feat: vox_loader normals and new voxels shader (#3843)
This commit is contained in:
parent
077ab6d56b
commit
53221eb799
@ -17,117 +17,189 @@
|
||||
|
||||
#include "raymath.h" // Required for: MatrixTranslate()
|
||||
|
||||
#define MAX_VOX_FILES 3
|
||||
#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;
|
||||
// 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"
|
||||
};
|
||||
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");
|
||||
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
|
||||
// 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 };
|
||||
//--------------------------------------------------------------------------------------
|
||||
// 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;
|
||||
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));
|
||||
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));
|
||||
// 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;
|
||||
}
|
||||
Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
|
||||
models[i].transform = matTranslate;
|
||||
}
|
||||
|
||||
int currentModel = 0;
|
||||
int currentModel = 0;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
//--------------------------------------------------------------------------------------
|
||||
// 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));
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CAMERA_ORBITAL);
|
||||
// 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");
|
||||
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
|
||||
// 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);
|
||||
|
||||
// Cycle between models on key pressed
|
||||
if (IsKeyPressed(KEY_RIGHT))
|
||||
{
|
||||
currentModel++;
|
||||
if (currentModel >= MAX_VOX_FILES) currentModel = 0;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_LEFT))
|
||||
{
|
||||
currentModel--;
|
||||
if (currentModel < 0) currentModel = MAX_VOX_FILES - 1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
// 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);
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw 3D model
|
||||
BeginMode3D(camera);
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
DrawModel(models[currentModel], (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
|
||||
DrawGrid(10, 1.0);
|
||||
//--------------------------------------------------------------------------------------
|
||||
Vector3 modelpos = { 0 };
|
||||
Vector3 camerarot = { 0 };
|
||||
|
||||
EndMode3D();
|
||||
// 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;
|
||||
}
|
||||
|
||||
// Display info
|
||||
DrawRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f));
|
||||
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
|
||||
DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
|
||||
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)
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Unload models data (GPU VRAM)
|
||||
for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
|
||||
// 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);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Update light values (actually, only enable/disable them)
|
||||
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
|
||||
|
||||
return 0;
|
||||
//----------------------------------------------------------------------------------
|
||||
// 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;
|
||||
}
|
||||
|
||||
|
||||
|
BIN
examples/models/resources/models/vox/fez.vox
Normal file
BIN
examples/models/resources/models/vox/fez.vox
Normal file
Binary file not shown.
76
examples/models/resources/shaders/glsl330/voxel_lighting.fs
Normal file
76
examples/models/resources/shaders/glsl330/voxel_lighting.fs
Normal file
@ -0,0 +1,76 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
//in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
in vec3 fragNormal;
|
||||
|
||||
// Input uniform values
|
||||
//uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
// Input lighting values
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
uniform vec4 ambient;
|
||||
uniform vec3 viewPos;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Texel color fetching from texture sampler
|
||||
//vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
vec3 lightDot = vec3(0.0);
|
||||
vec3 normal = normalize(fragNormal);
|
||||
vec3 viewD = normalize(viewPos - fragPosition);
|
||||
vec3 specular = vec3(0.0);
|
||||
|
||||
// NOTE: Implement here your fragment shader code
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
vec3 light = vec3(0.0);
|
||||
|
||||
if (lights[i].type == LIGHT_DIRECTIONAL)
|
||||
{
|
||||
light = -normalize(lights[i].target - lights[i].position);
|
||||
}
|
||||
|
||||
if (lights[i].type == LIGHT_POINT)
|
||||
{
|
||||
light = normalize(lights[i].position - fragPosition);
|
||||
}
|
||||
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
lightDot += lights[i].color.rgb*NdotL;
|
||||
|
||||
float specCo = 0.0;
|
||||
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
|
||||
specular += specCo;
|
||||
}
|
||||
}
|
||||
|
||||
finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
|
||||
finalColor += fragColor*(ambient/10.0)*colDiffuse;
|
||||
|
||||
// Gamma correction
|
||||
finalColor = pow(finalColor, vec4(1.0/2.2));
|
||||
}
|
32
examples/models/resources/shaders/glsl330/voxel_lighting.vs
Normal file
32
examples/models/resources/shaders/glsl330/voxel_lighting.vs
Normal file
@ -0,0 +1,32 @@
|
||||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
//in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
uniform mat4 matNormal;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
//out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
//fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
170
examples/models/rlights.h
Normal file
170
examples/models/rlights.h
Normal file
@ -0,0 +1,170 @@
|
||||
/**********************************************************************************************
|
||||
*
|
||||
* raylib.lights - Some useful functions to deal with lights data
|
||||
*
|
||||
* CONFIGURATION:
|
||||
*
|
||||
* #define RLIGHTS_IMPLEMENTATION
|
||||
* Generates the implementation of the library into the included file.
