| 
								
							 | 
							
								/*******************************************************************************************
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   raylib [models] example - Load models vox (MagicaVoxel)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								*   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)
							 | 
						
						
						
							| 
								
							 | 
							
								*
							 | 
						
						
						
							| 
								
							 | 
							
								********************************************************************************************/
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								#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;
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								
							 |