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@@ -35,122 +35,122 @@
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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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-
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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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-
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- InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
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-
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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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-
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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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-
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- TraceLog(LOG_INFO, TextFormat("[%s] Model file loaded in %.3f ms", voxFileNames[i], t1 - t0));
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-
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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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-
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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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-
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- int currentModel = 0;
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- Vector3 modelpos = { 0 };
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- Vector3 camerarot = { 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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-
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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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-
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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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-
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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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- for (int j = 0; j < models[i].materialCount; j++) models[i].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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-
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- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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- //--------------------------------------------------------------------------------------
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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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- 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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-
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- UpdateCameraPro(&camera,
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- (Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
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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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+
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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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+
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+ InitWindow(screenWidth, screenHeight, "raylib [models] example - loading vox");
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+
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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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+
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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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+
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+ TraceLog(LOG_INFO, TextFormat("[%s] Model file loaded in %.3f ms", voxFileNames[i], t1 - t0));
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+
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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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+
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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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+
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+ int currentModel = 0;
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+ Vector3 modelpos = { 0 };
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+ Vector3 camerarot = { 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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+
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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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+
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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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+
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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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+ for (int j = 0; j < models[i].materialCount; j++) models[i].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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+
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+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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+ //--------------------------------------------------------------------------------------
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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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+ 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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+
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+ UpdateCameraPro(&camera,
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+ (Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, // Move right-left
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0.0f }, // Move up-down
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- camerarot, // Camera rotation
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- GetMouseWheelMove()*-2.0f); // Move to target (zoom)
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+ camerarot, // Camera rotation
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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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+ // 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 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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-
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- // Draw
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- //----------------------------------------------------------------------------------
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- BeginDrawing();
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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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+
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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ClearBackground(RAYWHITE);
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@@ -175,17 +175,17 @@ int main(void)
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DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, BLUE);
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DrawText(TextFormat("Model 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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+ 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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+ // 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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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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- return 0;
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+ return 0;
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}
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