Browse Source

Reviewed models and examples

pull/565/head
Ray 6 years ago
parent
commit
a1d9c33995
29 changed files with 42 additions and 493 deletions
  1. +12
    -7
      examples/models/models_mesh_picking.c
  2. BIN
      examples/models/models_mesh_picking.png
  3. +5
    -5
      examples/models/models_obj_loading.c
  4. +0
    -0
      examples/models/resources/models/bridge.obj
  5. +0
    -0
      examples/models/resources/models/bridge_diffuse.png
  6. +0
    -0
      examples/models/resources/models/castle.obj
  7. +0
    -0
      examples/models/resources/models/castle_diffuse.png
  8. +0
    -0
      examples/models/resources/models/house.obj
  9. +0
    -0
      examples/models/resources/models/house_diffuse.png
  10. +0
    -0
      examples/models/resources/models/market.obj
  11. +0
    -0
      examples/models/resources/models/market_diffuse.png
  12. +0
    -0
      examples/models/resources/models/turret.obj
  13. +0
    -0
      examples/models/resources/models/turret_diffuse.png
  14. +0
    -0
      examples/models/resources/models/well.obj
  15. +0
    -0
      examples/models/resources/models/well_diffuse.png
  16. +0
    -456
      examples/models/resources/tower.obj
  17. BIN
      examples/models/resources/tower.png
  18. +0
    -0
      examples/shaders/resources/models/barracks.obj
  19. +0
    -0
      examples/shaders/resources/models/barracks_diffuse.png
  20. +0
    -0
      examples/shaders/resources/models/church.obj
  21. +0
    -0
      examples/shaders/resources/models/church_diffuse.png
  22. +0
    -0
      examples/shaders/resources/models/watermill.obj
  23. +0
    -0
      examples/shaders/resources/models/watermill_diffuse.png
  24. +8
    -8
      examples/shaders/shaders_custom_uniform.c
  25. BIN
      examples/shaders/shaders_custom_uniform.png
  26. +9
    -9
      examples/shaders/shaders_model_shader.c
  27. BIN
      examples/shaders/shaders_model_shader.png
  28. +8
    -8
      examples/shaders/shaders_postprocessing.c
  29. BIN
      examples/shaders/shaders_postprocessing.png

+ 12
- 7
examples/models/models_mesh_picking.c View File

@ -26,17 +26,17 @@ int main()
// Define the camera to look into our 3d world
Camera camera;
camera.position = (Vector3){ 10.0f, 8.0f, 10.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 2.3f, 0.0f }; // Camera looking at point
camera.position = (Vector3){ 20.0f, 20.0f, 20.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Ray ray; // Picking ray
Model tower = LoadModel("resources/tower.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/tower.png"); // Load model texture
tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
@ -103,6 +103,7 @@ int main()
hitMeshBBox = true;
// Check ray collision against model
// NOTE: It considers model.transform matrix!
meshHitInfo = GetCollisionRayModel(ray, &tower);
if ((meshHitInfo.hit) && (meshHitInfo.distance < nearestHit.distance))
@ -124,7 +125,9 @@ int main()
BeginMode3D(camera);
// Draw the tower
DrawModel(tower, towerPos, 1.0, WHITE);
// WARNING: If scale is different than 1.0f,
// not considered by GetCollisionRayModel()
DrawModel(tower, towerPos, 1.0f, WHITE);
// Draw the test triangle
DrawLine3D(ta, tb, PURPLE);
@ -150,7 +153,7 @@ int main()
DrawRay(ray, MAROON);
DrawGrid(100, 1.0f);
DrawGrid(10, 10.0f);
EndMode3D();
@ -177,6 +180,8 @@ int main()
}
DrawText("Use Mouse to Move Camera", 10, 430, 10, GRAY);
DrawText("(c) Turret 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);

BIN
examples/models/models_mesh_picking.png View File

Before After
Width: 800  |  Height: 450  |  Size: 96 KiB Width: 800  |  Height: 450  |  Size: 136 KiB

