; ------------------------------------------------------------
;
; PureBasic - SetMeshData
;
; (c) Fantaisie Software
;
; ------------------------------------------------------------
;
#CameraSpeed = 1
#NbX=30
#NbZ=30
#Camera = 0
#Entity = 0
#Light = 0
#Material = 0
#Mesh = 0
Global.f AngleVague, WaveFrequency, WavePeriodX, WavePeriodZ, WaveAmplitude
WaveFrequency=3 ;=waves/second
WavePeriodX =9 ;=1/Wave length
WavePeriodZ =11 ;=1/Wave length
WaveAmplitude=3
Define.f KeyX, KeyY, MouseX, MouseY
Global Dim MeshData.MeshVertex(0)
Declare UpdateMatrix()
Declare CreateMatrix()
InitEngine3D()
InitSprite()
InitKeyboard()
InitMouse()
ExamineDesktops():dx=DesktopWidth(0)*0.8:dy=DesktopHeight(0)*0.8
OpenWindow(0, 0,0, DesktopUnscaledX(dx),DesktopUnscaledY(dy), " SetMeshData - [Esc] quit",#PB_Window_ScreenCentered)
OpenWindowedScreen(WindowID(0), 0, 0, dx, dy, 0, 0, 0)
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Textures", #PB_3DArchive_FileSystem)
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Packs/skybox.zip", #PB_3DArchive_Zip)
Add3DArchive(#PB_Compiler_Home + "examples/3d/Data/Scripts", #PB_3DArchive_FileSystem)
Parse3DScripts()
;-Material
GetScriptMaterial(#Material, "Scene/GroundBlend")
MaterialCullingMode(#Material, 1)
;-Mesh
CreateMatrix()
;-Camera
CreateCamera(#Camera, 0, 0, 100, 100)
MoveCamera(#Camera, 0, 50, 80, #PB_Absolute)
CameraLookAt(#Camera, 0, 0, 0)
CameraBackColor(#Camera, RGB(90, 0, 0))
;-Light
CreateLight(#Light, RGB(255, 255, 255), 20, 150, 120)
AmbientColor(RGB(90, 90, 90))
;- Skybox
SkyBox("stevecube.jpg")
Repeat
While WindowEvent():Wend
If ExamineKeyboard()
KeyX = (KeyboardPushed(#PB_Key_Right)-KeyboardPushed(#PB_Key_Left))*#CameraSpeed
Keyy = (KeyboardPushed(#PB_Key_Down)-KeyboardPushed(#PB_Key_Up))*#CameraSpeed
EndIf
If ExamineMouse()
MouseX = -(MouseDeltaX()/10)
MouseY = -(MouseDeltaY()/10)
EndIf
MoveCamera (#Camera, KeyX, 0, KeyY)
RotateCamera(#Camera, MouseY, MouseX, 0, #PB_Relative)
; Waves
UpdateMatrix()
AngleVague = AngleVague+WaveFrequency
RenderWorld()
FlipBuffers()
Until KeyboardPushed(#PB_Key_Escape) Or Quit = 1
;-Procedures
Procedure DrawMatrix()
Protected.l a, b, c, Nb
Protected.w P1, P2, P3, P4
For b=0 To #Nbz
For a=0 To #NbX
MeshVertexPosition(a - #NbX/2, 0, b - #Nbz/2)
MeshVertexNormal(0,1,0)
MeshVertexTextureCoordinate(a/#NbX, b/#Nbz)
Next a
Next b
Nb=#NbX+1
For b=0 To #NbZ-1
For a=0 To #NbX-1
P1=a+(b*Nb)
P2=P1+1
P3=a+(b+1)*Nb
P4=P3+1
MeshFace(P3, P2, P1)
MeshFace(P2, P3, P4)
Next
Next
EndProcedure
Procedure CreateMatrix()
CreateMesh(#Mesh)
DrawMatrix()
FinishMesh(#True)
SetMeshMaterial(#Mesh, MaterialID(#Material))
CreateEntity(#Entity, MeshID(#Mesh), #PB_Material_None)
ScaleEntity(#Entity, 2, 2, 2)
GetMeshData(#Mesh,0, MeshData(), #PB_Mesh_Vertex, 0, MeshVertexCount(#Mesh)-1)
EndProcedure
Procedure UpdateMatrix()
Protected.l a, b, c
For b=0 To #Nbz
For a=0 To #NbX
MeshData(c)\y=Sin(Radian((AngleVague+a*WavePeriodX+b*WavePeriodZ)))*WaveAmplitude
c + 1
Next a
Next b
SetMeshData(#Mesh, 0, MeshData(), #PB_Mesh_Vertex, 0, MeshVertexCount(#Mesh)-1)
EndProcedure