206 lines
7.6 KiB
C
206 lines
7.6 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - Load models vox (MagicaVoxel)
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*
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* Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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* Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2021-2024 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h" // Required for: MatrixTranslate()
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#define MAX_VOX_FILES 4
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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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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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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InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
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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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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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TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
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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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Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
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models[i].transform = matTranslate;
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}
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int currentModel = 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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// 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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// 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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// 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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Model m = models[i];
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for (int j = 0; j < m.materialCount; j++)
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{
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m.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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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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Vector3 modelpos = { 0 };
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Vector3 camerarot = { 0 };
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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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UpdateCameraPro(&camera,
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(Vector3) {
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(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward
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(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f,
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(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left
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(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f,
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0.0f // Move up-down
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},
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camerarot,
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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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// 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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw 3D model
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BeginMode3D(camera);
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DrawModel(models[currentModel], modelpos, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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// Draw spheres to show where the lights are
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
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}
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EndMode3D();
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// Display info
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DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
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DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE);
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DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE);
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DrawText(TextFormat("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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// 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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return 0;
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}
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