Merge branch 'raysan5:master' into master
1
.gitignore
vendored
|
|
@ -45,6 +45,7 @@ ipch/
|
|||
*.db
|
||||
*.opendb
|
||||
packages/
|
||||
!examples/models/resources/models/obj/
|
||||
|
||||
# Ignore compiled binaries
|
||||
*.o
|
||||
|
|
|
|||
12
CHANGELOG
|
|
@ -30,6 +30,7 @@ Detailed changes:
|
|||
[core] REVIEWED: Raspberry RPI/DRM keyboard blocking render loop (#1879) @luizpestana
|
||||
[core] REVIEWED: Android multi-touch (#1869) by @humbe
|
||||
[core] REVIEWED: Implemented GetGamepadName() for emscripten by @nbarkhina
|
||||
[core] REVIEWED: HighDPI support (#1987) by @ArnaudValensi
|
||||
[rlgl] ADDED: rlUpdateVertexBufferElements() (#1915)
|
||||
[rlgl] ADDED: rlActiveDrawBuffers() (#1911)
|
||||
[rlgl] ADDED: rlEnableColorBlend()/rlDisableColorBlend()
|
||||
|
|
@ -43,6 +44,7 @@ Detailed changes:
|
|||
[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
|
||||
[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
|
||||
[textures] ADDED: GetImageColor() #2024
|
||||
[textures] REMOVED: GenImagePerlinNoise()
|
||||
[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
|
||||
[textures] RENAMED: GetScreenData() to LoadImageFromScreen()
|
||||
[textures] REVIEWED: ExportImage() to use SaveFileData() (#1779)
|
||||
|
|
@ -63,6 +65,7 @@ Detailed changes:
|
|||
[models] ADDED: GetModelBoundingBox()
|
||||
[models] ADDED: DrawBillboardPro() (#1759) by @nobytesgiven
|
||||
[models] ADDED: DrawCubeTextureRec() (#2001) by @tdgroot
|
||||
[models] ADDED: DrawCylinderEx() and DrawCylinderWiresEx() (#2049) by @Horrowind
|
||||
[models] REMOVED: DrawBillboardEx()
|
||||
[models] RENAMED: MeshBoundingBox() to GetMeshBoundingBox()
|
||||
[models] RENAMED: MeshTangents() to GenMeshTangents()
|
||||
|
|
@ -86,9 +89,11 @@ Detailed changes:
|
|||
[examples] ADDED: core_custom_frame_control
|
||||
[examples] ADDED: core_basic_screen_manager
|
||||
[examples] ADDED: core_split_screen (#1806) by @JeffM2501
|
||||
[examples] ADDED: core_2d_camera_smooth_pixelperfect (#1771) by @NotManyIdeasDev
|
||||
[examples] ADDED: shaders_shapes_outline (#1883) by @GoldenThumbs
|
||||
[examples] ADDED: models_magicavoxel_loading (#1940) by @procfxgen
|
||||
[examples] ADDED: core_smooth_pixelperfect (#1771) by @NotManyIdeasDev
|
||||
[examples] ADDED: shaders_texture_outline (#1883) by @GoldenThumbs
|
||||
[examples] ADDED: models_loading_vox (#1940) by @procfxgen
|
||||
[examples] REMOVED: models_material_pbr
|
||||
[examples] REMOVED: models_gltf_animation
|
||||
[examples] REVIEWED: core_3d_picking
|
||||
[examples] REVIEWED: core_input_mouse
|
||||
[examples] REVIEWED: core_vr_simulator, RenderTexture usage
|
||||
|
|
@ -114,6 +119,7 @@ Detailed changes:
|
|||
[examples] REVIEWED: raylib_opengl_interop
|
||||
[examples] REVIEWED: rlgl_standalone.c
|
||||
[examples] REVIEWED: Resources licenses
|
||||
[examples] REVIEWED: models resources reorganization
|
||||
[build] ADDED: Zig build file (#2014) by @TommiSinivuo
|
||||
[build] ADDED: Android VS2019 solution (#2013) by @Kronka
|
||||
[build] REMOVED: VS2017 project, outdated
|
||||
|
|
|
|||
|
|
@ -4,7 +4,7 @@
|
|||
|
||||
raylib is highly inspired by Borland BGI graphics lib and by XNA framework and it's specially well suited for prototyping, tooling, graphical applications, embedded systems and education.
|
||||
|
||||
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no auto-debugging... just coding in the most pure spartan-programmers way.*
|
||||
*NOTE for ADVENTURERS: raylib is a programming library to enjoy videogames programming; no fancy interface, no visual helpers, no debug button... just coding in the most pure spartan-programmers way.*
|
||||
|
||||
Ready to learn? Jump to [code examples!](http://www.raylib.com/examples.html)
|
||||
|
||||
|
|
|
|||
34
SPONSORS.md
|
|
@ -4,18 +4,11 @@
|
|||
|
||||
The following people is currently [**sponsoring raylib**](https://github.com/sponsors/raysan5) with a generous donation to allow improving and growing the project!
|
||||
|
||||
Note that Sponsors donations vary between sponsors, I just decided not to make any distinction while listing them.
|
||||
|
||||
- Eric J. ([@ProfJski](https://github.com/ProfJski))
|
||||
- devdad ([@devdad](https://github.com/devdad))
|
||||
- Zach Geis ([@zacgeis](https://github.com/zacgeis))
|
||||
- minirop ([@minirop](https://github.com/minirop))
|
||||
- Daniel Gómez ([@Koocachookies](https://github.com/Koocachookies))
|
||||
- Sergio ([@anidealgift](https://github.com/anidealgift))
|
||||
- Marc Agüera ([@maguera93](https://github.com/maguera93))
|
||||
- Pau Fernández ([@pauek](https://github.com/pauek))
|
||||
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
|
||||
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
|
||||
- Robin Mattheussen ([@romatthe](https://github.com/romatthe))
|
||||
- Grant Haywood ([@cinterloper](https://github.com/cinterloper))
|
||||
- Terry Nguyen ([@terrehbyte](https://github.com/terrehbyte))
|
||||
|
|
@ -25,10 +18,17 @@ Note that Sponsors donations vary between sponsors, I just decided not to make a
|
|||
- cob ([@majorcob](https://github.com/majorcob))
|
||||
- Samuel Batista ([@gamedevsam](https://github.com/gamedevsam))
|
||||
- Merlyn Morgan-Graham ([@kavika13](https://github.com/kavika13))
|
||||
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
|
||||
- linus ([@hochbaum](https://github.com/hochbaum))
|
||||
- Nawarian ([@nawarian](https://github.com/nawarian) - [thephp.website](https://thephp.website/))
|
||||
|
||||
- kenzie ([@sme-ek](https://github.com/sme-ek))
|
||||
- Allan Regush ([@AllanRegush](https://github.com/AllanRegush))
|
||||
- Jeffery Myers ([@JeffM2501](https://github.com/ProfJski))
|
||||
- Ryan Roden-Corrent ([@rcorre](https://github.com/ProfJski))
|
||||
- michaelfiber ([@michaelfiber](https://github.com/ProfJski))
|
||||
- Nikhilesh S ([@nikki93](https://github.com/ProfJski))
|
||||
- kevinabraun ([@kevinabraun](https://github.com/ProfJski))
|
||||
- Matthew Owens ([@MatthewOwens](https://github.com/ProfJski))
|
||||
- Tim Eilers ([@eilerstim](https://github.com/ProfJski))
|
||||
|
||||
### Past raylib GitHub Sponsors
|
||||
|
||||
|
|
@ -49,10 +49,20 @@ The following people has **sponsored raylib** in the past, allowing the project
|
|||
- James Ghawaly ([@jghawaly](https://github.com/jghawaly))
|
||||
- jack ([@Jack-Ji](https://github.com/Jack-Ji))
|
||||
- Guido Offermans ([@jghawaly](https://github.com/GuidoOffermans))
|
||||
- devdad ([@devdad](https://github.com/devdad))
|
||||
- Pau Fernández ([@pauek](https://github.com/pauek))
|
||||
- Sergio ([@anidealgift](https://github.com/anidealgift))
|
||||
- Snowminx ([@Gamerfiend](https://github.com/Gamerfiend))
|
||||
- NimbusFox ([@NimbusFox](https://github.com/NimbusFox))
|
||||
- Shylie ([@Shylie](https://github.com/Shylie))
|
||||
- Livio Dal Maso ([@Humeur](https://github.com/Humeur))
|
||||
- Diego Vaccher ([@denny0754](https://github.com/denny0754))
|
||||
- Ricardo Alcantara ([@ricardoalcantara](https://github.com/ricardoalcantara))
|
||||
- Toby4213 ([@Toby4213](https://github.com/Toby4213))
|
||||
|
||||
### Notes for Current/Past raylib Sponsor
|
||||
|
||||
- **If you are not on the list, feel free to send a PR to add you if desired.**
|
||||
- **If you want your personal webpage listed along your GitHub account, feel free to send a PR to add it.**
|
||||
- **If you prefer not to listed in this list, feel free to send a PR to remove it.**
|
||||
- If you are not on the list, feel free to send a PR to be added (if desired).
|
||||
- If you want your personal webpage or project listed, feel free to send a PR to be added.
|
||||
- If you prefer not to be in this list, feel free to send a PR to be remove.
|
||||
|
||||
|
|
|
|||
|
|
@ -73,7 +73,6 @@ if (${PLATFORM} MATCHES "Android")
|
|||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/core/core_world_screen.c)
|
||||
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_material_pbr.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_cubicmap.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_skybox.c)
|
||||
list(REMOVE_ITEM example_sources ${CMAKE_CURRENT_SOURCE_DIR}/models/models_mesh_picking.c)
|
||||
|
|
|
|||
|
|
@ -378,6 +378,7 @@ endif
|
|||
# Define all object files required
|
||||
CORE = \
|
||||
core/core_basic_window \
|
||||
core/core_basic_screen_manager \
|
||||
core/core_input_keys \
|
||||
core/core_input_mouse \
|
||||
core/core_input_mouse_wheel \
|
||||
|
|
@ -401,7 +402,9 @@ CORE = \
|
|||
core/core_loading_thread \
|
||||
core/core_quat_conversion \
|
||||
core/core_window_flags \
|
||||
core/core_split_screen
|
||||
core/core_split_screen \
|
||||
core/core_smooth_pixelperfect \
|
||||
core/core_custom_frame_control
|
||||
|
||||
SHAPES = \
|
||||
shapes/shapes_basic_shapes \
|
||||
|
|
@ -440,7 +443,7 @@ TEXTURES = \
|
|||
textures/textures_bunnymark \
|
||||
textures/textures_blend_modes \
|
||||
textures/textures_draw_tiled \
|
||||
textures/textures_poly
|
||||
textures/textures_polygon
|
||||
|
||||
TEXT = \
|
||||
text/text_raylib_fonts \
|
||||
|
|
@ -462,17 +465,17 @@ MODELS = \
|
|||
models/models_cubicmap \
|
||||
models/models_first_person_maze \
|
||||
models/models_geometric_shapes \
|
||||
models/models_material_pbr \
|
||||
models/models_mesh_generation \
|
||||
models/models_mesh_picking \
|
||||
models/models_loading \
|
||||
models/models_loading_vox \
|
||||
models/models_loading_gltf \
|
||||
models/models_orthographic_projection \
|
||||
models/models_rlgl_solar_system \
|
||||
models/models_skybox \
|
||||
models/models_yaw_pitch_roll \
|
||||
models/models_heightmap \
|
||||
models/models_waving_cubes \
|
||||
models/models_magicavoxel_loading
|
||||
models/models_waving_cubes
|
||||
|
||||
SHADERS = \
|
||||
shaders/shaders_model_shader \
|
||||
|
|
@ -483,6 +486,7 @@ SHADERS = \
|
|||
shaders/shaders_raymarching \
|
||||
shaders/shaders_texture_drawing \
|
||||
shaders/shaders_texture_waves \
|
||||
shaders/shaders_texture_outline \
|
||||
shaders/shaders_julia_set \
|
||||
shaders/shaders_eratosthenes \
|
||||
shaders/shaders_basic_lighting \
|
||||
|
|
|
|||
1052
examples/Makefile.Web
Normal file
|
|
@ -1,3 +1,21 @@
|
|||
## Building the Examples
|
||||
|
||||
The examples assume you have already built the `raylib` library in `../src`.
|
||||
|
||||
### With GNU make
|
||||
|
||||
- `make` builds all examples
|
||||
- `make [module]` builds all examples for a particular module (e.g `make core`)
|
||||
|
||||
### With Zig
|
||||
|
||||
The [Zig](https://ziglang.org/) toolchain can compile `C` and `C++` in addition to `Zig`.
|
||||
You may find it easier to use than other toolchains, especially when it comes to cross-compiling.
|
||||
|
||||
- `zig build` to compile all examples
|
||||
- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
|
||||
- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
|
||||
|
||||
## EXAMPLES LIST
|
||||
|
||||
### category: core
|
||||
|
|
@ -110,7 +128,7 @@ Examples using raylib models functionality, including models loading/generation
|
|||
| 72 | [models_cubicmap](models/models_cubicmap.c) | <img src="models/models_cubicmap.png" alt="models_cubicmap" width="200"> | ray | |
|
||||
| 73 | [models_first_person_maze](models/models_first_person_maze.c) | <img src="models/models_first_person_maze.png" alt="models_first_person_maze" width="200"> | ray | |
|
||||
| 74 | [models_geometric_shapes](models/models_geometric_shapes.c) | <img src="models/models_geometric_shapes.png" alt="models_geometric_shapes" width="200"> | ray | |
|
||||
| 75 | [models_material_pbr](models/models_material_pbr.c) | <img src="models/models_material_pbr.png" alt="models_material_pbr" width="200"> | ray | |
|
||||
| 75 | [...]() | | ray | |
|
||||
| 76 | [models_mesh_generation](models/models_mesh_generation.c) | <img src="models/models_mesh_generation.png" alt="models_mesh_generation" width="200"> | ray | |
|
||||
| 77 | [models_mesh_picking](models/models_mesh_picking.c) | <img src="models/models_mesh_picking.png" alt="models_mesh_picking" width="200"> | [Joel Davis](https://github.com/joeld42) | |
|
||||
| 78 | [models_loading](models/models_loading.c) | <img src="models/models_loading.png" alt="models_loading" width="200"> | ray | |
|
||||
|
|
|
|||
86
examples/build.zig
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
const std = @import("std");
|
||||
const builtin = @import("builtin");
|
||||
|
||||
fn add_module(comptime module: []const u8, b: *std.build.Builder, target: std.zig.CrossTarget) !*std.build.Step {
|
||||
// Standard release options allow the person running `zig build` to select
|
||||
// between Debug, ReleaseSafe, ReleaseFast, and ReleaseSmall.
