/******************************************************************************************* * * raylib [models] example - Load models vox (MagicaVoxel) * * Example originally created with raylib 4.0, last time updated with raylib 4.0 * * Example contributed by Johann Nadalutti (@procfxgen) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2021-2024 Johann Nadalutti (@procfxgen) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" // Required for: MatrixTranslate() #define MAX_VOX_FILES 4 #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; const char* voxFileNames[] = { "resources/models/vox/chr_knight.vox", "resources/models/vox/chr_sword.vox", "resources/models/vox/monu9.vox", "resources/models/vox/fez.vox" }; InitWindow(screenWidth, screenHeight, "raylib [models] example - magicavoxel loading"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 10.0f, 10.0f, 10.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type //-------------------------------------------------------------------------------------- // Load MagicaVoxel files Model models[MAX_VOX_FILES] = { 0 }; for (int i = 0; i < MAX_VOX_FILES; i++) { // Load VOX file and measure time double t0 = GetTime() * 1000.0; models[i] = LoadModel(voxFileNames[i]); double t1 = GetTime() * 1000.0; TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0)); // Compute model translation matrix to center model on draw position (0, 0 , 0) BoundingBox bb = GetModelBoundingBox(models[i]); Vector3 center = { 0 }; center.x = bb.min.x + (((bb.max.x - bb.min.x) / 2)); center.z = bb.min.z + (((bb.max.z - bb.min.z) / 2)); Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z); models[i].transform = matTranslate; } int currentModel = 0; //-------------------------------------------------------------------------------------- // Load voxel shader Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION)); // Get some required shader locations shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); // NOTE: "matModel" location name is automatically assigned on shader loading, // no need to get the location again if using that uniform name //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); // Ambient light level (some basic lighting) int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]) { 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4); // Assign out lighting shader to model for (int i = 0; i < MAX_VOX_FILES; i++) { Model m = models[i]; for (int j = 0; j < m.materialCount; j++) { m.materials[j].shader = shader; } } // Create lights Light lights[MAX_LIGHTS] = { 0 }; lights[0] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, -20 }, Vector3Zero(), GRAY, shader); lights[1] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, 20 }, Vector3Zero(), GRAY, shader); lights[2] = CreateLight(LIGHT_POINT, (Vector3) { -20, 20, 20 }, Vector3Zero(), GRAY, shader); lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- Vector3 modelpos = { 0 }; Vector3 camerarot = { 0 }; // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonDown(MOUSE_BUTTON_MIDDLE)) { const Vector2 mouseDelta = GetMouseDelta(); camerarot.x = mouseDelta.x * 0.05f; camerarot.y = mouseDelta.y * 0.05f; } else { camerarot.x = 0; camerarot.y = 0; } UpdateCameraPro(&camera, (Vector3) { (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP)) * 0.1f - // Move forward-backward (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN)) * 0.1f, (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) * 0.1f - // Move right-left (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) * 0.1f, 0.0f // Move up-down }, camerarot, GetMouseWheelMove() * -2.0f); // Move to target (zoom) // Cycle between models on mouse click if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES; // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); // Update light values (actually, only enable/disable them) for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw 3D model BeginMode3D(camera); DrawModel(models[currentModel], modelpos, 1.0f, WHITE); DrawGrid(10, 1.0); // Draw spheres to show where the lights are for (int i = 0; i < MAX_LIGHTS; i++) { if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color); else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f)); } EndMode3D(); // Display info DrawRectangle(10, 400, 340, 60, Fade(SKYBLUE, 0.5f)); DrawRectangleLines(10, 400, 340, 60, Fade(DARKBLUE, 0.5f)); DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE); DrawText("MOUSE MIDDLE BUTTON to ZOOM OR ROTATE CAMERA", 40, 420, 10, BLUE); DrawText("UP-DOWN-LEFT-RIGHT KEYS to MOVE CAMERA", 40, 430, 10, BLUE); DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload models data (GPU VRAM) for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }