adhere to conventions for example

This commit is contained in:
Reese Gallagher 2024-08-04 19:05:22 -04:00
parent 6d6b751a95
commit d87d27bc15

View File

@ -1,47 +1,40 @@
/*******************************************************************************************
*
* raylib example - point rendering
*
* 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 Reese Gallagher (@satchelfrost)
*
********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include <stdlib.h> #include <stdlib.h> // Required for: rand()
#include <stdio.h> #include <math.h> // Required for: cos(), sin()
#include <math.h>
#define MAX_POINTS 10000000 #define MAX_POINTS 10000000 // 1 million
#define MIN_POINTS 1000 #define MIN_POINTS 1000 // 1 thousand
float randFloat() static float RandFloat();
{ static Mesh GenPoints(int numPoints);
return (float)rand() / RAND_MAX;
}
static Mesh GenMeshCustom(int numPoints)
{
Mesh mesh = {
.triangleCount = 1,
.vertexCount = numPoints,
.vertices = (float *)MemAlloc(numPoints * 3 * sizeof(float)),
.colors = (unsigned char*)MemAlloc(numPoints * 4 * sizeof(unsigned char)),
};
// https://en.wikipedia.org/wiki/Spherical_coordinate_system
for (int i = 0; i < numPoints; i++) {
float theta = PI * randFloat();
float phi = 2 * PI * randFloat();
float r = 10.0f * randFloat();
mesh.vertices[i * 3 + 0] = r * sin(theta) * cos(phi);
mesh.vertices[i * 3 + 1] = r * sin(theta) * sin(phi);
mesh.vertices[i * 3 + 2] = r * cos(theta);
Color 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(&mesh, false);
return mesh;
}
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main() int main()
{ {
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - point rendering");
SetTargetFPS(60);
Camera camera = { Camera camera = {
.position = {3.0f, 3.0f, 3.0f}, .position = {3.0f, 3.0f, 3.0f},
.target = {0.0f, 0.0f, 0.0f}, .target = {0.0f, 0.0f, 0.0f},
@ -50,50 +43,59 @@ int main()
.projection = CAMERA_PERSPECTIVE, .projection = CAMERA_PERSPECTIVE,
}; };
InitWindow(800, 600, "Point Rendering");
Vector3 position = {0.0f, 0.0f, 0.0f}; Vector3 position = {0.0f, 0.0f, 0.0f};
bool newMethod = true; bool useDrawModelPoints = true;
bool numPointsChanged = false; bool numPointsChanged = false;
int numPoints = 1000; int numPoints = 1000;
Mesh mesh = GenMeshCustom(numPoints); Mesh mesh = GenPoints(numPoints);
Model model = LoadModelFromMesh(mesh); Model model = LoadModelFromMesh(mesh);
//--------------------------------------------------------------------------------------
SetTargetFPS(60); // Main game loop
while(!WindowShouldClose()) { while(!WindowShouldClose()) {
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_ORBITAL); UpdateCamera(&camera, CAMERA_ORBITAL);
if (IsKeyPressed(KEY_SPACE)) newMethod = !newMethod; if (IsKeyPressed(KEY_SPACE)) useDrawModelPoints = !useDrawModelPoints;
if (IsKeyPressed(KEY_UP)) { if (IsKeyPressed(KEY_UP))
{
numPoints = (numPoints * 10 > MAX_POINTS) ? MAX_POINTS : numPoints * 10; numPoints = (numPoints * 10 > MAX_POINTS) ? MAX_POINTS : numPoints * 10;
numPointsChanged = true; numPointsChanged = true;
TraceLog(LOG_INFO, "num points %d", numPoints); TraceLog(LOG_INFO, "num points %d", numPoints);
} }
if (IsKeyPressed(KEY_DOWN)) { if (IsKeyPressed(KEY_DOWN))
{
numPoints = (numPoints / 10 < MIN_POINTS) ? MIN_POINTS : numPoints / 10; numPoints = (numPoints / 10 < MIN_POINTS) ? MIN_POINTS : numPoints / 10;
numPointsChanged = true; numPointsChanged = true;
TraceLog(LOG_INFO, "num points %d", numPoints); TraceLog(LOG_INFO, "num points %d", numPoints);
} }