|
||||
const mode = b.standardReleaseOptions();
|
||||
|
||||
const all = b.step(module, "All " ++ module ++ " examples");
|
||||
const dir = try std.fs.cwd().openDir(
|
||||
module,
|
||||
.{ .iterate = true },
|
||||
);
|
||||
var iter = dir.iterate();
|
||||
while (try iter.next()) |entry| {
|
||||
if (entry.kind != .File) continue;
|
||||
const extension_idx = std.mem.lastIndexOf(u8, entry.name, ".c") orelse continue;
|
||||
const name = entry.name[0..extension_idx];
|
||||
const path = try std.fs.path.join(b.allocator, &.{ module, entry.name });
|
||||
|
||||
// zig's mingw headers do not include pthread.h
|
||||
if (std.mem.eql(u8, "core_loading_thread", name) and target.getOsTag() == .windows) continue;
|
||||
|
||||
const exe = b.addExecutable(name, path);
|
||||
exe.setTarget(target);
|
||||
exe.setBuildMode(mode);
|
||||
exe.linkLibC();
|
||||
exe.addObjectFile(switch (target.getOsTag()) {
|
||||
.windows => "../src/raylib.lib",
|
||||
.linux => "../src/libraylib.a",
|
||||
else => @panic("Unsupported OS"),
|
||||
});
|
||||
|
||||
exe.addIncludeDir("../src");
|
||||
exe.addIncludeDir("../src/external");
|
||||
exe.addIncludeDir("../src/external/glfw/include");
|
||||
|
||||
switch (exe.target.toTarget().os.tag) {
|
||||
.windows => {
|
||||
exe.linkSystemLibrary("winmm");
|
||||
exe.linkSystemLibrary("gdi32");
|
||||
exe.linkSystemLibrary("opengl32");
|
||||
exe.addIncludeDir("external/glfw/deps/mingw");
|
||||
},
|
||||
.linux => {
|
||||
exe.linkSystemLibrary("GL");
|
||||
exe.linkSystemLibrary("rt");
|
||||
exe.linkSystemLibrary("dl");
|
||||
exe.linkSystemLibrary("m");
|
||||
exe.linkSystemLibrary("X11");
|
||||
},
|
||||
else => {
|
||||
@panic("Unsupported OS");
|
||||
},
|
||||
}
|
||||
|
||||
exe.setOutputDir(module);
|
||||
|
||||
var run = exe.run();
|
||||
run.step.dependOn(&b.addInstallArtifact(exe).step);
|
||||
run.cwd = module;
|
||||
b.step(name, name).dependOn(&run.step);
|
||||
all.dependOn(&exe.step);
|
||||
}
|
||||
return all;
|
||||
}
|
||||
|
||||
pub fn build(b: *std.build.Builder) !void {
|
||||
// Standard target options allows the person running `zig build` to choose
|
||||
// what target to build for. Here we do not override the defaults, which
|
||||
// means any target is allowed, and the default is native. Other options
|
||||
// for restricting supported target set are available.
|
||||
const target = b.standardTargetOptions(.{});
|
||||
|
||||
const all = b.getInstallStep();
|
||||
|
||||
all.dependOn(try add_module("audio", b, target));
|
||||
all.dependOn(try add_module("core", b, target));
|
||||
all.dependOn(try add_module("models", b, target));
|
||||
all.dependOn(try add_module("others", b, target));
|
||||
all.dependOn(try add_module("physics", b, target));
|
||||
all.dependOn(try add_module("shaders", b, target));
|
||||
all.dependOn(try add_module("shapes", b, target));
|
||||
all.dependOn(try add_module("text", b, target));
|
||||
all.dependOn(try add_module("textures", b, target));
|
||||
}
|
||||
|
|
@ -38,15 +38,15 @@ int main(void)
|
|||
|
||||
SetTargetFPS(60); // Set desired framerate (frames-per-second)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch(currentScreen)
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
case LOGO:
|
||||
{
|
||||
// TODO: Update LOGO screen variables here!
|
||||
|
||||
|
|
@ -58,7 +58,7 @@ int main(void)
|
|||
currentScreen = TITLE;
|
||||
}
|
||||
} break;
|
||||
case TITLE:
|
||||
case TITLE:
|
||||
{
|
||||
// TODO: Update TITLE screen variables here!
|
||||
|
||||
|
|
@ -69,16 +69,16 @@ int main(void)
|
|||
}
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
{
|
||||
// TODO: Update GAMEPLAY screen variables here!
|
||||
|
||||
// Press enter to change to ENDING screen
|
||||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
currentScreen = ENDING;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case ENDING:
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Update ENDING screen variables here!
|
||||
|
||||
|
|
@ -86,63 +86,63 @@ int main(void)
|
|||
if (IsKeyPressed(KEY_ENTER) || IsGestureDetected(GESTURE_TAP))
|
||||
{
|
||||
currentScreen = TITLE;
|
||||
}
|
||||
}
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
switch(currentScreen)
|
||||
|
||||
switch(currentScreen)
|
||||
{
|
||||
case LOGO:
|
||||
case LOGO:
|
||||
{
|
||||
// TODO: Draw LOGO screen here!
|
||||
DrawText("LOGO SCREEN", 20, 20, 40, LIGHTGRAY);
|
||||
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, GRAY);
|
||||
|
||||
|
||||
} break;
|
||||
case TITLE:
|
||||
case TITLE:
|
||||
{
|
||||
// TODO: Draw TITLE screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
|
||||
DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, DARKGREEN);
|
||||
|
||||
|
||||
} break;
|
||||
case GAMEPLAY:
|
||||
{
|
||||
{
|
||||
// TODO: Draw GAMEPLAY screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, PURPLE);
|
||||
DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to ENDING SCREEN", 130, 220, 20, MAROON);
|
||||
|
||||
} break;
|
||||
case ENDING:
|
||||
case ENDING:
|
||||
{
|
||||
// TODO: Draw ENDING screen here!
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
|
||||
DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
|
||||
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, DARKBLUE);
|
||||
|
||||
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -10,7 +10,7 @@
|
|||
*
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2020 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2020-2021 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -32,15 +32,23 @@ int main(void)
|
|||
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 mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Mesh mesh = GenMeshCylinder(0.2f, 1.0f, 32);
|
||||
Model model = LoadModelFromMesh(mesh);
|
||||
// Load a cylinder model for testing
|
||||
Model model = LoadModelFromMesh(GenMeshCylinder(0.2f, 1.0f, 32));
|
||||
|
||||
// Some required variables
|
||||
// Generic quaternion for operations
|
||||
Quaternion q1 = { 0 };
|
||||
Matrix m1 = { 0 }, m2 = { 0 }, m3 = { 0 }, m4 = { 0 };
|
||||
Vector3 v1 = { 0 }, v2 = { 0 };
|
||||
|
||||
// Transform matrices required to draw 4 cylinders
|
||||
Matrix m1 = { 0 };
|
||||
Matrix m2 = { 0 };
|
||||
Matrix m3 = { 0 };
|
||||
Matrix m4 = { 0 };
|
||||
|
||||
// Generic vectors for rotations
|
||||
Vector3 v1 = { 0 };
|
||||
Vector3 v2 = { 0 };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -50,6 +58,10 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//--------------------------------------------------------------------------------------
|
||||
if (v2.x < 0) v2.x += PI*2;
|
||||
if (v2.y < 0) v2.y += PI*2;
|
||||
if (v2.z < 0) v2.z += PI*2;
|
||||
|
||||
if (!IsKeyDown(KEY_SPACE))
|
||||
{
|
||||
v1.x += 0.01f;
|
||||
|
|
@ -68,7 +80,7 @@ int main(void)
|
|||
q1 = QuaternionFromMatrix(m1);
|
||||
m3 = QuaternionToMatrix(q1);
|
||||
|
||||
v2 = QuaternionToEuler(q1);
|
||||
v2 = QuaternionToEuler(q1); // Angles returned in radians
|
||||
|
||||
m4 = MatrixRotateZYX(v2);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -83,10 +95,13 @@ int main(void)
|
|||
|
||||
model.transform = m1;
|
||||
DrawModel(model, (Vector3){ -1, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m2;
|
||||
DrawModel(model, (Vector3){ 1, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m3;
|
||||
DrawModel(model, (Vector3){ 0, 0, 0 }, 1.0f, RED);
|
||||
|
||||
model.transform = m4;
|
||||
DrawModel(model, (Vector3){ 0, 0, -1 }, 1.0f, RED);
|
||||
|
||||
|
|
@ -94,23 +109,13 @@ int main(void)
|
|||
|
||||
EndMode3D();
|
||||
|
||||
if (v2.x < 0) v2.x += PI*2;
|
||||
if (v2.y < 0) v2.y += PI*2;
|
||||
if (v2.z < 0) v2.z += PI*2;
|
||||
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
|
||||
|
||||
Color cx,cy,cz;
|
||||
cx = cy = cz = BLACK;
|
||||
if (v1.x == v2.x) cx = GREEN;
|
||||
if (v1.y == v2.y) cy = GREEN;
|
||||
if (v1.z == v2.z) cz = GREEN;
|
||||
|
||||
DrawText(TextFormat("%2.3f", v1.x), 20, 20, 20, cx);
|
||||
DrawText(TextFormat("%2.3f", v1.y), 20, 40, 20, cy);
|
||||
DrawText(TextFormat("%2.3f", v1.z), 20, 60, 20, cz);
|
||||
|
||||
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, cx);
|
||||
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, cy);
|
||||
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, cz);
|
||||
DrawText(TextFormat("%2.3f", v2.x), 200, 20, 20, (v1.x == v2.x)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v2.y), 200, 40, 20, (v1.y == v2.y)? GREEN: BLACK);
|
||||
DrawText(TextFormat("%2.3f", v2.z), 200, 60, 20, (v1.z == v2.z)? GREEN: BLACK);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -20,10 +20,12 @@ int main(void)
|
|||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
|
||||
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
|
||||
|
||||
int randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||
|
||||
|
||||
int framesCounter = 0; // Variable used to count frames
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,118 +1,117 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const int virtualScreenWidth = 160;
|
||||
const int virtualScreenHeight = 90;
|
||||
|
||||
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
||||
|
||||
Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
||||
worldSpaceCamera.zoom = 1.0f;
|
||||
|
||||
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
|
||||
screenSpaceCamera.zoom = 1.0f;
|
||||
|
||||
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
|
||||
|
||||
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
|
||||
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
|
||||
Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
|
||||
Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
|
||||
|
||||
Vector2 origin = { 0.0f, 0.0f };
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
float cameraX = 0.0f;
|
||||
float cameraY = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
|
||||
|
||||
// Make the camera move to demonstrate the effect
|
||||
cameraX = (sinf(GetTime())*50.0f) - 10.0f;
|
||||
cameraY = cosf(GetTime())*30.0f;
|
||||
|
||||
// Set the camera's target to the values computed above
|
||||
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
|
||||
|
||||
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
||||
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x *= virtualRatio;
|
||||
|
||||
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y *= virtualRatio;
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(worldSpaceCamera);
|
||||
DrawRectanglePro(rec01, origin, rotation, BLACK);
|
||||
DrawRectanglePro(rec02, origin, -rotation, RED);
|
||||
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
|
||||
EndMode2D();
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RED);
|
||||
|
||||
BeginMode2D(screenSpaceCamera);
|
||||
DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
|
||||
EndMode2D();
|
||||
|
||||
DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
|
||||
DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
|
||||
DrawFPS(GetScreenWidth() - 95, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <math.h> // Required for: sinf(), cosf()
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const int virtualScreenWidth = 160;
|
||||
const int virtualScreenHeight = 90;
|
||||
|
||||
const float virtualRatio = (float)screenWidth/(float)virtualScreenWidth;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
||||
|
||||
Camera2D worldSpaceCamera = { 0 }; // Game world camera
|
||||
worldSpaceCamera.zoom = 1.0f;
|
||||
|
||||
Camera2D screenSpaceCamera = { 0 }; // Smoothing camera
|
||||
screenSpaceCamera.zoom = 1.0f;
|
||||
|
||||
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight); // This is where we'll draw all our objects.
