + + drawText("cubicmap image used to", 658, 90, 10, GRAY); + drawText("generate map 3d model", 658, 104, 10, GRAY); + + drawFPS(10, 10); + + endDrawing(); + //---------------------------------------------------------------------------------- +} + +// De-Initialization +//-------------------------------------------------------------------------------------- +cubicmap = null // Unload cubicmap texture +texture = null // Unload map texture +model = null // Unload map model + +closeWindow(); // Close window and OpenGL context +//-------------------------------------------------------------------------------------- +