+ 5
- 5
examples/models/models_obj_loading.c View File

@ -28,9 +28,9 @@ int main()
camera.fovy = 45.0f; // Camera field-of-view Y
camera.type = CAMERA_PERSPECTIVE; // Camera mode type
Model dwarf = LoadModel("resources/medieval/castle.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/medieval/castle_diffuse.png"); // Load model texture
dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Model model = LoadModel("resources/models/castle.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
model.material.maps[MAP_DIFFUSE].texture = texture; // Set map diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -52,7 +52,7 @@ int main()
BeginMode3D(camera);
DrawModel(dwarf, position, 0.2f, WHITE); // Draw 3d model with texture
DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
@ -71,7 +71,7 @@ int main()
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

examples/models/resources/medieval/bridge.obj → examples/models/resources/models/bridge.obj View File


examples/models/resources/medieval/bridge_diffuse.png → examples/models/resources/models/bridge_diffuse.png View File


examples/models/resources/medieval/castle.obj → examples/models/resources/models/castle.obj View File


examples/models/resources/medieval/castle_diffuse.png → examples/models/resources/models/castle_diffuse.png View File


examples/models/resources/medieval/house.obj → examples/models/resources/models/house.obj View File


examples/models/resources/medieval/house_diffuse.png → examples/models/resources/models/house_diffuse.png View File


examples/models/resources/medieval/market.obj → examples/models/resources/models/market.obj View File


examples/models/resources/medieval/market_diffuse.png → examples/models/resources/models/market_diffuse.png View File


examples/models/resources/medieval/turret.obj → examples/models/resources/models/turret.obj View File


examples/models/resources/medieval/turret_diffuse.png → examples/models/resources/models/turret_diffuse.png View File


examples/models/resources/medieval/well.obj → examples/models/resources/models/well.obj View File


examples/models/resources/medieval/well_diffuse.png → examples/models/resources/models/well_diffuse.png View File


+ 0
- 456
examples/models/resources/tower.obj View File

@ -1,456 +0,0 @@
# Blender v2.78 (sub 0) OBJ File: 'lowpoly-tower.blend'
# www.blender.org
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examples/models/resources/tower.png View File

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Width: 128  |  Height: 128  |  Size: 24 KiB

examples/models/resources/medieval/barracks.obj → examples/shaders/resources/models/barracks.obj View File


examples/models/resources/medieval/barracks_diffuse.png → examples/shaders/resources/models/barracks_diffuse.png View File


examples/models/resources/medieval/church.obj → examples/shaders/resources/models/church.obj View File


examples/models/resources/medieval/church_diffuse.png → examples/shaders/resources/models/church_diffuse.png View File


examples/models/resources/medieval/watermill.obj → examples/shaders/resources/models/watermill.obj View File


examples/models/resources/medieval/watermill_diffuse.png → examples/shaders/resources/models/watermill_diffuse.png View File


+ 8
- 8
examples/shaders/shaders_custom_uniform.c View File

@ -31,15 +31,15 @@ int main()
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
model.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
@ -87,7 +87,7 @@ int main()
BeginMode3D(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
@ -104,8 +104,8 @@ int main()
EndShaderMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
@ -116,7 +116,7 @@ int main()
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context

BIN
examples/shaders/shaders_custom_uniform.png View File

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+ 9
- 9
examples/shaders/shaders_model_shader.c View File

@ -31,19 +31,19 @@ int main()
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 3.0f, 3.0f, 3.0f };
camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
dwarf.material.shader = shader; // Set shader effect to 3d model
dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
model.material.shader = shader; // Set shader effect to 3d model
model.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
@ -68,13 +68,13 @@ int main()
BeginMode3D(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
@ -89,7 +89,7 @@ int main()
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------

BIN
examples/shaders/shaders_model_shader.png View File

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+ 8
- 8
examples/shaders/shaders_postprocessing.c View File

@ -70,13 +70,13 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
// Define the camera to look into our 3d world
Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture (diffuse map)
dwarf.material.maps[MAP_DIFFUSE].texture = texture; // Set dwarf model diffuse texture
Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
model.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
// Load all postpro shaders
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
@ -132,7 +132,7 @@ int main()
BeginMode3D(camera);
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
@ -150,7 +150,7 @@ int main()
DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, DARKGRAY);
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
@ -169,7 +169,7 @@ int main()
for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
UnloadTexture(texture); // Unload texture
UnloadModel(dwarf); // Unload model
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
CloseWindow(); // Close window and OpenGL context

BIN
examples/shaders/shaders_postprocessing.png View File

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Width: 800  |  Height: 450  |  Size: 189 KiB Width: 800  |  Height: 450  |  Size: 139 KiB

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