|
||||
|
||||
Rectangle rec01 = { 70.0f, 35.0f, 20.0f, 20.0f };
|
||||
Rectangle rec02 = { 90.0f, 55.0f, 30.0f, 10.0f };
|
||||
Rectangle rec03 = { 80.0f, 65.0f, 15.0f, 25.0f };
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle sourceRec = { 0.0f, 0.0f, (float)target.texture.width, -(float)target.texture.height };
|
||||
Rectangle destRec = { -virtualRatio, -virtualRatio, screenWidth + (virtualRatio*2), screenHeight + (virtualRatio*2) };
|
||||
|
||||
Vector2 origin = { 0.0f, 0.0f };
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
float cameraX = 0.0f;
|
||||
float cameraY = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
rotation += 60.0f*GetFrameTime(); // Rotate the rectangles, 60 degrees per second
|
||||
|
||||
// Make the camera move to demonstrate the effect
|
||||
cameraX = (sinf(GetTime())*50.0f) - 10.0f;
|
||||
cameraY = cosf(GetTime())*30.0f;
|
||||
|
||||
// Set the camera's target to the values computed above
|
||||
screenSpaceCamera.target = (Vector2){ cameraX, cameraY };
|
||||
|
||||
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
||||
worldSpaceCamera.target.x = (int)screenSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x -= worldSpaceCamera.target.x;
|
||||
screenSpaceCamera.target.x *= virtualRatio;
|
||||
|
||||
worldSpaceCamera.target.y = (int)screenSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y -= worldSpaceCamera.target.y;
|
||||
screenSpaceCamera.target.y *= virtualRatio;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode2D(worldSpaceCamera);
|
||||
DrawRectanglePro(rec01, origin, rotation, BLACK);
|
||||
DrawRectanglePro(rec02, origin, -rotation, RED);
|
||||
DrawRectanglePro(rec03, origin, rotation + 45.0f, BLUE);
|
||||
EndMode2D();
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(RED);
|
||||
|
||||
BeginMode2D(screenSpaceCamera);
|
||||
DrawTexturePro(target.texture, sourceRec, destRec, origin, 0.0f, WHITE);
|
||||
EndMode2D();
|
||||
|
||||
DrawText(TextFormat("Screen resolution: %ix%i", screenWidth, screenHeight), 10, 10, 20, DARKBLUE);
|
||||
DrawText(TextFormat("World resolution: %ix%i", virtualScreenWidth, virtualScreenHeight), 10, 40, 20, DARKGREEN);
|
||||
DrawFPS(GetScreenWidth() - 95, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
BIN
examples/core/core_smooth_pixelperfect.png
Normal file
|
After Width: | Height: | Size: 15 KiB |
|
|
@ -22,7 +22,7 @@ void DrawScene(void)
|
|||
{
|
||||
int count = 5;
|
||||
float spacing = 4;
|
||||
|
||||
|
||||
// Grid of cube trees on a plane to make a "world"
|
||||
DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane
|
||||
|
||||
|
|
@ -73,10 +73,10 @@ int main(void)
|
|||
cameraPlayer2.position.y = 3.0f;
|
||||
|
||||
RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
|
||||
|
||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||
Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height };
|
||||
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -122,7 +122,7 @@ int main(void)
|
|||
BeginMode3D(cameraPlayer1);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
DrawText("PLAYER1 W/S to move", 0, 0, 20, RED);
|
||||
DrawText("PLAYER1 W/S to move", 10, 10, 20, RED);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw Player2 view to the render texture
|
||||
|
|
@ -131,7 +131,7 @@ int main(void)
|
|||
BeginMode3D(cameraPlayer2);
|
||||
DrawScene();
|
||||
EndMode3D();
|
||||
DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE);
|
||||
DrawText("PLAYER2 UP/DOWN to move", 10, 10, 20, BLUE);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
|
|
@ -147,7 +147,7 @@ int main(void)
|
|||
UnloadRenderTexture(screenPlayer1); // Unload render texture
|
||||
UnloadRenderTexture(screenPlayer2); // Unload render texture
|
||||
UnloadTexture(textureGrid); // Unload texture
|
||||
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 21 KiB |
|
|
@ -37,17 +37,17 @@ int main(void)
|
|||
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 mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Model model = LoadModel("resources/guy/guy.iqm"); // Load the animated model mesh and basic data
|
||||
Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
|
||||
SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
|
||||
Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
|
||||
Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
|
||||
SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
// Load animation data
|
||||
int animsCount = 0;
|
||||
ModelAnimation *anims = LoadModelAnimations("resources/guy/guyanim.iqm", &animsCount);
|
||||
unsigned int animsCount = 0;
|
||||
ModelAnimation *anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", &animsCount);
|
||||
int animFrameCounter = 0;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||
|
|
|
|||
|
|
@ -1,122 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Load 3d gltf model with animations and play them
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
* To export a model from blender, make sure it is not posed, the vertices need to be in the
|
||||
* same position as they would be in edit mode.
|
||||
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
|
||||
|
||||
// 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 mode type
|
||||
|
||||
Model model = LoadModel("resources/gltf/rigged_figure.glb"); // Load the animated model mesh and
|
||||
// basic data
|
||||
// Texture2D texture = LoadTexture("resources/guy/guytex.png"); // Load model texture and set material
|
||||
// SetMaterialTexture(&model.materials[0], MAP_DIFFUSE, texture); // Set model material map texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
// Load animation data
|
||||
int animsCount = 0;
|
||||
ModelAnimation *anims = LoadModelAnimations("resources/gltf/rigged_figure.glb", &animsCount);
|
||||
int animFrameCounter = 0;
|
||||
int animationDirection = 1;
|
||||
|
||||
SetCameraMode(camera, CAMERA_FREE); // Set free camera mode
|
||||
|
||||
SetTargetFPS(30); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
|
||||
// Play animation when spacebar is held down
|
||||
if (IsKeyDown(KEY_SPACE))
|
||||
{
|
||||
animFrameCounter += animationDirection;
|
||||
|
||||
if (animFrameCounter >= anims[0].frameCount || animFrameCounter <= 0)
|
||||
{
|
||||
animationDirection *= -1;
|
||||
animFrameCounter += animationDirection;
|
||||
}
|
||||
|
||||
UpdateModelAnimation(model, anims[0], animFrameCounter);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModelEx(model, position, (Vector3){ 1.0f, 0.0f, 0.0f }, -90.0f, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
|
||||
|
||||
for (int i = 0; i < model.boneCount; i++)
|
||||
{
|
||||
DrawSphere(anims[0].framePoses[animFrameCounter][i].translation, 0.01f, RED);
|
||||
}
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("PRESS SPACE to PLAY MODEL ANIMATION", 10, 10, 20, MAROON);
|
||||
DrawText("(cc4) Rigged Figure by @Cesium", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// UnloadTexture(texture); // Unload texture
|
||||
|
||||
// Unload model animations data
|
||||
for (int i = 0; i < animsCount; i++) UnloadModelAnimation(anims[i]);
|
||||
RL_FREE(anims);
|
||||
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
@ -4,17 +4,19 @@
|
|||
*
|
||||
* raylib supports multiple models file formats:
|
||||
*
|
||||
* - OBJ > Text file, must include vertex position-texcoords-normals information,
|
||||
* if files references some .mtl materials file, it will be loaded (or try to)
|
||||
* - GLTF > Modern text/binary file format, includes lot of information and it could
|
||||
* also reference external files, raylib will try loading mesh and materials data
|
||||
* - IQM > Binary file format including mesh vertex data but also animation data,
|
||||
* raylib can load .iqm animations.
|
||||
* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
|
||||
* if files references some .mtl materials file, it will be loaded (or try to).
|
||||
* - GLTF > Text/binary file format. Includes lot of information and it could
|
||||
* also reference external files, raylib will try loading mesh and materials data.
|
||||
* - IQM > Binary file format. Includes mesh vertex data but also animation data,
|
||||
* raylib can load .iqm animations.
|
||||
* - VOX > Binary file format. MagikaVoxel mesh format:
|
||||
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
|
||||
*
|
||||
* This example has been created using raylib 2.6 (www.raylib.com)
|
||||
* This example has been created using raylib 4.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2021 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -37,13 +39,13 @@ int main(void)
|
|||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Model model = LoadModel("resources/models/castle.obj"); // Load model
|
||||
Texture2D texture = LoadTexture("resources/models/castle_diffuse.png"); // Load model texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
Model model = LoadModel("resources/models/obj/castle.obj"); // Load model
|
||||
Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
|
||||
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
|
||||
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
|
||||
BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
|
||||
BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds
|
||||
|
||||
// NOTE: bounds are calculated from the original size of the model,
|
||||
// if model is scaled on drawing, bounds must be also scaled
|
||||
|
|
|
|||
|
|
@ -1,27 +1,24 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Load 3d gltf model
|
||||
* raylib [models] example - Load models gltf
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* NOTE: To export a model from Blender, make sure it is not posed, the vertices need to be
|
||||
* in the same position as they would be in edit mode.
|
||||
* Also make sure the scale parameter of your models is set to 0.0,
|
||||
* scaling can be applied from the export menu.
|
||||
*
|
||||
* Example contributed by Hristo Stamenov (@object71) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Hristo Stamenov (@object71) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
* To export a model from blender, make sure it is not posed, the vertices need to be in the
|
||||
* same position as they would be in edit mode.
|
||||
* and that the scale of your models is set to 0. Scaling can be done from the export menu.
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
|
||||
#define MAX_MODELS 8
|
||||
#define MAX_GLTF_MODELS 8
|
||||
|
||||
int main(void)
|
||||
{
|
||||
|
|
@ -40,16 +37,16 @@ int main(void)
|
|||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Model model[MAX_MODELS] = { 0 };
|
||||
|
||||
model[0] = LoadModel("resources/gltf/raylib_32x32.glb");
|
||||
model[1] = LoadModel("resources/gltf/rigged_figure.glb");
|
||||
model[2] = LoadModel("resources/gltf/GearboxAssy.glb");
|
||||
model[3] = LoadModel("resources/gltf/BoxAnimated.glb");
|
||||
model[4] = LoadModel("resources/gltf/AnimatedTriangle.gltf");
|
||||
model[5] = LoadModel("resources/gltf/AnimatedMorphCube.glb");
|
||||
model[6] = LoadModel("resources/gltf/vertex_colored_object.glb");
|
||||
model[7] = LoadModel("resources/gltf/girl.glb");
|
||||
// Load some models
|
||||
Model model[MAX_GLTF_MODELS] = { 0 };
|
||||
model[0] = LoadModel("resources/models/gltf/raylib_32x32.glb");
|
||||
model[1] = LoadModel("resources/models/gltf/rigged_figure.glb");
|
||||
model[2] = LoadModel("resources/models/gltf/GearboxAssy.glb");
|
||||
model[3] = LoadModel("resources/models/gltf/BoxAnimated.glb");
|
||||
model[4] = LoadModel("resources/models/gltf/AnimatedTriangle.gltf");
|
||||
model[5] = LoadModel("resources/models/gltf/AnimatedMorphCube.glb");
|
||||
model[6] = LoadModel("resources/models/gltf/vertex_colored_object.glb");
|
||||
model[7] = LoadModel("resources/models/gltf/girl.glb");
|
||||
|
||||
int currentModel = 0;
|
||||
|
||||
|
|
@ -65,19 +62,20 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera);
|
||||
UpdateCamera(&camera); // Update our camera with inputs
|
||||
|
||||
if (IsKeyReleased(KEY_RIGHT))
|
||||
{
|
||||
currentModel++;
|
||||
if (currentModel == MAX_MODELS) currentModel = 0;
|
||||
if (currentModel == MAX_GLTF_MODELS) currentModel = 0;
|
||||
}
|
||||
|
||||
if (IsKeyReleased(KEY_LEFT))
|
||||
{
|
||||
currentModel--;
|
||||
if (currentModel < 0) currentModel = MAX_MODELS - 1;
|
||||
if (currentModel < 0) currentModel = MAX_GLTF_MODELS - 1;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -87,8 +85,7 @@ int main(void)
|
|||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE);
|
||||
|
||||
DrawModel(model[currentModel], position, 1.0f, WHITE);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
|
@ -99,7 +96,7 @@ int main(void)
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models
|
||||
for (int i = 0; i < MAX_GLTF_MODELS; i++) UnloadModel(model[i]); // Unload models
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
Before Width: | Height: | Size: 21 KiB After Width: | Height: | Size: 21 KiB |
130
examples/models/models_loading_vox.c
Normal file
|
|
@ -0,0 +1,130 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Load models vox (MagicaVoxel)
|
||||
*
|
||||
* This example has been created using raylib 4.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "raymath.h" // Required for: MatrixTranslate()
|
||||
|
||||
#define MAX_VOX_FILES 3
|
||||
|
||||
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"
|
||||
};
|
||||
|
||||
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 mode 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;
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update our camera to orbit
|
||||
|
||||
// Cycle between models on mouse click
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;
|
||||
|
||||
// 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;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Draw 3D model
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(models[currentModel], (Vector3){ 0, 0, 0 }, 1.0f, WHITE);
|
||||
DrawGrid(10, 1.0);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// 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);
|
||||
|
||||
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/models_loading_vox.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
|
|
@ -1,151 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - magicavoxel loader and viewer
|
||||
*
|
||||
* This example has been created using raylib 3.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Johann Nadalutti
|
||||
*
|
||||
* Copyright (c) 2021 Johann Nadalutti
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <string.h>
|
||||
|
||||
|
||||
// VOX Files to load and view
|
||||
|
||||
#define NUM_VOX_FILES 3
|
||||
|
||||
const char* szVoxFiles[] = {
|
||||
"resources/vox/chr_knight.vox",
|
||||
"resources/vox/chr_sword.vox",
|
||||
"resources/vox/monu9.vox"
|
||||
};
|
||||
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading");
|
||||
|
||||
// Load MagicaVoxel files
|
||||
Model models[NUM_VOX_FILES] = { 0 };
|
||||
|
||||
for (int i = 0; i < NUM_VOX_FILES; i++)
|
||||
{
|
||||
// Load MagicaVoxel File and build model
|
||||
double t0, t1;
|
||||
t0 = GetTime() * 1000.0;
|
||||
|
||||
models[i] = LoadModel(szVoxFiles[i]);
|
||||
|
||||
t1 = GetTime() * 1000.0;
|
||||
TraceLog(LOG_INFO, TextFormat("Vox <%s> loaded in %f ms", GetFileName(szVoxFiles[i]), t1 - t0));
|
||||
|
||||
//Compute model's center matrix
|
||||
BoundingBox bb = GetModelBoundingBox(models[i]);
|
||||
Vector3 center;
|
||||
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 matP = MatrixTranslate(-center.x, 0, -center.z);
|
||||
models[i].transform = matP;
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { { 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
|
||||
|
||||
// Model drawing position
|
||||
Vector3 position = { 0.0f, 0.0f, 0.0f };
|
||||
|
||||
int currentModel = 0;
|
||||
|
||||
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set a orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Main game loop
|
||||
//--------------------------------------------------------------------------------------
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
currentModel = (currentModel + 1) % NUM_VOX_FILES; // Cycle between models
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_RIGHT))
|
||||
{
|
||||
currentModel++;
|
||||
if (currentModel >= NUM_VOX_FILES) currentModel = 0;
|
||||
}
|
||||
else if (IsKeyPressed(KEY_LEFT))
|
||||
{
|
||||
currentModel--;
|
||||
if (currentModel < 0) currentModel = NUM_VOX_FILES - 1;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
//Display model
|
||||
BeginMode3D(camera);
|
||||
|
||||
Vector3 rotAxis = { 1,0,0 };
|
||||
Vector3 scale = { 1,1,1 };
|
||||
|
||||
|
||||
DrawModelEx(models[currentModel], position, rotAxis, 0, scale, WHITE);
