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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/models/models_loading_vox.c
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+/*******************************************************************************************
+*
+* raylib [models] example - Load models vox (MagicaVoxel)
+*
+* 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) 2021-2024 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;
+}
+
+