/* re-upload a different point cloud size */ // re-upload a different point cloud size
if (numPointsChanged) { if (numPointsChanged)
{
UnloadModel(model); UnloadModel(model);
mesh = GenMeshCustom(numPoints); mesh = GenPoints(numPoints);
model = LoadModelFromMesh(mesh); model = LoadModelFromMesh(mesh);
numPointsChanged = false; numPointsChanged = false;
} }
// Draw
//----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
BeginMode3D(camera); BeginMode3D(camera);
/* The new method only uploads the points once to the GPU */ // The new method only uploads the points once to the GPU
if (newMethod) { if (useDrawModelPoints)
{
DrawModelPoints(model, position, 1.0f, WHITE); DrawModelPoints(model, position, 1.0f, WHITE);
} else { }
/* The old method must continually draw the "points" (lines) */ else
for (int i = 0; i < numPoints; i++) { {
// The old method must continually draw the "points" (lines)
for (int i = 0; i < numPoints; i++)
{
Vector3 pos = { Vector3 pos = {
.x = mesh.vertices[i * 3 + 0], .x = mesh.vertices[i * 3 + 0],
.y = mesh.vertices[i * 3 + 1], .y = mesh.vertices[i * 3 + 1],
@ -109,28 +111,67 @@ int main()
} }
} }
// Draw a unit sphere for reference
DrawSphereWires(position, 1.0f, 10, 10, YELLOW); DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
EndMode3D(); EndMode3D();
/* Text formatting */ // Text formatting
Color color = WHITE; Color color = WHITE;
int fps = GetFPS(); int fps = GetFPS();
if ((fps < 30) && (fps >= 15)) color = ORANGE; if ((fps < 30) && (fps >= 15)) color = ORANGE;
else if (fps < 15) color = RED; else if (fps < 15) color = RED;
DrawText(TextFormat("%2i FPS", fps), 20, 20, 40, color); DrawText(TextFormat("%2i FPS", fps), 20, 20, 40, color);
DrawText(TextFormat("Point Count %d", numPoints), 20, 550, 40, WHITE); DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE);
DrawText("Up - increase points", 20, 70, 20, WHITE); DrawText("Up - increase points", 20, 70, 20, WHITE);
DrawText("Down - decrease points", 20, 100, 20, WHITE); DrawText("Down - decrease points", 20, 100, 20, WHITE);
DrawText("Space - draw mode", 20, 130, 20, WHITE); DrawText("Space - drawing function", 20, 130, 20, WHITE);
if (newMethod) { if (useDrawModelPoints) DrawText("DrawModelPoints()", 20, 160, 20, GREEN);
DrawText("DrawModelPoints", 20, 160, 20, GREEN); else DrawText("DrawPoint3D()", 20, 160, 20, RED);
} else {
DrawText("DrawPoint3D", 20, 160, 20, RED);
}
EndDrawing(); EndDrawing();
//----------------------------------------------------------------------------------
} }
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model); UnloadModel(model);
CloseWindow(); CloseWindow();
//--------------------------------------------------------------------------------------
return 0; return 0;
} }
// Random float between 0 and 1
float RandFloat()
{
return (float)rand() / RAND_MAX;
}
// Generate a spherical point cloud
Mesh GenPoints(int numPoints)
{
Mesh mesh = {
.triangleCount = 1,
.vertexCount = numPoints,
.vertices = (float *)MemAlloc(numPoints * 3 * sizeof(float)),
.colors = (unsigned char*)MemAlloc(numPoints * 4 * sizeof(unsigned char)),
};
// https://en.wikipedia.org/wiki/Spherical_coordinate_system
for (int i = 0; i < numPoints; i++)
{
float theta = PI * RandFloat();
float phi = 2 * PI * RandFloat();
float r = 10.0f * RandFloat();
mesh.vertices[i * 3 + 0] = r * sin(theta) * cos(phi);
mesh.vertices[i * 3 + 1] = r * sin(theta) * sin(phi);
mesh.vertices[i * 3 + 2] = r * cos(theta);
Color 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(&mesh, false);
return mesh;
}