|
||||
//DrawModelWiresEx(models[currentModel], position, rotAxis, -90.0f, scale, BLACK);
|
||||
|
||||
DrawGrid(10, 1.0);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
//Display debug infos
|
||||
DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
|
||||
DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
|
||||
DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
|
||||
|
||||
DrawText(GetFileName(szVoxFiles[currentModel]), 100, 10, 20, DARKBLUE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Unload models data (GPU VRAM)
|
||||
for (int i = 0; i < NUM_VOX_FILES; i++) UnloadModel(models[i]);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -1,543 +0,0 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - PBR material
|
||||
*
|
||||
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
|
||||
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
#include "rlgl.h"
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
#define RLIGHTS_IMPLEMENTATION
|
||||
#include "rlights.h"
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
|
||||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
#define CUBEMAP_SIZE 1024 // Cubemap texture size
|
||||
#define IRRADIANCE_SIZE 32 // Irradiance texture size
|
||||
#define PREFILTERED_SIZE 256 // Prefiltered HDR environment texture size
|
||||
#define BRDF_SIZE 512 // BRDF LUT texture size
|
||||
#define LIGHT_DISTANCE 1000.0f
|
||||
#define LIGHT_HEIGHT 1.0f
|
||||
|
||||
// PBR texture maps generation
|
||||
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format); // Generate cubemap (6 faces) from equirectangular (panorama) texture
|
||||
static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size); // Generate irradiance cubemap using cubemap texture
|
||||
static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size); // Generate prefilter cubemap using cubemap texture
|
||||
static Texture2D GenTextureBRDF(Shader shader, int size); // Generate a generic BRDF texture
|
||||
|
||||
// PBR material loading
|
||||
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness);
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - pbr material");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera camera = { 0 };
|
||||
camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
|
||||
camera.target = (Vector3){ 0.0f, 0.5f, 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 mode type
|
||||
|
||||
// Load model and PBR material
|
||||
Model model = LoadModel("resources/pbr/trooper.obj");
|
||||
|
||||
// Mesh tangents are generated... and uploaded to GPU
|
||||
// NOTE: New VBO for tangents is generated at default location and also binded to mesh VAO
|
||||
//MeshTangents(&model.meshes[0]);
|
||||
|
||||
model.materials[0] = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
|
||||
|
||||
// Create lights
|
||||
// NOTE: Lights are added to an internal lights pool automatically
|
||||
CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.materials[0].shader);
|
||||
CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.materials[0].shader);
|
||||
CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.materials[0].shader);
|
||||
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 0.0f, LIGHT_HEIGHT*2.0f, -LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 255, 255 }, model.materials[0].shader);
|
||||
|
||||
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update camera
|
||||
|
||||
// Send to material PBR shader camera view position
|
||||
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
||||
SetShaderValue(model.materials[0].shader, model.materials[0].shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMaterial(model.materials[0]); // Unload material: shader and textures
|
||||
|
||||
UnloadModel(model); // Unload model
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Load PBR material (Supports: ALBEDO, NORMAL, METALNESS, ROUGHNESS, AO, EMMISIVE, HEIGHT maps)
|
||||
// NOTE: PBR shader is loaded inside this function
|
||||
static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
|
||||
{
|
||||
Material mat = LoadMaterialDefault(); // Initialize material to default
|
||||
|
||||
// Load PBR shader (requires several maps)
|
||||
mat.shader = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
|
||||
|
||||
// Get required locations points for PBR material
|
||||
// NOTE: Those location names must be available and used in the shader code
|
||||
mat.shader.locs[SHADER_LOC_MAP_ALBEDO] = GetShaderLocation(mat.shader, "albedo.sampler");
|
||||
mat.shader.locs[SHADER_LOC_MAP_METALNESS] = GetShaderLocation(mat.shader, "metalness.sampler");
|
||||
mat.shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(mat.shader, "normals.sampler");
|
||||
mat.shader.locs[SHADER_LOC_MAP_ROUGHNESS] = GetShaderLocation(mat.shader, "roughness.sampler");
|
||||
mat.shader.locs[SHADER_LOC_MAP_OCCLUSION] = GetShaderLocation(mat.shader, "occlusion.sampler");
|
||||
//mat.shader.locs[SHADER_LOC_MAP_EMISSION] = GetShaderLocation(mat.shader, "emission.sampler");
|
||||
//mat.shader.locs[SHADER_LOC_MAP_HEIGHT] = GetShaderLocation(mat.shader, "height.sampler");
|
||||
mat.shader.locs[SHADER_LOC_MAP_IRRADIANCE] = GetShaderLocation(mat.shader, "irradianceMap");
|
||||
mat.shader.locs[SHADER_LOC_MAP_PREFILTER] = GetShaderLocation(mat.shader, "prefilterMap");
|
||||
mat.shader.locs[SHADER_LOC_MAP_BRDF] = GetShaderLocation(mat.shader, "brdfLUT");
|
||||
|
||||
// Set view matrix location
|
||||
mat.shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(mat.shader, "matModel");
|
||||
//mat.shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(mat.shader, "view");
|
||||
mat.shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(mat.shader, "viewPos");
|
||||
|
||||
// Set PBR standard maps
|
||||
mat.maps[MATERIAL_MAP_ALBEDO].texture = LoadTexture("resources/pbr/trooper_albedo.png");
|
||||
mat.maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/pbr/trooper_normals.png");
|
||||
mat.maps[MATERIAL_MAP_METALNESS].texture = LoadTexture("resources/pbr/trooper_metalness.png");
|
||||
mat.maps[MATERIAL_MAP_ROUGHNESS].texture = LoadTexture("resources/pbr/trooper_roughness.png");
|
||||
mat.maps[MATERIAL_MAP_OCCLUSION].texture = LoadTexture("resources/pbr/trooper_ao.png");
|
||||
|
||||
// Set textures filtering for better quality
|
||||
SetTextureFilter(mat.maps[MATERIAL_MAP_ALBEDO].texture, TEXTURE_FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MATERIAL_MAP_METALNESS].texture, TEXTURE_FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MATERIAL_MAP_ROUGHNESS].texture, TEXTURE_FILTER_BILINEAR);
|
||||
SetTextureFilter(mat.maps[MATERIAL_MAP_OCCLUSION].texture, TEXTURE_FILTER_BILINEAR);
|
||||
|
||||
// Enable sample usage in shader for assigned textures
|
||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "albedo.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "normals.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "metalness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "roughness.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||
SetShaderValue(mat.shader, GetShaderLocation(mat.shader, "occlusion.useSampler"), (int[1]){ 1 }, SHADER_UNIFORM_INT);
|
||||
|
||||
int renderModeLoc = GetShaderLocation(mat.shader, "renderMode");
|
||||
SetShaderValue(mat.shader, renderModeLoc, (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||
|
||||
// Set up material properties color
|
||||
mat.maps[MATERIAL_MAP_ALBEDO].color = albedo;
|
||||
mat.maps[MATERIAL_MAP_NORMAL].color = (Color){ 128, 128, 255, 255 };
|
||||
mat.maps[MATERIAL_MAP_METALNESS].value = metalness;
|
||||
mat.maps[MATERIAL_MAP_ROUGHNESS].value = roughness;
|
||||
mat.maps[MATERIAL_MAP_OCCLUSION].value = 1.0f;
|
||||
mat.maps[MATERIAL_MAP_EMISSION].value = 0.5f;
|
||||
mat.maps[MATERIAL_MAP_HEIGHT].value = 0.5f;
|
||||
|
||||
// Generate cubemap from panorama texture
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
Texture2D panorama = LoadTexture("resources/dresden_square_2k.hdr");
|
||||
|
||||
// Load equirectangular to cubemap shader
|
||||
Shader shdrCubemap = LoadShader(TextFormat("resources/shaders/glsl%i/pbr.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/pbr.fs", GLSL_VERSION));
|
||||
|
||||
SetShaderValue(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||
TextureCubemap cubemap = GenTextureCubemap(shdrCubemap, panorama, CUBEMAP_SIZE, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
|
||||
UnloadTexture(panorama);
|
||||
UnloadShader(shdrCubemap);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Generate irradiance map from cubemap texture
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Load irradiance (GI) calculation shader
|
||||
Shader shdrIrradiance = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/irradiance.fs", GLSL_VERSION));
|
||||
|
||||
SetShaderValue(shdrIrradiance, GetShaderLocation(shdrIrradiance, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||
mat.maps[MATERIAL_MAP_IRRADIANCE].texture = GenTextureIrradiance(shdrIrradiance, cubemap, IRRADIANCE_SIZE);
|
||||
UnloadShader(shdrIrradiance);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Generate prefilter map from cubemap texture
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
// Load reflection prefilter calculation shader
|
||||
Shader shdrPrefilter = LoadShader(TextFormat("resources/shaders/glsl%i/skybox.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/prefilter.fs", GLSL_VERSION));
|
||||
|
||||
SetShaderValue(shdrPrefilter, GetShaderLocation(shdrPrefilter, "environmentMap"), (int[1]){ 0 }, SHADER_UNIFORM_INT);
|
||||
mat.maps[MATERIAL_MAP_PREFILTER].texture = GenTexturePrefilter(shdrPrefilter, cubemap, PREFILTERED_SIZE);
|
||||
UnloadTexture(cubemap);
|
||||
UnloadShader(shdrPrefilter);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
// Generate BRDF (bidirectional reflectance distribution function) texture (using shader)
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
Shader shdrBRDF = LoadShader(TextFormat("resources/shaders/glsl%i/brdf.vs", GLSL_VERSION),
|
||||
TextFormat("resources/shaders/glsl%i/brdf.fs", GLSL_VERSION));
|
||||
|
||||
mat.maps[MATERIAL_MAP_BRDF].texture = GenTextureBRDF(shdrBRDF, BRDF_SIZE);
|
||||
UnloadShader(shdrBRDF);
|
||||
//--------------------------------------------------------------------------------------------------------
|
||||
|
||||
return mat;
|
||||
}
|
||||
|
||||
// Texture maps generation (PBR)
|
||||
//-------------------------------------------------------------------------------------------
|
||||
// Generate cubemap texture from HDR texture
|
||||
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
|
||||
{
|
||||
TextureCubemap cubemap = { 0 };
|
||||
|
||||
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||
|
||||
// STEP 1: Setup framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||
cubemap.id = rlLoadTextureCubemap(NULL, size, format);
|
||||
|
||||
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||
|
||||
// Check if framebuffer is complete with attachments (valid)
|
||||
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 2: Draw to framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
|
||||
rlEnableShader(shader.id);
|
||||
|
||||
// Define projection matrix and send it to shader
|
||||
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
|
||||
|
||||
// Define view matrix for every side of the cubemap
|
||||
Matrix fboViews[6] = {
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
||||
};
|
||||
|
||||
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||
|
||||
// Activate and enable texture for drawing to cubemap faces
|
||||
rlActiveTextureSlot(0);
|
||||
rlEnableTexture(panorama.id);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
// Set the view matrix for the current cube face
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||
|
||||
// Select the current cubemap face attachment for the fbo
|
||||
// WARNING: This function by default enables->attach->disables fbo!!!
|
||||
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
||||
rlEnableFramebuffer(fbo);
|
||||
|
||||
// Load and draw a cube, it uses the current enabled texture
|
||||
rlClearScreenBuffers();
|
||||
rlLoadDrawCube();
|
||||
|
||||
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
|
||||
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
|
||||
// TODO: Investigate this issue...
|
||||
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
|
||||
//rlClearScreenBuffers();
|
||||
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
|
||||
//rlDrawRenderBatchActive();
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 3: Unload framebuffer and reset state
|
||||
//------------------------------------------------------------------------------------------
|
||||
rlDisableShader(); // Unbind shader
|
||||
rlDisableTexture(); // Unbind texture
|
||||
rlDisableFramebuffer(); // Unbind framebuffer
|
||||
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||
rlEnableBackfaceCulling();
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
cubemap.width = size;
|
||||
cubemap.height = size;
|
||||
cubemap.mipmaps = 1;
|
||||
cubemap.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||
|
||||
return cubemap;
|
||||
}
|
||||
|
||||
// Generate irradiance texture using cubemap data
|
||||
static TextureCubemap GenTextureIrradiance(Shader shader, TextureCubemap cubemap, int size)
|
||||
{
|
||||
TextureCubemap irradiance = { 0 };
|
||||
|
||||
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||
|
||||
// STEP 1: Setup framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||
irradiance.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
|
||||
|
||||
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 2: Draw to framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
// NOTE: Shader is used to solve diffuse integral by convolution to create an irradiance cubemap
|
||||
rlEnableShader(shader.id);
|
||||
|
||||
// Define projection matrix and send it to shader
|
||||
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
|
||||
|
||||
// Define view matrix for every side of the cubemap
|
||||
Matrix fboViews[6] = {
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
||||
};
|
||||
|
||||
rlActiveTextureSlot(0);
|
||||
rlEnableTextureCubemap(cubemap.id);
|
||||
|
||||
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||
rlFramebufferAttach(fbo, irradiance.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
|
||||
|
||||
rlEnableFramebuffer(fbo);
|
||||
rlClearScreenBuffers();
|
||||
rlLoadDrawCube();
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 3: Unload framebuffer and reset state
|
||||
//------------------------------------------------------------------------------------------
|
||||
rlDisableShader(); // Unbind shader
|
||||
rlDisableTexture(); // Unbind texture
|
||||
rlDisableFramebuffer(); // Unbind framebuffer
|
||||
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||
rlEnableBackfaceCulling();
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
irradiance.width = size;
|
||||
irradiance.height = size;
|
||||
irradiance.mipmaps = 1;
|
||||
irradiance.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||
|
||||
return irradiance;
|
||||
}
|
||||
|
||||
// Generate prefilter texture using cubemap data
|
||||
static TextureCubemap GenTexturePrefilter(Shader shader, TextureCubemap cubemap, int size)
|
||||
{
|
||||
TextureCubemap prefilter = { 0 };
|
||||
|
||||
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
|
||||
|
||||
// STEP 1: Setup framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||
prefilter.id = rlLoadTextureCubemap(NULL, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32);
|
||||
rlTextureParameters(prefilter.id, RL_TEXTURE_MIN_FILTER, RL_TEXTURE_FILTER_MIP_LINEAR);
|
||||
|
||||
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// Generate mipmaps for the prefiltered HDR texture
|
||||
//glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // TODO!
|
||||
|
||||
// STEP 2: Draw to framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
// NOTE: Shader is used to prefilter HDR and store data into mipmap levels
|
||||
|
||||
// Define projection matrix and send it to shader
|
||||
Matrix fboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
|
||||
rlEnableShader(shader.id);
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], fboProjection);
|
||||
|
||||
// Define view matrix for every side of the cubemap
|
||||
Matrix fboViews[6] = {
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
|
||||
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
|
||||
};
|
||||
|
||||
rlActiveTextureSlot(0);
|
||||
rlEnableTextureCubemap(cubemap.id);
|
||||
|
||||
// TODO: Locations should be taken out of this function... too shader dependant...