|
||||
* If not defined, the library is in header only mode and can be included in other headers
|
||||
* or source files without problems. But only ONE file should hold the implementation.
|
||||
*
|
||||
* LICENSE: zlib/libpng
|
||||
*
|
||||
* Copyright (c) 2017-2024 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* This software is provided "as-is", without any express or implied warranty. In no event
|
||||
* will the authors be held liable for any damages arising from the use of this software.
|
||||
*
|
||||
* Permission is granted to anyone to use this software for any purpose, including commercial
|
||||
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
|
||||
*
|
||||
* 1. The origin of this software must not be misrepresented; you must not claim that you
|
||||
* wrote the original software. If you use this software in a product, an acknowledgment
|
||||
* in the product documentation would be appreciated but is not required.
|
||||
*
|
||||
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
|
||||
* as being the original software.
|
||||
*
|
||||
* 3. This notice may not be removed or altered from any source distribution.
|
||||
*
|
||||
**********************************************************************************************/
|
||||
|
||||
#ifndef RLIGHTS_H
|
||||
#define RLIGHTS_H
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Light data
|
||||
typedef struct {
|
||||
int type;
|
||||
bool enabled;
|
||||
Vector3 position;
|
||||
Vector3 target;
|
||||
Color color;
|
||||
float attenuation;
|
||||
|
||||
// Shader locations
|
||||
int enabledLoc;
|
||||
int typeLoc;
|
||||
int positionLoc;
|
||||
int targetLoc;
|
||||
int colorLoc;
|
||||
int attenuationLoc;
|
||||
} Light;
|
||||
|
||||
// Light type
|
||||
typedef enum {
|
||||
LIGHT_DIRECTIONAL = 0,
|
||||
LIGHT_POINT
|
||||
} LightType;
|
||||
|
||||
#ifdef __cplusplus
|
||||
extern "C" { // Prevents name mangling of functions
|
||||
#endif
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
|
||||
void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
|
||||
|
||||
#ifdef __cplusplus
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // RLIGHTS_H
|
||||
|
||||
|
||||
/***********************************************************************************
|
||||
*
|
||||
* RLIGHTS IMPLEMENTATION
|
||||
*
|
||||
************************************************************************************/
|
||||
|
||||
#if defined(RLIGHTS_IMPLEMENTATION)
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
static int lightsCount = 0; // Current amount of created lights
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module specific Functions Declaration
|
||||
//----------------------------------------------------------------------------------
|
||||
// ...
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Create a light and get shader locations
|
||||
Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
|
||||
{
|
||||
Light light = { 0 };
|
||||
|
||||
if (lightsCount < MAX_LIGHTS)
|
||||
{
|
||||
light.enabled = true;
|
||||
light.type = type;
|
||||
light.position = position;
|
||||
light.target = target;
|
||||
light.color = color;
|
||||
|
||||
// NOTE: Lighting shader naming must be the provided ones
|
||||
light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
|
||||
light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
|
||||
light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
|
||||
light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
|
||||
light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
|
||||
|
||||
UpdateLightValues(shader, light);
|
||||
|
||||
lightsCount++;
|
||||
}
|
||||
|
||||
return light;
|
||||
}
|
||||
|
||||
// Send light properties to shader
|
||||
// NOTE: Light shader locations should be available
|
||||
