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@ -17,117 +17,189 @@ |
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#include "raymath.h" // Required for: MatrixTranslate() |
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#define MAX_VOX_FILES 3 |
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#define MAX_VOX_FILES 4 |
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#define RLIGHTS_IMPLEMENTATION |
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#include "rlights.h" |
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#if defined(PLATFORM_DESKTOP) |
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#define GLSL_VERSION 330 |
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#else // PLATFORM_ANDROID, PLATFORM_WEB |
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#define GLSL_VERSION 100 |
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#endif |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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const char *voxFileNames[] = { |
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"resources/models/vox/chr_knight.vox", |
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"resources/models/vox/chr_sword.vox", |
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"resources/models/vox/monu9.vox" |
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}; |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading"); |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
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// Load MagicaVoxel files |
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Model models[MAX_VOX_FILES] = { 0 }; |
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for (int i = 0; i < MAX_VOX_FILES; i++) |
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{ |
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// Load VOX file and measure time |
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double t0 = GetTime()*1000.0; |
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models[i] = LoadModel(voxFileNames[i]); |
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double t1 = GetTime()*1000.0; |
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TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0)); |
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// Compute model translation matrix to center model on draw position (0, 0 , 0) |
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BoundingBox bb = GetModelBoundingBox(models[i]); |
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Vector3 center = { 0 }; |
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center.x = bb.min.x + (((bb.max.x - bb.min.x)/2)); |
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center.z = bb.min.z + (((bb.max.z - bb.min.z)/2)); |
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Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z); |
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models[i].transform = matTranslate; |
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} |
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int currentModel = 0; |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera, CAMERA_ORBITAL); |
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// Cycle between models on mouse click |
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES; |
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// Cycle between models on key pressed |
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if (IsKeyPressed(KEY_RIGHT)) |
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{ |
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currentModel++; |
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if (currentModel >= MAX_VOX_FILES) currentModel = 0; |
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} |
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else if (IsKeyPressed(KEY_LEFT)) |
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{ |
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currentModel--; |
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if (currentModel < 0) currentModel = MAX_VOX_FILES - 1; |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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// Draw 3D model |
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BeginMode3D(camera); |
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DrawModel(models[currentModel], (Vector3){ 0, 0, 0 }, 1.0f, WHITE); |
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DrawGrid(10, 1.0); |
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EndMode3D(); |
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// Display info |
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DrawRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f)); |
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DrawRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f)); |
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DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE); |
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DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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// Unload models data (GPU VRAM) |
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for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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const char* voxFileNames[] = { |
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"resources/models/vox/chr_knight.vox", |
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"resources/models/vox/chr_sword.vox", |
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"resources/models/vox/monu9.vox", |
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"resources/models/vox/fez.vox" |
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}; |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading"); |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
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//-------------------------------------------------------------------------------------- |
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// Load MagicaVoxel files |
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Model models[MAX_VOX_FILES] = { 0 }; |
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for (int i = 0; i < MAX_VOX_FILES; i++) |
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{ |
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// Load VOX file and measure time |
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double t0 = GetTime() * 1000.0; |
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models[i] = LoadModel(voxFileNames[i]); |
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double t1 = GetTime() * 1000.0; |
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TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0)); |
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// Compute model translation matrix to center model on draw position (0, 0 , 0) |
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BoundingBox bb = GetModelBoundingBox(models[i]); |
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Vector3 center = { 0 }; |
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center.x = bb.min.x + (((bb.max.x - bb.min.x) / 2)); |
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center.z = bb.min.z + (((bb.max.z - bb.min.z) / 2)); |
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Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z); |
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models[i].transform = matTranslate; |
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} |
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int currentModel = 0; |
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//-------------------------------------------------------------------------------------- |
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// Load voxel shader |
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION)); |
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// Get some required shader locations |
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); |
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// NOTE: "matModel" location name is automatically assigned on shader loading, |
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// no need to get the location again if using that uniform name |
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//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); |
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// Ambient light level (some basic lighting) |
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int ambientLoc = GetShaderLocation(shader, "ambient"); |
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SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4); |
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// Assign out lighting shader to model |
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for (int i = 0; i < MAX_VOX_FILES; i++) |
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{ |
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Model m = models[i]; |
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for (int j = 0; j < m.materialCount; j++) |
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{ |
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m.materials[j].shader = shader; |
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} |
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} |
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// Create lights |
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Light lights[MAX_LIGHTS] = { 0 }; |
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lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader); |
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lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader); |
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lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader); |
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lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader); |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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Vector3 modelpos = { 0 }; |
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Vector3 camerarot = { 0 }; |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) |
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{ |
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const Vector2 mouseDelta = GetMouseDelta(); |
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camerarot.x = mouseDelta.x * 0.05f; |
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camerarot.y = mouseDelta.y * 0.05f; |
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} |
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else |
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{ |
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camerarot.x = 0; |
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camerarot.y = 0; |
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} |
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UpdateCameraPro(&camera, |
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(Vector3) { |
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward |
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f, |
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left |
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f, |
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0.0f // Move up-down |
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}, |
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camerarot, |
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GetMouseWheelMove() * -2.0f); // Move to target (zoom) |
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// Cycle between models on mouse click |
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES; |
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) |
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; |
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); |
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// Update light values (actually, only enable/disable them) |
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for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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// Draw 3D model |
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BeginMode3D(camera); |
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DrawModel(models[currentModel], modelpos, 1.0f, WHITE); |
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DrawGrid(10, 1.0); |
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// Draw spheres to show where the lights are |
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for (int i = 0; i < MAX_LIGHTS; i++) |
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{ |
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color); |
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f)); |
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} |
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EndMode3D(); |
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// Display info |
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DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f)); |
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DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f)); |
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DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE); |
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DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE); |
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DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE); |
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DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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// Unload models data (GPU VRAM) |
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for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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