|
||||
int roughnessLoc = rlGetLocationUniform(shader.id, "roughness");
|
||||
|
||||
rlEnableFramebuffer(fbo);
|
||||
|
||||
#define MAX_MIPMAP_LEVELS 5 // Max number of prefilter texture mipmaps
|
||||
|
||||
for (int mip = 0; mip < MAX_MIPMAP_LEVELS; mip++)
|
||||
{
|
||||
// Resize framebuffer according to mip-level size.
|
||||
unsigned int mipWidth = size*(int)powf(0.5f, (float)mip);
|
||||
unsigned int mipHeight = size*(int)powf(0.5f, (float)mip);
|
||||
|
||||
rlViewport(0, 0, mipWidth, mipHeight);
|
||||
|
||||
//glBindRenderbuffer(GL_RENDERBUFFER, rbo);
|
||||
//glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, mipWidth, mipHeight);
|
||||
|
||||
float roughness = (float)mip/(float)(MAX_MIPMAP_LEVELS - 1);
|
||||
rlSetUniform(roughnessLoc, &roughness, SHADER_UNIFORM_FLOAT, 1);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
|
||||
rlFramebufferAttach(fbo, prefilter.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, mip);
|
||||
|
||||
rlClearScreenBuffers();
|
||||
rlLoadDrawCube();
|
||||
}
|
||||
}
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 3: Unload framebuffer and reset state
|
||||
//------------------------------------------------------------------------------------------
|
||||
rlDisableShader(); // Unbind shader
|
||||
rlDisableTexture(); // Unbind texture
|
||||
rlDisableFramebuffer(); // Unbind framebuffer
|
||||
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||
rlEnableBackfaceCulling();
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
prefilter.width = size;
|
||||
prefilter.height = size;
|
||||
prefilter.mipmaps = MAX_MIPMAP_LEVELS;
|
||||
prefilter.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||
|
||||
return prefilter;
|
||||
}
|
||||
|
||||
// Generate BRDF texture using cubemap data
|
||||
// TODO: Review implementation: https://github.com/HectorMF/BRDFGenerator
|
||||
static Texture2D GenTextureBRDF(Shader shader, int size)
|
||||
{
|
||||
Texture2D brdf = { 0 };
|
||||
|
||||
// STEP 1: Setup framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
unsigned int rbo = rlLoadTextureDepth(size, size, true);
|
||||
brdf.id = rlLoadTexture(NULL, size, size, PIXELFORMAT_UNCOMPRESSED_R32G32B32, 1);
|
||||
|
||||
unsigned int fbo = rlLoadFramebuffer(size, size);
|
||||
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
|
||||
rlFramebufferAttach(fbo, brdf.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_TEXTURE2D, 0);
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 2: Draw to framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
// NOTE: Render BRDF LUT into a quad using FBO
|
||||
rlEnableShader(shader.id);
|
||||
|
||||
rlViewport(0, 0, size, size);
|
||||
|
||||
rlEnableFramebuffer(fbo);
|
||||
rlClearScreenBuffers();
|
||||
|
||||
rlLoadDrawQuad();
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
// STEP 3: Unload framebuffer and reset state
|
||||
//------------------------------------------------------------------------------------------
|
||||
rlDisableShader(); // Unbind shader
|
||||
rlDisableTexture(); // Unbind texture
|
||||
rlDisableFramebuffer(); // Unbind framebuffer
|
||||
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
|
||||
|
||||
// Reset viewport dimensions to default
|
||||
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
|
||||
//------------------------------------------------------------------------------------------
|
||||
|
||||
brdf.width = size;
|
||||
brdf.height = size;
|
||||
brdf.mipmaps = 1;
|
||||
brdf.format = PIXELFORMAT_UNCOMPRESSED_R32G32B32;
|
||||
|
||||
return brdf;
|
||||
}
|
||||
|
Before Width: | Height: | Size: 317 KiB |
|
|
@ -31,16 +31,16 @@ int main(void)
|
|||
camera.target = (Vector3){ 0.0f, 8.0f, 0.0f }; // Camera looking at point
|
||||
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
|
||||
camera.fovy = 45.0f; // Camera field-of-view Y
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
|
||||
|
||||
Ray ray = { 0 }; // Picking ray
|
||||
|
||||
Model tower = LoadModel("resources/models/turret.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture
|
||||
tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
Model tower = LoadModel("resources/models/obj/turret.obj"); // Load OBJ model
|
||||
Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
|
||||
tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
|
||||
|
||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
|
||||
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
|
||||
BoundingBox towerBBox = GetMeshBoundingBox(tower.meshes[0]); // Get mesh bounding box
|
||||
|
||||
// Ground quad
|
||||
Vector3 g0 = (Vector3){ -50.0f, 0.0f, -50.0f };
|
||||
|
|
|
|||
|
|
@ -10,8 +10,9 @@
|
|||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h"
|
||||
#include "raymath.h"
|
||||
#include "raymath.h" // Required for: MatrixPerspective(), MatrixLookAt()
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
#define GLSL_VERSION 330
|
||||
|
|
|
|||
|
|
@ -7,12 +7,13 @@
|
|||
*
|
||||
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2017 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2017-2021 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include "raymath.h" // Required for: MatrixRotateXYZ()
|
||||
|
||||
int main(void)
|
||||
{
|
||||
|
|
@ -33,7 +34,7 @@ int main(void)
|
|||
|
||||
// Model loading
|
||||
// NOTE: Diffuse map loaded automatically
|
||||
Model model = LoadModel("resources/plane/plane.gltf");
|
||||
Model model = LoadModel("resources/models/gltf/plane/plane.gltf");
|
||||
|
||||
float pitch = 0.0f;
|
||||
float roll = 0.0f;
|
||||
|
|
@ -78,7 +79,6 @@ int main(void)
|
|||
model.transform = MatrixRotateXYZ((Vector3){ DEG2RAD*pitch, DEG2RAD*yaw, DEG2RAD*roll });
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
|
|
|||
|
|
@ -1,20 +1,23 @@
|
|||
| resource | author | licence | notes |
|
||||
| :------------------- | :---------: | :------ | :---- |
|
||||
| models/castle.obj,<br> models/castle_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/bridge.obj,<br> models/bridge_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/house.obj,<br> models/house_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/market.obj,<br> models/market_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/turret.obj,<br> models/turret_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/well.obj,<br> models/well_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/cube.obj,<br> models/cube_diffuse.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| models/vertex_colored_object.iqm | ❔ | ❔ | - |
|
||||
| models/obj/castle.obj,<br>models/castle_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/bridge.obj,<br>models/bridge_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/house.obj,<br>models/house_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/market.obj,<br>models/market_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/turret.obj,<br>models/turret_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/well.obj,<br>models/well_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
|
||||
| models/obj/cube.obj,<br>models/cube_diffuse.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| models/iqm/guy.iqm,<br>models/iqm/guyanim.iqm,<br>models/iqm/guytex.png,<br>models/iqm/guy.blend | [@culacant](https://github.com/culacant) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| models/iqm/vertex_colored_object.iqm | ❔ | ❔ | - |
|
||||
| models/gltf/plane/plane.gltf,<br>models/gltf/plane/plane.bin,<br>models/gltf/plane/plane_diffuse.png | [GiaHanLam](https://sketchfab.com/GiaHanLam) | [CC-BY](https://creativecommons.org/licenses/by/4.0/) | Used by: [`models_yaw_pitch_roll.c`](https://github.com/raysan5/raylib/blob/master/examples/models/models_yaw_pitch_roll.c)
|
||||
| models/gltf/... | _various_ | Check [LICENSE](https://github.com/raysan5/raylib/blob/master/examples/models/resources/models/gltf/LICENSE) | - |
|
||||
| models/vox/chr_knight.vox | ❔ | ❔ | - |
|
||||
| models/vox/chr_sword.vox | ❔ | ❔ | - |
|
||||
| models/vox/monu9.vox | ❔ | ❔ | - |
|
||||
| billboard.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| cubicmap_atlas.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| heightmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| dresden_square_1k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
||||
| dresden_square_2k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
|
||||
| skybox.png | ❔ | ❔ | - |
|
||||
| **guy/...** | [@culacant](https://github.com/culacant) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) |
|
||||
| **plane/...** | [GiaHanLam](https://sketchfab.com/GiaHanLam) | [CC-BY](https://creativecommons.org/licenses/by/4.0/) | Used by: [`models_yaw_pitch_roll.c`](https://github.com/raysan5/raylib/blob/master/examples/models/models_yaw_pitch_roll.c)
|
||||
| **gltf/...** | _various_ | [LICENSE](https://github.com/raysan5/raylib/blob/master/examples/models/resources/gltf/LICENSE) | - |
|
||||
| skybox.png | ❔ | ❔ | - |
|
||||
|
Before Width: | Height: | Size: 804 KiB After Width: | Height: | Size: 804 KiB |
|
Before Width: | Height: | Size: 295 KiB After Width: | Height: | Size: 295 KiB |
|
Before Width: | Height: | Size: 311 KiB After Width: | Height: | Size: 311 KiB |
|
Before Width: | Height: | Size: 434 KiB After Width: | Height: | Size: 434 KiB |
|
Before Width: | Height: | Size: 23 KiB After Width: | Height: | Size: 23 KiB |
|
Before Width: | Height: | Size: 383 KiB After Width: | Height: | Size: 383 KiB |
|
Before Width: | Height: | Size: 380 KiB After Width: | Height: | Size: 380 KiB |
|
Before Width: | Height: | Size: 371 KiB After Width: | Height: | Size: 371 KiB |
|
Before Width: | Height: | Size: 334 KiB After Width: | Height: | Size: 334 KiB |
9
examples/models/resources/models/vox/LICENSE
Normal file
|
|
@ -0,0 +1,9 @@
|
|||
The following models are provided by the official github repo of voxel-model format by MagikaVoxel developer @ephtracy
|
||||
|
||||
GitHub official repo: https://github.com/ephtracy/voxel-model
|
||||
|
||||
- chr_knight.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_knight.vox
|
||||
- chr_sword.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_sword.vox
|
||||
- monu9.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/monument/monu9.vox
|
||||
|
||||
Worth mentioning there is no license specified for the models yet: https://github.com/ephtracy/voxel-model/issues/22
|
||||
|
Before Width: | Height: | Size: 1.8 MiB |
|
Before Width: | Height: | Size: 547 KiB |
|
Before Width: | Height: | Size: 6.3 KiB |
|
Before Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 717 KiB |
|
|
@ -1,124 +0,0 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
|
||||
// Constant values
|
||||
const float PI = 3.14159265359;
|
||||
const uint MAX_SAMPLES = 1024u;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
vec2 Hammersley(uint i, uint N);
|
||||
float RadicalInverseVdC(uint bits);
|
||||
float GeometrySchlickGGX(float NdotV, float roughness);
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
|
||||
vec2 IntegrateBRDF(float NdotV, float roughness);
|
||||
|
||||
float RadicalInverseVdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
// Compute Hammersley coordinates
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
{
|
||||
return vec2(float(i)/float(N), RadicalInverseVdC(i));
|
||||
}
|
||||
|
||||
// Integrate number of importance samples for (roughness and NoV)
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
|
||||
{
|
||||
float a = roughness*roughness;
|
||||
float phi = 2.0 * PI * Xi.x;
|
||||
float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
|
||||
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
|
||||
|
||||
// Transform from spherical coordinates to cartesian coordinates (halfway vector)
|
||||
vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
|
||||
|
||||
// Transform from tangent space H vector to world space sample vector
|
||||
vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
|
||||
vec3 tangent = normalize(cross(up, N));
|
||||
vec3 bitangent = cross(N, tangent);
|
||||
vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
|
||||
|
||||
return normalize(sampleVec);
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
// For IBL k is calculated different
|
||||
float k = (roughness*roughness)/2.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV*(1.0 - k) + k;
|
||||
|
||||
return nom/denom;
|
||||
}
|
||||
|
||||
// Compute the geometry term for the BRDF given roughness squared, NoV, NoL
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1*ggx2;
|
||||
}
|
||||
|
||||
// Bidirectional reflectance distribution function
|
||||
// Ref: https://github.com/HectorMF/BRDFGenerator
|
||||
vec2 IntegrateBRDF(float NdotV, float roughness)
|
||||
{
|
||||
float A = 0.0;
|
||||
float B = 0.0;
|
||||
vec3 V = vec3(sqrt(1.0 - NdotV*NdotV), 0.0, NdotV);
|
||||
vec3 N = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
for (uint i = 0u; i < MAX_SAMPLES; i++)
|
||||
{
|
||||
// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
|
||||
|
||||
vec2 Xi = Hammersley(i, MAX_SAMPLES); // Compute a Hammersely coordinate
|
||||
vec3 H = ImportanceSampleGGX(Xi, N, roughness); // Integrate number of importance samples for (roughness and NoV)
|
||||
vec3 L = normalize(2.0*dot(V, H)*H - V); // Compute reflection vector L
|
||||
|
||||
float NdotL = max(L.z, 0.0); // Compute normal dot light
|
||||
float NdotH = max(H.z, 0.0); // Compute normal dot half
|
||||
float VdotH = max(dot(V, H), 0.0); // Compute view dot half
|
||||
|
||||
if (NdotL > 0.0)
|
||||
{
|
||||
float G = GeometrySmith(N, V, L, roughness); // Compute the geometry term for the BRDF given roughness squared, NoV, NoL
|
||||
float GVis = (G*VdotH)/(NdotH*NdotV); // Compute the visibility term given G, VoH, NoH, NoV, NoL
|
||||
float Fc = pow(1.0 - VdotH, 5.0); // Compute the fresnel term given VoH
|
||||
|
||||
A += (1.0 - Fc)*GVis; // Sum the result given fresnel, geometry, visibility
|
||||
B += Fc*GVis;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate brdf average sample
|
||||
A /= float(MAX_SAMPLES);
|
||||
B /= float(MAX_SAMPLES);
|
||||
|
||||
return vec2(A, B);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate brdf based on texture coordinates
|
||||
vec2 brdf = IntegrateBRDF(fragTexCoord.x, fragTexCoord.y);
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(brdf.r, brdf.g, 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -1,17 +0,0 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment position based on model transformations
|
||||
fragTexCoord = vertexTexCoord;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
|
@ -1,50 +0,0 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform samplerCube environmentMap;
|
||||
|
||||
// Constant values
|
||||
const float PI = 3.14159265359;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
// The sample direction equals the hemisphere's orientation
|
||||
vec3 normal = normalize(fragPosition);
|
||||
|
||||
vec3 irradiance = vec3(0.0);
|
||||
|
||||
vec3 up = vec3(0.0, 1.0, 0.0);
|
||||
vec3 right = cross(up, normal);
|
||||
up = cross(normal, right);
|
||||
|
||||
float sampleDelta = 0.025;
|
||||
float nrSamples = 0.0;
|
||||
|
||||
for (float phi = 0.0; phi < 2.0*PI; phi += sampleDelta)
|
||||
{
|
||||
for (float theta = 0.0; theta < 0.5*PI; theta += sampleDelta)
|
||||
{
|
||||
// Spherical to cartesian (in tangent space)
|
||||
vec3 tangentSample = vec3(sin(theta)*cos(phi), sin(theta)*sin(phi), cos(theta));
|
||||
|
||||
// tangent space to world
|
||||
vec3 sampleVec = tangentSample.x*right + tangentSample.y*up + tangentSample.z*normal;
|
||||
|
||||
// Fetch color from environment cubemap
|
||||
irradiance += texture(environmentMap, sampleVec).rgb*cos(theta)*sin(theta);
|
||||
nrSamples++;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate irradiance average value from samples
|
||||
irradiance = PI*irradiance*(1.0/float(nrSamples));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(irradiance, 1.0);
|
||||
}
|
||||
|
|
@ -1,292 +0,0 @@
|
|||
#version 330
|
||||
|
||||
#define MAX_REFLECTION_LOD 4.0
|
||||
#define MAX_DEPTH_LAYER 20
|
||||
#define MIN_DEPTH_LAYER 10
|
||||
|
||||
#define MAX_LIGHTS 4
|
||||
#define LIGHT_DIRECTIONAL 0
|
||||
#define LIGHT_POINT 1
|
||||
|
||||
struct MaterialProperty {
|
||||
vec3 color;
|
||||
int useSampler;
|
||||
sampler2D sampler;
|
||||
};
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 target;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
in vec2 fragTexCoord;
|
||||
in vec3 fragNormal;
|
||||
in vec3 fragTangent;
|
||||
in vec3 fragBinormal;
|
||||
|
||||
// Input material values
|
||||
uniform MaterialProperty albedo;
|
||||
uniform MaterialProperty normals;
|
||||
uniform MaterialProperty metalness;
|
||||
uniform MaterialProperty roughness;
|
||||
uniform MaterialProperty occlusion;
|
||||
uniform MaterialProperty emission;
|
||||
uniform MaterialProperty height;
|
||||
|
||||
// Input uniform values
|
||||
uniform samplerCube irradianceMap;
|
||||
uniform samplerCube prefilterMap;
|
||||
uniform sampler2D brdfLUT;
|
||||
|
||||
// Input lighting values
|
||||
uniform Light lights[MAX_LIGHTS];
|
||||
|
||||
// Other uniform values
|
||||
uniform int renderMode;
|
||||
uniform vec3 viewPos;
|
||||
vec2 texCoord;
|
||||
|
||||
// Constant values
|
||||
const float PI = 3.14159265359;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
vec3 ComputeMaterialProperty(MaterialProperty property);
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness);
|
||||
float GeometrySchlickGGX(float NdotV, float roughness);
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness);
|
||||
vec3 fresnelSchlick(float cosTheta, vec3 F0);
|
||||
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness);
|
||||
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir);
|
||||
|
||||
// WARNING: There is some weird behaviour with this function, always returns black!
