/******************************************************************************************* * * 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) let image = loadImage("resources/cubicmap.png"); // Load cubicmap image (RAM) let 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 let texture = loadTexture("resources/cubicmap_atlas.png"); // Load map texture //model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture const mat = loadMaterialDefault() setMaterialTexture(mat, MATERIAL_MAP_DIFFUSE, texture) setModelMaterial(model,0,mat) const mapPosition = new Vector3(-16.0, 0.0, -8.0); // Set model position unloadImage(image); // 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 //-------------------------------------------------------------------------------------- unloadTexture(cubicmap); unloadTexture(texture); unloadModel(model); closeWindow(); // Close window and OpenGL context //--------------------------------------------------------------------------------------