|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [models] example - loading vox | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★☆☆☆] 1/4 | 
						
						
							|  | * | 
						
						
							|  | *   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) 2021-2025 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  | 	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" | 
						
						
							|  | 	}; | 
						
						
							|  | 
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							|  | 	InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox"); | 
						
						
							|  | 
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							|  | 	// 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 }; | 
						
						
							|  | 
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							|  | 	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; | 
						
						
							|  | 
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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) | 
						
						
							|  | 		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)); | 
						
						
							|  | 
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							|  | 		Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z); | 
						
						
							|  | 		models[i].transform = matTranslate; | 
						
						
							|  | 	} | 
						
						
							|  | 
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							|  | 	int currentModel = 0; | 
						
						
							|  | 
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							|  | 	// 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)); | 
						
						
							|  | 
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							|  | 	// 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); | 
						
						
							|  | 
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							|  | 	// 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; | 
						
						
							|  | 		} | 
						
						
							|  | 	} | 
						
						
							|  | 
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							|  | 	// 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); | 
						
						
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							|  | 	SetTargetFPS(60);               // Set our game to run at 60 frames-per-second | 
						
						
							|  |  | 
						
						
							|  | 	//-------------------------------------------------------------------------------------- | 
						
						
							|  | 	Vector3 modelpos = { 0 }; | 
						
						
							|  | 	Vector3 camerarot = { 0 }; | 
						
						
							|  | 
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							|  | 	// 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; | 
						
						
							|  | 		} | 
						
						
							|  | 
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							|  | 		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; | 
						
						
							|  | 
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							|  | 		// 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); | 
						
						
							|  | 
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							|  | 		// Update light values (actually, only enable/disable them) | 
						
						
							|  | 		for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]); | 
						
						
							|  | 
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							|  | 		//---------------------------------------------------------------------------------- | 
						
						
							|  | 		// Draw | 
						
						
							|  | 		//---------------------------------------------------------------------------------- | 
						
						
							|  | 		BeginDrawing(); | 
						
						
							|  | 
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							|  | 		ClearBackground(RAYWHITE); | 
						
						
							|  | 
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							|  | 		// Draw 3D model | 
						
						
							|  | 		BeginMode3D(camera); | 
						
						
							|  | 
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							|  | 		DrawModel(models[currentModel], modelpos, 1.0f, WHITE); | 
						
						
							|  | 		DrawGrid(10, 1.0); | 
						
						
							|  | 
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							|  | 		// 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)); | 
						
						
							|  | 		} | 
						
						
							|  | 
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							|  | 		EndMode3D(); | 
						
						
							|  | 
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							|  | 		// 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); | 
						
						
							|  | 
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							|  | 		EndDrawing(); | 
						
						
							|  | 		//---------------------------------------------------------------------------------- | 
						
						
							|  | 	} | 
						
						
							|  | 
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							|  | 	// De-Initialization | 
						
						
							|  | 	//-------------------------------------------------------------------------------------- | 
						
						
							|  | 	// Unload models data (GPU VRAM) | 
						
						
							|  | 	for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]); | 
						
						
							|  | 
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							|  | 	CloseWindow();          // Close window and OpenGL context | 
						
						
							|  | 	//-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  | 	return 0; | 
						
						
							|  | } | 
						
						
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