|
||||
// Yes, I even tried: return texture(property.sampler, texCoord).rgb;
|
||||
vec3 ComputeMaterialProperty(MaterialProperty property)
|
||||
{
|
||||
vec3 result = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
if (property.useSampler == 1) result = texture(property.sampler, texCoord).rgb;
|
||||
else result = property.color;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||
{
|
||||
float a = roughness*roughness;
|
||||
float a2 = a*a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH*NdotH;
|
||||
|
||||
float nom = a2;
|
||||
float denom = (NdotH2*(a2 - 1.0) + 1.0);
|
||||
denom = PI*denom*denom;
|
||||
|
||||
return nom/denom;
|
||||
}
|
||||
|
||||
float GeometrySchlickGGX(float NdotV, float roughness)
|
||||
{
|
||||
float r = (roughness + 1.0);
|
||||
float k = r*r/8.0;
|
||||
|
||||
float nom = NdotV;
|
||||
float denom = NdotV*(1.0 - k) + k;
|
||||
|
||||
return nom/denom;
|
||||
}
|
||||
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
|
||||
{
|
||||
float NdotV = max(dot(N, V), 0.0);
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
|
||||
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
|
||||
|
||||
return ggx1*ggx2;
|
||||
}
|
||||
|
||||
vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
||||
{
|
||||
return F0 + (1.0 - F0)*pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
|
||||
{
|
||||
return F0 + (max(vec3(1.0 - roughness), F0) - F0)*pow(1.0 - cosTheta, 5.0);
|
||||
}
|
||||
|
||||
vec2 ParallaxMapping(vec2 texCoords, vec3 viewDir)
|
||||
{
|
||||
// Calculate the number of depth layers and calculate the size of each layer
|
||||
float numLayers = mix(MAX_DEPTH_LAYER, MIN_DEPTH_LAYER, abs(dot(vec3(0.0, 0.0, 1.0), viewDir)));
|
||||
float layerDepth = 1.0/numLayers;
|
||||
|
||||
// Calculate depth of current layer
|
||||
float currentLayerDepth = 0.0;
|
||||
|
||||
// Calculate the amount to shift the texture coordinates per layer (from vector P)
|
||||
// Note: height amount is stored in height material attribute color R channel (sampler use is independent)
|
||||
vec2 P = viewDir.xy*height.color.r;
|
||||
vec2 deltaTexCoords = P/numLayers;
|
||||
|
||||
// Store initial texture coordinates and depth values
|
||||
vec2 currentTexCoords = texCoords;
|
||||
float currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
|
||||
|
||||
while (currentLayerDepth < currentDepthMapValue)
|
||||
{
|
||||
// Shift texture coordinates along direction of P
|
||||
currentTexCoords -= deltaTexCoords;
|
||||
|
||||
// Get depth map value at current texture coordinates
|
||||
currentDepthMapValue = texture(height.sampler, currentTexCoords).r;
|
||||
|
||||
// Get depth of next layer
|
||||
currentLayerDepth += layerDepth;
|
||||
}
|
||||
|
||||
// Get texture coordinates before collision (reverse operations)
|
||||
vec2 prevTexCoords = currentTexCoords + deltaTexCoords;
|
||||
|
||||
// Get depth after and before collision for linear interpolation
|
||||
float afterDepth = currentDepthMapValue - currentLayerDepth;
|
||||
float beforeDepth = texture(height.sampler, prevTexCoords).r - currentLayerDepth + layerDepth;
|
||||
|
||||
// Interpolation of texture coordinates
|
||||
float weight = afterDepth/(afterDepth - beforeDepth);
|
||||
vec2 finalTexCoords = prevTexCoords*weight + currentTexCoords*(1.0 - weight);
|
||||
|
||||
return finalTexCoords;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate TBN and RM matrices
|
||||
mat3 TBN = transpose(mat3(fragTangent, fragBinormal, fragNormal));
|
||||
|
||||
// Calculate lighting required attributes
|
||||
vec3 normal = normalize(fragNormal);
|
||||
vec3 view = normalize(viewPos - fragPosition);
|
||||
vec3 refl = reflect(-view, normal);
|
||||
|
||||
// Check if parallax mapping is enabled and calculate texture coordinates to use based on height map
|
||||
// NOTE: remember that 'texCoord' variable must be assigned before calling any ComputeMaterialProperty() function
|
||||
if (height.useSampler == 1) texCoord = ParallaxMapping(fragTexCoord, view);
|
||||
else texCoord = fragTexCoord; // Use default texture coordinates
|
||||
|
||||
// Fetch material values from texture sampler or color attributes
|
||||
vec3 color = texture(albedo.sampler, texCoord).rgb; //ComputeMaterialProperty(albedo);
|
||||
vec3 metal = texture(metalness.sampler, texCoord).rgb; //ComputeMaterialProperty(metalness);
|
||||
vec3 rough = texture(roughness.sampler, texCoord).rgb; //ComputeMaterialProperty(roughness);
|
||||
vec3 emiss = texture(emission.sampler, texCoord).rgb; //ComputeMaterialProperty(emission);
|
||||
vec3 ao = texture(occlusion.sampler, texCoord).rgb; //ComputeMaterialProperty(occlusion);
|
||||
|
||||
// Check if normal mapping is enabled
|
||||
if (normals.useSampler == 1)
|
||||
{
|
||||
// Fetch normal map color and transform lighting values to tangent space
|
||||
normal = texture(normals.sampler, texCoord).rgb; //ComputeMaterialProperty(normals);
|
||||
normal = normalize(normal*2.0 - 1.0);
|
||||
normal = normalize(normal*TBN);
|
||||
|
||||
// Convert tangent space normal to world space due to cubemap reflection calculations
|
||||
refl = normalize(reflect(-view, normal));
|
||||
}
|
||||
|
||||
// Calculate reflectance at normal incidence
|
||||
vec3 F0 = vec3(0.04);
|
||||
F0 = mix(F0, color, metal.r);
|
||||
|
||||
// Calculate lighting for all lights
|
||||
vec3 Lo = vec3(0.0);
|
||||
vec3 lightDot = vec3(0.0);
|
||||
|
||||
for (int i = 0; i < MAX_LIGHTS; i++)
|
||||
{
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
// Calculate per-light radiance
|
||||
vec3 light = vec3(0.0);
|
||||
vec3 radiance = lights[i].color.rgb;
|
||||
if (lights[i].type == LIGHT_DIRECTIONAL) light = -normalize(lights[i].target - lights[i].position);
|
||||
else if (lights[i].type == LIGHT_POINT)
|
||||
{
|
||||
light = normalize(lights[i].position - fragPosition);
|
||||
float distance = length(lights[i].position - fragPosition);
|
||||
float attenuation = 1.0/(distance*distance);
|
||||
radiance *= attenuation;
|
||||
}
|
||||
|
||||
// Cook-torrance BRDF
|
||||
vec3 high = normalize(view + light);
|
||||
float NDF = DistributionGGX(normal, high, rough.r);
|
||||
float G = GeometrySmith(normal, view, light, rough.r);
|
||||
vec3 F = fresnelSchlick(max(dot(high, view), 0.0), F0);
|
||||
vec3 nominator = NDF*G*F;
|
||||
float denominator = 4*max(dot(normal, view), 0.0)*max(dot(normal, light), 0.0) + 0.001;
|
||||
vec3 brdf = nominator/denominator;
|
||||
|
||||
// Store to kS the fresnel value and calculate energy conservation
|
||||
vec3 kS = F;
|
||||
vec3 kD = vec3(1.0) - kS;
|
||||
|
||||
// Multiply kD by the inverse metalness such that only non-metals have diffuse lighting
|
||||
kD *= 1.0 - metal.r;
|
||||
|
||||
// Scale light by dot product between normal and light direction
|
||||
float NdotL = max(dot(normal, light), 0.0);
|
||||
|
||||
// Add to outgoing radiance Lo
|
||||
// Note: BRDF is already multiplied by the Fresnel so it doesn't need to be multiplied again
|
||||
Lo += (kD*color/PI + brdf)*radiance*NdotL*lights[i].color.a;
|
||||
lightDot += radiance*NdotL + brdf*lights[i].color.a;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate ambient lighting using IBL
|
||||
vec3 F = fresnelSchlickRoughness(max(dot(normal, view), 0.0), F0, rough.r);
|
||||
vec3 kS = F;
|
||||
vec3 kD = 1.0 - kS;
|
||||
kD *= 1.0 - metal.r;
|
||||
|
||||
// Calculate indirect diffuse
|
||||
vec3 irradiance = texture(irradianceMap, fragNormal).rgb;
|
||||
vec3 diffuse = color*irradiance;
|
||||
|
||||
// Sample both the prefilter map and the BRDF lut and combine them together as per the Split-Sum approximation
|
||||
vec3 prefilterColor = textureLod(prefilterMap, refl, rough.r*MAX_REFLECTION_LOD).rgb;
|
||||
vec2 brdf = texture(brdfLUT, vec2(max(dot(normal, view), 0.0), rough.r)).rg;
|
||||
vec3 reflection = prefilterColor*(F*brdf.x + brdf.y);
|
||||
|
||||
// Calculate final lighting
|
||||
vec3 ambient = (kD*diffuse + reflection)*ao;
|
||||
|
||||
// Calculate fragment color based on render mode
|
||||
vec3 fragmentColor = ambient + Lo + emiss; // Physically Based Rendering
|
||||
|
||||
if (renderMode == 1) fragmentColor = color; // Albedo
|
||||
else if (renderMode == 2) fragmentColor = normal; // Normals
|
||||
else if (renderMode == 3) fragmentColor = metal; // Metalness
|
||||
else if (renderMode == 4) fragmentColor = rough; // Roughness
|
||||
else if (renderMode == 5) fragmentColor = ao; // Ambient Occlusion
|
||||
else if (renderMode == 6) fragmentColor = emiss; // Emission
|
||||
else if (renderMode == 7) fragmentColor = lightDot; // Lighting
|
||||
else if (renderMode == 8) fragmentColor = kS; // Fresnel
|
||||
else if (renderMode == 9) fragmentColor = irradiance; // Irradiance
|
||||
else if (renderMode == 10) fragmentColor = reflection; // Reflection
|
||||
|
||||
// Apply HDR tonemapping
|
||||
fragmentColor = fragmentColor/(fragmentColor + vec3(1.0));
|
||||
|
||||
// Apply gamma correction
|
||||
fragmentColor = pow(fragmentColor, vec3(1.0/2.2));
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(fragmentColor, 1.0);
|
||||
}
|
||||
|
|
@ -1,41 +0,0 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexTangent;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvp;
|
||||
uniform mat4 matModel;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec3 fragPosition;
|
||||
out vec2 fragTexCoord;
|
||||
out vec3 fragNormal;
|
||||
out vec3 fragTangent;
|
||||
out vec3 fragBinormal;
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate binormal from vertex normal and tangent
|
||||
vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
|
||||
|
||||
// Calculate fragment normal based on normal transformations
|
||||
mat3 normalMatrix = transpose(inverse(mat3(matModel)));
|
||||
|
||||
// Calculate fragment position based on model transformations
|
||||
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
|
||||
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragNormal = normalize(normalMatrix*vertexNormal);
|
||||
fragTangent = normalize(normalMatrix*vec3(vertexTangent));
|
||||
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
|
||||
fragBinormal = normalize(normalMatrix*vertexBinormal);
|
||||
fragBinormal = cross(fragNormal, fragTangent);
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvp*vec4(vertexPosition, 1.0);
|
||||
}
|
||||
|
|
@ -1,113 +0,0 @@
|
|||
#version 330
|
||||
|
||||
#define MAX_SAMPLES 1024u
|
||||
#define CUBEMAP_RESOLUTION 1024.0
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec3 fragPosition;
|
||||
|
||||
// Input uniform values
|
||||
uniform samplerCube environmentMap;
|
||||
uniform float roughness;
|
||||
|
||||
// Constant values
|
||||
const float PI = 3.14159265359;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness);
|
||||
float RadicalInverse_VdC(uint bits);
|
||||
vec2 Hammersley(uint i, uint N);
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness);
|
||||
|
||||
float DistributionGGX(vec3 N, vec3 H, float roughness)
|
||||
{
|
||||
float a = roughness*roughness;
|
||||
float a2 = a*a;
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float NdotH2 = NdotH*NdotH;
|
||||
|
||||
float nom = a2;
|
||||
float denom = (NdotH2*(a2 - 1.0) + 1.0);
|
||||
denom = PI*denom*denom;
|
||||
|
||||
return nom/denom;
|
||||
}
|
||||
|
||||
float RadicalInverse_VdC(uint bits)
|
||||
{
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits)*2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N)
|
||||
{
|
||||
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, vec3 N, float roughness)
|
||||
{
|
||||
float a = roughness*roughness;
|
||||
float phi = 2.0*PI*Xi.x;
|
||||
float cosTheta = sqrt((1.0 - Xi.y)/(1.0 + (a*a - 1.0)*Xi.y));
|
||||
float sinTheta = sqrt(1.0 - cosTheta*cosTheta);
|
||||
|
||||
// Transform from spherical coordinates to cartesian coordinates (halfway vector)
|
||||
vec3 H = vec3(cos(phi)*sinTheta, sin(phi)*sinTheta, cosTheta);
|
||||
|
||||
// Transform from tangent space H vector to world space sample vector
|
||||
vec3 up = ((abs(N.z) < 0.999) ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0));
|
||||
vec3 tangent = normalize(cross(up, N));
|
||||
vec3 bitangent = cross(N, tangent);
|
||||