void UpdateLightValues(Shader shader, Light light)
|
||||
{
|
||||
// Send to shader light enabled state and type
|
||||
SetShaderValue(shader, light.enabledLoc, &light.enabled, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(shader, light.typeLoc, &light.type, SHADER_UNIFORM_INT);
|
||||
|
||||
// Send to shader light position values
|
||||
float position[3] = { light.position.x, light.position.y, light.position.z };
|
||||
SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light target position values
|
||||
float target[3] = { light.target.x, light.target.y, light.target.z };
|
||||
SetShaderValue(shader, light.targetLoc, target, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Send to shader light color values
|
||||
float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
|
||||
(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
|
||||
SetShaderValue(shader, light.colorLoc, color, SHADER_UNIFORM_VEC4);
|
||||
}
|
||||
|
||||
#endif // RLIGHTS_IMPLEMENTATION
|
17
src/external/vox_loader.h
vendored
17
src/external/vox_loader.h
vendored
@ -123,6 +123,7 @@ typedef struct {
|
||||
|
||||
// Arrays for mesh build
|
||||
ArrayVector3 vertices;
|
||||
ArrayVector3 normals;
|
||||
ArrayUShort indices;
|
||||
ArrayColor colors;
|
||||
|
||||
@ -292,6 +293,16 @@ const VoxVector3 SolidVertex[] = {
|
||||
{1, 1, 1} //7
|
||||
};
|
||||
|
||||
const VoxVector3 FacesPerSideNormal[] = {
|
||||
{ -1, 0, 0 }, //-X
|
||||
{1, 0, 0 }, //+X
|
||||
{0,-1, 0}, //-Y
|
||||
{0, 1, 0}, //+Y
|
||||
{0, 0, -1}, //-Z
|
||||
{0, 0, 1}, //+Z
|
||||
};
|
||||
|
||||
|
||||
// Allocated VoxArray3D size
|
||||
static void Vox_AllocArray(VoxArray3D* pvoxarray, int _sx, int _sy, int _sz)
|
||||
{
|
||||
@ -508,6 +519,11 @@ static void Vox_Build_Voxel(VoxArray3D* pvoxArray, int x, int y, int z, int matI
|
||||
insertArrayVector3(&pvoxArray->vertices, vertComputed[v2]);
|
||||
insertArrayVector3(&pvoxArray->vertices, vertComputed[v3]);
|
||||
|
||||
insertArrayVector3(&pvoxArray->normals, FacesPerSideNormal[i]);
|
||||
insertArrayVector3(&pvoxArray->normals, FacesPerSideNormal[i]);
|
||||
insertArrayVector3(&pvoxArray->normals, FacesPerSideNormal[i]);
|
||||
insertArrayVector3(&pvoxArray->normals, FacesPerSideNormal[i]);
|
||||
|
||||
VoxColor col = pvoxArray->palette[matID];
|
||||
|
||||
insertArrayColor(&pvoxArray->colors, col);
|
||||
@ -653,6 +669,7 @@ int Vox_LoadFromMemory(unsigned char* pvoxData, unsigned int voxDataSize, VoxArr
|
||||
|
||||
// Init Arrays
|
||||
initArrayVector3(&pvoxarray->vertices, 3 * 1024);
|
||||
initArrayVector3(&pvoxarray->normals, 3 * 1024);
|
||||
initArrayUShort(&pvoxarray->indices, 3 * 1024);
|
||||
initArrayColor(&pvoxarray->colors, 3 * 1024);
|
||||
|
||||
|
@ -5641,6 +5641,7 @@ static Model LoadVOX(const char *fileName)
|
||||
|
||||
// 6*4 = 12 vertices per voxel
|
||||
Vector3 *pvertices = (Vector3 *)voxarray.vertices.array;
|
||||
Vector3* pnormals = (Vector3*)voxarray.normals.array;
|
||||
Color *pcolors = (Color *)voxarray.colors.array;
|
||||
|
||||
unsigned short *pindices = voxarray.indices.array; // 5461*6*6 = 196596 indices max per mesh
|
||||
@ -5659,6 +5660,10 @@ static Model LoadVOX(const char *fileName)
|
||||
pmesh->vertices = RL_MALLOC(size);
|
||||
memcpy(pmesh->vertices, pvertices, size);
|
||||
|
||||
// Copy normals
|
||||
pmesh->normals = RL_MALLOC(size); //Rk. size as vertices
|
||||
memcpy(pmesh->normals, pnormals, size);
|
||||
|
||||
// Copy indices
|
||||
size = voxarray.indices.used*sizeof(unsigned short);
|
||||
pmesh->indices = RL_MALLOC(size);
|
||||
@ -5676,6 +5681,7 @@ static Model LoadVOX(const char *fileName)
|
||||
|
||||
verticesRemain -= verticesMax;
|
||||
pvertices += verticesMax;
|
||||
pnormals += verticesMax;
|
||||
pcolors += verticesMax;
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user