From cdda4c4182c9ee068567529715e4a5c68a8efb58 Mon Sep 17 00:00:00 2001 From: bonmas14 Date: Sat, 20 Sep 2025 22:28:15 +0300 Subject: Init commit v1.0 --- deps/raylib/examples/models/models_loading_vox.c | 205 +++++++++++++++++++++++ 1 file changed, 205 insertions(+) create mode 100644 deps/raylib/examples/models/models_loading_vox.c (limited to 'deps/raylib/examples/models/models_loading_vox.c') diff --git a/deps/raylib/examples/models/models_loading_vox.c b/deps/raylib/examples/models/models_loading_vox.c new file mode 100644 index 0000000..1a2721a --- /dev/null +++ b/deps/raylib/examples/models/models_loading_vox.c @@ -0,0 +1,205 @@ +/******************************************************************************************* +* +* 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; +} + + -- cgit v1.2.3-70-g09d2