vec3 sampleVec = tangent*H.x + bitangent*H.y + N*H.z;
|
||||
|
||||
return normalize(sampleVec);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Make the simplyfying assumption that V equals R equals the normal
|
||||
vec3 N = normalize(fragPosition);
|
||||
vec3 R = N;
|
||||
vec3 V = R;
|
||||
|
||||
vec3 prefilteredColor = vec3(0.0);
|
||||
float totalWeight = 0.0;
|
||||
|
||||
for (uint i = 0u; i < MAX_SAMPLES; i++)
|
||||
{
|
||||
// Generate a sample vector that's biased towards the preferred alignment direction (importance sampling)
|
||||
vec2 Xi = Hammersley(i, MAX_SAMPLES);
|
||||
vec3 H = ImportanceSampleGGX(Xi, N, roughness);
|
||||
vec3 L = normalize(2.0*dot(V, H)*H - V);
|
||||
|
||||
float NdotL = max(dot(N, L), 0.0);
|
||||
if(NdotL > 0.0)
|
||||
{
|
||||
// Sample from the environment's mip level based on roughness/pdf
|
||||
float D = DistributionGGX(N, H, roughness);
|
||||
float NdotH = max(dot(N, H), 0.0);
|
||||
float HdotV = max(dot(H, V), 0.0);
|
||||
float pdf = D*NdotH/(4.0*HdotV) + 0.0001;
|
||||
|
||||
float resolution = CUBEMAP_RESOLUTION;
|
||||
float saTexel = 4.0*PI/(6.0*resolution*resolution);
|
||||
float saSample = 1.0/(float(MAX_SAMPLES)*pdf + 0.0001);
|
||||
float mipLevel = ((roughness == 0.0) ? 0.0 : 0.5*log2(saSample/saTexel));
|
||||
|
||||
prefilteredColor += textureLod(environmentMap, L, mipLevel).rgb*NdotL;
|
||||
totalWeight += NdotL;
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate prefilter average color
|
||||
prefilteredColor = prefilteredColor/totalWeight;
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(prefilteredColor, 1.0);
|
||||
}
|
||||
|
|
@ -24,8 +24,14 @@
|
|||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
|
||||
#include "glad.h" // Required for: OpenGL functionality
|
||||
#if defined(__APPLE__)
|
||||
#include <OpenGL/gl3.h> // OpenGL 3 library for OSX
|
||||
#include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
|
||||
#else
|
||||
#include "glad.h" // Required for: OpenGL functionality
|
||||
#endif
|
||||
#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
|
||||
|
||||
#if defined(PLATFORM_DESKTOP)
|
||||
|
|
|
|||
|
|
@ -9,5 +9,3 @@
|
|||
| raysan.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
|
||||
| space.png | ❔ | ❔ | - |
|
||||
| texel_checker.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | Made with [UV Checker Map Maker](http://uvchecker.byvalle.com/) |
|
||||
| egg.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
|
||||
| torus.png | [@GoldenThumbs](https://github.com/GoldenThumbs) |
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 316 B |
|
|
@ -9,27 +9,29 @@ varying vec4 fragColor;
|
|||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec2 texScale;
|
||||
|
||||
// Function for drawing outlines on alpha-blended textures
|
||||
vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
|
||||
{
|
||||
vec2 texelScale = 1.0 / lineScale;
|
||||
vec4 center = texture2D(tex, uv); // We sample the center texel, (with all color data)
|
||||
// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
|
||||
vec4 corners;
|
||||
corners.x = texture2D(tex, uv+vec2( texelScale.x, texelScale.y)).a;
|
||||
corners.y = texture2D(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
|
||||
corners.z = texture2D(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
|
||||
corners.w = texture2D(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
|
||||
|
||||
float outline = min(dot(corners, vec4(1.0)), 1.0);
|
||||
vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
|
||||
col = mix(col, center, center.a);
|
||||
return col;
|
||||
}
|
||||
uniform vec2 textureSize;
|
||||
uniform float outlineSize;
|
||||
uniform vec4 outlineColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_FragColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
|
||||
vec4 texel = texture2D(texture0, fragTexCoord); // Get texel color
|
||||
vec2 texelScale = vec2(0.0);
|
||||
texelScale.x = outlineSize/textureSize.x;
|
||||
texelScale.y = outlineSize/textureSize.y;
|
||||
|
||||
// We sample four corner texels, but only for the alpha channel (this is for the outline)
|
||||
vec4 corners = vec4(0.0);
|
||||
corners.x = texture2D(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
|
||||
corners.y = texture2D(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
|
||||
corners.z = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
|
||||
corners.w = texture2D(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
|
||||
|
||||
float outline = min(dot(corners, vec4(1.0)), 1.0);
|
||||
vec4 color = mix(vec4(0.0), outlineColor, outline);
|
||||
gl_FragColor = mix(color, texel, texel.a);
|
||||
}
|
||||
|
|
@ -7,30 +7,29 @@ in vec4 fragColor;
|
|||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec2 texScale;
|
||||
|
||||
uniform vec2 textureSize;
|
||||
uniform float outlineSize;
|
||||
uniform vec4 outlineColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// Function for drawing outlines on alpha-blended textures
|
||||
vec4 DrawOutline(sampler2D tex, vec2 uv, vec2 lineScale, vec3 lineCol)
|
||||
{
|
||||
vec2 texelScale = 1.0 / lineScale;
|
||||
vec4 center = texture(tex, uv); // We sample the center texel, (with all color data)
|
||||
// Next we sample four corner texels, but only for the alpha channel (this is for the outline)
|
||||
vec4 corners;
|
||||
corners.x = texture(tex, uv+vec2( texelScale.x, texelScale.y)).a;
|
||||
corners.y = texture(tex, uv+vec2( texelScale.x,-texelScale.y)).a;
|
||||
corners.z = texture(tex, uv+vec2(-texelScale.x, texelScale.y)).a;
|
||||
corners.w = texture(tex, uv+vec2(-texelScale.x,-texelScale.y)).a;
|
||||
|
||||
float outline = min(dot(corners, vec4(1.0)), 1.0);
|
||||
vec4 col = mix(vec4(0.0), vec4(lineCol, 1.0), outline);
|
||||
col = mix(col, center, center.a);
|
||||
return col;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
finalColor = DrawOutline(texture0, fragTexCoord, texScale, vec3(0.0));
|
||||
vec4 texel = texture(texture0, fragTexCoord); // Get texel color
|
||||
vec2 texelScale = vec2(0.0);
|
||||
texelScale.x = outlineSize/textureSize.x;
|
||||
texelScale.y = outlineSize/textureSize.y;
|
||||
|
||||
// We sample four corner texels, but only for the alpha channel (this is for the outline)
|
||||
vec4 corners = vec4(0.0);
|
||||
corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
|
||||
corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
|
||||
corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
|
||||
corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
|
||||
|
||||
float outline = min(dot(corners, vec4(1.0)), 1.0);
|
||||
vec4 color = mix(vec4(0.0), outlineColor, outline);
|
||||
finalColor = mix(color, texel, texel.a);
|
||||
}
|
||||
|
Before Width: | Height: | Size: 446 B |
|
Before Width: | Height: | Size: 80 KiB After Width: | Height: | Size: 132 KiB |
|
|
@ -5,12 +5,10 @@
|
|||
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
|
||||
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
|
||||
*
|
||||
* This example has been created using raylib 3.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Example contributed by Samuel Skiff (@GoldenThumbs)
|
||||
* Example contributed by Samuel Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Samuel SKiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
|
|
@ -33,13 +31,23 @@ int main(void)
|
|||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
|
||||
|
||||
Texture2D egg = LoadTexture("resources/egg.png");
|
||||
Texture2D torus = LoadTexture("resources/torus.png");
|
||||
Texture2D texture = LoadTexture("resources/fudesumi.png");
|
||||
|
||||
Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
|
||||
|
||||
float outlineScale = 16.0f;
|
||||
float textureScale[2] = { 16.0f*4, 16.0f*4 };
|
||||
SetShaderValue(shdrOutline, GetShaderLocation(shdrOutline, "texScale"), textureScale, SHADER_UNIFORM_VEC2);
|
||||
float outlineSize = 2.0f;
|
||||
float outlineColor[4] = { 1.0f, 0.0f, 0.0f, 1.0f }; // Normalized RED color
|
||||
float textureSize[2] = { (float)texture.width, (float)texture.height };
|
||||
|
||||
// Get shader locations
|
||||
int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
|
||||
int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
|
||||
int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
|
||||
|
||||
// Set shader values (they can be changed later)
|
||||
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
|
||||
SetShaderValue(shdrOutline, outlineColorLoc, outlineColor, SHADER_UNIFORM_VEC4);
|
||||
SetShaderValue(shdrOutline, textureSizeLoc, textureSize, SHADER_UNIFORM_VEC2);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -49,7 +57,10 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
outlineSize += GetMouseWheelMove();
|
||||
if (outlineSize < 1.0f) outlineSize = 1.0f;
|
||||
|
||||
SetShaderValue(shdrOutline, outlineSizeLoc, &outlineSize, SHADER_UNIFORM_FLOAT);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -59,11 +70,14 @@ int main(void)
|
|||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginShaderMode(shdrOutline);
|
||||
DrawTextureEx(egg, (Vector2){ 0, 230 }, 0.0, outlineScale, WHITE);
|
||||
DrawTextureEx(torus, (Vector2){ 544, 230 }, 0.0, outlineScale, WHITE);
|
||||
|
||||
DrawTexture(texture, GetScreenWidth()/2 - texture.width/2, -30, WHITE);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("Shader-based outlines for textures", 190, 200, 20, LIGHTGRAY);
|
||||
DrawText("Shader-based\ntexture\noutline", 10, 10, 20, GRAY);
|
||||
|
||||
DrawText(TextFormat("Outline size: %i px", (int)outlineSize), 10, 120, 20, MAROON);
|
||||
|
||||
DrawFPS(710, 10);
|
||||
|
||||
|
|
@ -73,8 +87,7 @@ int main(void)
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(egg);
|
||||
UnloadTexture(torus);
|
||||
UnloadTexture(texture);
|
||||
UnloadShader(shdrOutline);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
BIN
examples/shaders/shaders_texture_outline.png
Normal file
|
After Width: | Height: | Size: 258 KiB |
20
examples/text/resources/shaders/glsl100/alpha_discard.fs
Normal file
|
|
@ -0,0 +1,20 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
|
||||
if (texelColor.a == 0.0) discard;
|
||||
|
||||
gl_FragColor = texelColor*fragColor*colDiffuse;
|
||||
}
|
||||
|
|
@ -1,5 +1,7 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@
|
|||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define MAX_POINTS 11 // 10 points and back to the start
|
||||
#define MAX_POINTS 11 // 10 points and back to the start
|
||||
|
||||
int main(void)
|
||||
{
|
||||
|
|
@ -23,7 +23,10 @@ int main(void)
|
|||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
|
||||
|
||||
// Define texture coordinates to map our texture to poly
|
||||
Vector2 texcoords[MAX_POINTS] = {
|
||||
(Vector2){ 0.75f, 0.0f },
|
||||
(Vector2){ 0.25f, 0.0f },
|
||||
|
|
@ -38,22 +41,24 @@ int main(void)
|
|||
(Vector2){ 0.75f, 0.0f} // Close the poly
|
||||
};
|
||||
|
||||
// Define the base poly vertices from the UV's
|
||||
// NOTE: They can be specified in any other way
|
||||
Vector2 points[MAX_POINTS] = { 0 };
|
||||
|
||||
// Create the poly coords from the UV's
|
||||
// you don't have to do this you can specify
|
||||
// them however you want
|
||||
for (int i = 0; i < MAX_POINTS; i++)
|
||||
{
|
||||
points[i].x = (texcoords[i].x - 0.5f)*256.0f;
|
||||
points[i].y = (texcoords[i].y - 0.5f)*256.0f;
|
||||
}
|
||||
|
||||
// Define the vertices drawing position
|
||||
// NOTE: Initially same as points but updated every frame
|
||||
Vector2 positions[MAX_POINTS] = { 0 };
|
||||
for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
|
||||
|
||||
// Load texture to be mapped to poly
|
||||
Texture texture = LoadTexture("resources/cat.png");
|
||||
|
||||
float angle = 0.0f;
|
||||
float angle = 0.0f; // Rotation angle (in degrees)
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
|
@ -63,10 +68,9 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Update points rotation with an angle transform
|
||||
// NOTE: Base points position are not modified
|
||||
angle++;
|
||||
|
||||
Vector2 positions[MAX_POINTS] = { 0 };
|
||||
|
||||
for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
Before Width: | Height: | Size: 190 KiB After Width: | Height: | Size: 190 KiB |
