; ------------------------------------------------------------ ; ; 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