- /*******************************************************************************************
- *
- * raylib [models] example - Load models vox (MagicaVoxel)
- *
- * Example originally created with raylib 4.0, last time updated with raylib 4.0
- *
- * Example contributed by Johann Nadalutti (@procfxgen) 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) 2021-2024 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include "raymath.h" // Required for: MatrixTranslate()
-
- #define MAX_VOX_FILES 4
-
- #define RLIGHTS_IMPLEMENTATION
- #include "rlights.h"
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- const char* voxFileNames[] = {
- "resources/models/vox/chr_knight.vox",
- "resources/models/vox/chr_sword.vox",
- "resources/models/vox/monu9.vox",
- "resources/models/vox/fez.vox"
- };
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- //--------------------------------------------------------------------------------------
- // Load MagicaVoxel files
- Model models[MAX_VOX_FILES] = { 0 };
-
- for (int i = 0; i < MAX_VOX_FILES; i++)
- {
- // Load VOX file and measure time
- double t0 = GetTime() * 1000.0;
- models[i] = LoadModel(voxFileNames[i]);
- double t1 = GetTime() * 1000.0;
-
- TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
-
- // Compute model translation matrix to center model on draw position (0, 0 , 0)
- BoundingBox bb = GetModelBoundingBox(models[i]);
- Vector3 center = { 0 };
- center.x = bb.min.x + (((bb.max.x - bb.min.x) / 2));
- center.z = bb.min.z + (((bb.max.z - bb.min.z) / 2));
-
- Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
- models[i].transform = matTranslate;
- }
-
- int currentModel = 0;
-
- //--------------------------------------------------------------------------------------
- // Load voxel shader
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
-
- // Get some required shader locations
- shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- // NOTE: "matModel" location name is automatically assigned on shader loading,
- // no need to get the location again if using that uniform name
- //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
-
- // Ambient light level (some basic lighting)
- int ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
-
- // Assign out lighting shader to model
- for (int i = 0; i < MAX_VOX_FILES; i++)
- {
- Model m = models[i];
- for (int j = 0; j < m.materialCount; j++)
- {
- m.materials[j].shader = shader;
- }
- }
-
- // Create lights
- Light lights[MAX_LIGHTS] = { 0 };
- lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader);
- lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader);
- lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader);
- lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader);
-
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
-
- //--------------------------------------------------------------------------------------
- Vector3 modelpos = { 0 };
- Vector3 camerarot = { 0 };
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE))
- {
- const Vector2 mouseDelta = GetMouseDelta();
- camerarot.x = mouseDelta.x * 0.05f;
- camerarot.y = mouseDelta.y * 0.05f;
- }
- else
- {
- camerarot.x = 0;
- camerarot.y = 0;
- }
-
- UpdateCameraPro(&camera,
- (Vector3) {
- (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward
- (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f,
- (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left
- (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f,
- 0.0f // Move up-down
- },
- camerarot,
- GetMouseWheelMove() * -2.0f); // Move to target (zoom)
-
- // Cycle between models on mouse click
- if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
-
- // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
-
- // Update light values (actually, only enable/disable them)
- for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
-
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- // Draw 3D model
- BeginMode3D(camera);
-
- DrawModel(models[currentModel], modelpos, 1.0f, WHITE);
- DrawGrid(10, 1.0);
-
- // Draw spheres to show where the lights are
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
- else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
- }
-
- EndMode3D();
-
- // Display info
- DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f));
- DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f));
- DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
- DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE);
- DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE);
- DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- // Unload models data (GPU VRAM)
- for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
-
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