|
|
@ -39,7 +39,7 @@
|
|||
<Keyword>Win32Proj</Keyword>
|
||||
<RootNamespace>models_mesh_magicavoxel_loading</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
<ProjectName>models_mesh_magicavoxel_loading</ProjectName>
|
||||
<ProjectName>models_loading_vox</ProjectName>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
|
||||
|
|
@ -379,7 +379,7 @@
|
|||
</ProjectReference>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="..\..\..\examples\models\models_magicavoxel_loading.c" />
|
||||
<ClCompile Include="..\..\..\examples\models\models_loading_vox.c" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
|
|
@ -93,16 +93,10 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_first_person_maze",
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_geometric_shapes", "examples\models_geometric_shapes.vcxproj", "{14BA7F98-02CC-4648-9236-676BFF9458AF}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gltf_animation", "examples\models_gltf_animation.vcxproj", "{FADC31C3-09AA-4DB4-A289-153482D10C09}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_gltf_model", "examples\models_gltf_model.vcxproj", "{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_heightmap", "examples\models_heightmap.vcxproj", "{0859A973-E4FE-4688-8D16-0253163FDE24}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading", "examples\models_loading.vcxproj", "{F3412853-2B6A-4334-8CF2-B796CDAE0850}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_material_pbr", "examples\models_material_pbr.vcxproj", "{3A6C48C6-80AB-456F-A3A5-969930958971}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_mesh_generation", "examples\models_mesh_generation.vcxproj", "{BE097E8F-B6F3-45DC-8A27-E0EBC31AB912}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_mesh_picking", "examples\models_mesh_picking.vcxproj", "{D03F2C82-9553-4AFA-8F49-9234009122B6}"
|
||||
|
|
@ -275,7 +269,7 @@ Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "rlgl_standalone", "examples
|
|||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "core_split_screen", "examples\core_split_screen.vcxproj", "{946A1700-C7AA-46F0-AEF2-67C98B5722AC}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_mesh_magicavoxel_loading", "examples\models_mesh_magicavoxel_loading.vcxproj", "{2F1B955B-275E-4D8E-8864-06FEC44D7912}"
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "models_loading_vox", "examples\models_loading_vox.vcxproj", "{2F1B955B-275E-4D8E-8864-06FEC44D7912}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
|
|
@ -895,38 +889,6 @@ Global
|
|||
{14BA7F98-02CC-4648-9236-676BFF9458AF}.Release|x64.Build.0 = Release|x64
|
||||
{14BA7F98-02CC-4648-9236-676BFF9458AF}.Release|x86.ActiveCfg = Release|Win32
|
||||
{14BA7F98-02CC-4648-9236-676BFF9458AF}.Release|x86.Build.0 = Release|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug|x64.Build.0 = Debug|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Debug|x86.Build.0 = Debug|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release|x64.ActiveCfg = Release|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release|x64.Build.0 = Release|x64
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release|x86.ActiveCfg = Release|Win32
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09}.Release|x86.Build.0 = Release|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug|x64.Build.0 = Debug|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Debug|x86.Build.0 = Debug|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release|x64.ActiveCfg = Release|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release|x64.Build.0 = Release|x64
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release|x86.ActiveCfg = Release|Win32
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71}.Release|x86.Build.0 = Release|Win32
|
||||
{0859A973-E4FE-4688-8D16-0253163FDE24}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{0859A973-E4FE-4688-8D16-0253163FDE24}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{0859A973-E4FE-4688-8D16-0253163FDE24}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
|
|
@ -959,22 +921,6 @@ Global
|
|||
{F3412853-2B6A-4334-8CF2-B796CDAE0850}.Release|x64.Build.0 = Release|x64
|
||||
{F3412853-2B6A-4334-8CF2-B796CDAE0850}.Release|x86.ActiveCfg = Release|Win32
|
||||
{F3412853-2B6A-4334-8CF2-B796CDAE0850}.Release|x86.Build.0 = Release|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug.DLL|x86.Build.0 = Debug.DLL|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug|x64.ActiveCfg = Debug|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug|x64.Build.0 = Debug|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug|x86.ActiveCfg = Debug|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Debug|x86.Build.0 = Debug|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release.DLL|x64.ActiveCfg = Release.DLL|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release.DLL|x64.Build.0 = Release.DLL|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release.DLL|x86.ActiveCfg = Release.DLL|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release.DLL|x86.Build.0 = Release.DLL|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release|x64.ActiveCfg = Release|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release|x64.Build.0 = Release|x64
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release|x86.ActiveCfg = Release|Win32
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971}.Release|x86.Build.0 = Release|Win32
|
||||
{BE097E8F-B6F3-45DC-8A27-E0EBC31AB912}.Debug.DLL|x64.ActiveCfg = Debug.DLL|x64
|
||||
{BE097E8F-B6F3-45DC-8A27-E0EBC31AB912}.Debug.DLL|x64.Build.0 = Debug.DLL|x64
|
||||
{BE097E8F-B6F3-45DC-8A27-E0EBC31AB912}.Debug.DLL|x86.ActiveCfg = Debug.DLL|Win32
|
||||
|
|
@ -2349,11 +2295,8 @@ Global
|
|||
{5317807F-61D4-4E0F-B6DC-2D9F12621ED9} = {8716DC0F-4FDE-4F57-8E25-5F78DFB80FE1}
|
||||
{CBD6C0F8-8200-4E9A-9D7C-6505A2AA4A62} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{14BA7F98-02CC-4648-9236-676BFF9458AF} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{FADC31C3-09AA-4DB4-A289-153482D10C09} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{F5FC9279-DE63-4EF3-B31F-CFCEF9B11F71} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{0859A973-E4FE-4688-8D16-0253163FDE24} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{F3412853-2B6A-4334-8CF2-B796CDAE0850} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{3A6C48C6-80AB-456F-A3A5-969930958971} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{BE097E8F-B6F3-45DC-8A27-E0EBC31AB912} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{D03F2C82-9553-4AFA-8F49-9234009122B6} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
{FE232CA5-6C0D-4ADF-9A21-775D4DC048D3} = {AF5BEC5C-1F2B-4DA8-B12D-D09FE569237C}
|
||||
|
|
|
|||
8
projects/VSCode/.vscode/tasks.json
vendored
|
|
@ -9,7 +9,9 @@
|
|||
"command": "make",
|
||||
"args": [
|
||||
"PLATFORM=PLATFORM_DESKTOP",
|
||||
"BUILD_MODE=DEBUG"
|
||||
"BUILD_MODE=DEBUG",
|
||||
"PROJECT_NAME=${fileBasenameNoExtension}",
|
||||
"OBJS=${fileBasenameNoExtension}.c"
|
||||
],
|
||||
"windows": {
|
||||
"command": "C:/raylib/mingw/bin/mingw32-make.exe",
|
||||
|
|
@ -42,6 +44,8 @@
|
|||
"command": "make",
|
||||
"args": [
|
||||
"PLATFORM=PLATFORM_DESKTOP",
|
||||
"PROJECT_NAME=${fileBasenameNoExtension}",
|
||||
"OBJS=${fileBasenameNoExtension}.c"
|
||||
],
|
||||
"windows": {
|
||||
"command": "C:/raylib/mingw/bin/mingw32-make.exe",
|
||||
|
|
@ -64,4 +68,4 @@
|
|||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
|
|
@ -43,8 +43,8 @@
|
|||
.PHONY: all clean install uninstall
|
||||
|
||||
# Define required raylib variables
|
||||
RAYLIB_VERSION = 3.8.1
|
||||
RAYLIB_API_VERSION = 381
|
||||
RAYLIB_VERSION = 4.0.0
|
||||
RAYLIB_API_VERSION = 400
|
||||
|
||||
# Define raylib source code path
|
||||
RAYLIB_SRC_PATH ?= ../src
|
||||
|
|
|
|||
|
|
@ -25,14 +25,16 @@ pub fn build(b: *std.build.Builder) void {
|
|||
|
||||
raylib.addIncludeDir("external/glfw/include");
|
||||
|
||||
raylib.addCSourceFile("rcore.c", raylib_flags);
|
||||
raylib.addCSourceFile("rmodels.c", raylib_flags);
|
||||
raylib.addCSourceFile("raudio.c", raylib_flags);
|
||||
raylib.addCSourceFile("rshapes.c", raylib_flags);
|
||||
raylib.addCSourceFile("rtext.c", raylib_flags);
|
||||
raylib.addCSourceFile("rtextures.c", raylib_flags);
|
||||
raylib.addCSourceFile("utils.c", raylib_flags);
|
||||
raylib.addCSourceFile("rglfw.c", raylib_flags);
|
||||
raylib.addCSourceFiles(&.{
|
||||
"raudio.c",
|
||||
"rcore.c",
|
||||
"rglfw.c",
|
||||
"rmodels.c",
|
||||
"rshapes.c",
|
||||
"rtext.c",
|
||||
"rtextures.c",
|
||||
"utils.c",
|
||||
}, raylib_flags);
|
||||
|
||||
switch (raylib.target.toTarget().os.tag) {
|
||||
.windows => {
|
||||
|
|
|
|||
|
|
@ -84,8 +84,12 @@
|
|||
//------------------------------------------------------------------------------------
|
||||
// Module: rlgl - Configuration values
|
||||
//------------------------------------------------------------------------------------
|
||||
|
||||
// Enable OpenGL Debug Context (only available on OpenGL 4.3)
|
||||
//#define RLGL_ENABLE_OPENGL_DEBUG_CONTEXT 1
|
||||
|
||||
// Show OpenGL extensions and capabilities detailed logs on init
|
||||
//#define RLGL_SHOW_GL_DETAILS_INFO 1
|
||||
//#define RLGL_SHOW_GL_DETAILS_INFO 1
|
||||
|
||||
//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 4096 // Default internal render batch elements limits
|
||||
#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
|
||||
|
|
|
|||
13718
src/external/glad.h
vendored
18
src/external/vox_loader.h
vendored
|
|
@ -43,27 +43,25 @@ revision history:
|
|||
Changed Vox_LoadFileName to Vox_LoadFromMemory
|
||||
1.02 (2021-09-10) @raysan5: Reviewed some formating
|
||||
1.03 (2021-10-02) @catmanl: Reduce warnings on gcc
|
||||
1.04 (2021-10-17) @warzes: Fixing the error of loading VOX models
|
||||
|
||||
*/
|
||||
|
||||
#ifndef VOX_LOADER_H
|
||||
#define VOX_LOADER_H
|
||||
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
// Allow custom memory allocators
|
||||
#ifndef VOX_MALLOC
|
||||
#define VOX_MALLOC RL_MALLOC
|
||||
#define VOX_MALLOC(sz) malloc(sz)
|
||||
#endif
|
||||
#ifndef VOX_CALLOC
|
||||
#define VOX_CALLOC RL_CALLOC
|
||||
#define VOX_CALLOC(n,sz) calloc(n,sz)
|
||||
#endif
|
||||
#ifndef VOX_REALLOC
|
||||
#define VOX_REALLOC RL_REALLOC
|
||||
#define VOX_REALLOC(n,sz) realloc(n,sz)
|
||||
#endif
|
||||
#ifndef VOX_FREE
|
||||
#define VOX_FREE RL_FREE
|
||||
#define VOX_FREE(p) free(p)
|
||||
#endif
|
||||
|
||||
#define VOX_SUCCESS (0)
|
||||
|
|
@ -157,6 +155,9 @@ void Vox_FreeArrays(VoxArray3D* voxarray);
|
|||
|
||||
#ifdef VOX_LOADER_IMPLEMENTATION
|
||||
|
||||
#include <string.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// ArrayUShort helper
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
|
@ -585,6 +586,9 @@ int Vox_LoadFromMemory(unsigned char* pvoxData, unsigned int voxDataSize, VoxArr
|
|||
unsigned long chunkSize = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
//unsigned long chunkTotalChildSize = *((unsigned long*)fileDataPtr);
|
||||
fileDataPtr += sizeof(unsigned long);
|
||||
|
||||
if (strcmp(szChunkName, "SIZE") == 0)
|
||||
{
|
||||
//(4 bytes x 3 : x, y, z )
|
||||
|
|
|
|||
|
|
@ -193,7 +193,7 @@ typedef struct tagBITMAPINFOHEADER {
|
|||
#endif
|
||||
|
||||
#if defined(SUPPORT_FILEFORMAT_OGG)
|
||||
// TODO: Remap malloc()/free() calls to RL_MALLOC/RL_FREE
|
||||
// TODO: Remap stb_vorbis malloc()/free() calls to RL_MALLOC/RL_FREE
|
||||
|
||||
#define STB_VORBIS_IMPLEMENTATION
|
||||
#include "external/stb_vorbis.h" // OGG loading functions
|
||||
|
|
@ -405,8 +405,6 @@ void UntrackAudioBuffer(AudioBuffer *buffer);
|
|||
// Initialize audio device
|
||||
void InitAudioDevice(void)
|
||||
{
|
||||
// TODO: Load AUDIO context memory dynamically?
|
||||
|
||||
// Init audio context
|
||||
ma_context_config ctxConfig = ma_context_config_init();
|
||||
ctxConfig.logCallback = OnLog;
|
||||
|
|
@ -1680,7 +1678,7 @@ void SeekMusicStream(Music music, float position)
|
|||
#endif
|
||||
default: break;
|
||||
}
|
||||
|
||||
|
||||
music.stream.buffer->framesProcessed = positionInFrames;
|
||||
}
|
||||
|
||||
|
|
|
|||