summaryrefslogtreecommitdiffhomepage
path: root/examples/models
diff options
context:
space:
mode:
authorvictorfisac <[email protected]>2018-03-10 19:10:37 +0100
committervictorfisac <[email protected]>2018-03-10 19:10:37 +0100
commit8f1d6f38506ff6449866913c6d88b0f25ca2d8f4 (patch)
tree659719ef12dbdedd9a51c85af0e43ac327c84b40 /examples/models
parentdd50348b4dffe59be03538bdbaf2a3d084426e1f (diff)
parentdf50eada531b54d6771eff81cbe140f9453d54d9 (diff)
downloadraylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.tar.gz
raylib-8f1d6f38506ff6449866913c6d88b0f25ca2d8f4.zip
Merge branch 'master' of github.com:raysan5/raylib into fork/master
Diffstat (limited to 'examples/models')
-rw-r--r--examples/models/models_cubicmap.c2
-rw-r--r--examples/models/models_heightmap.c2
-rw-r--r--examples/models/models_material_pbr.c12
-rw-r--r--examples/models/models_material_pbr.pngbin193874 -> 324224 bytes
-rw-r--r--examples/models/models_mesh_generation.c113
-rw-r--r--examples/models/models_mesh_generation.pngbin0 -> 27504 bytes
-rw-r--r--examples/models/models_mesh_picking.c4
-rw-r--r--examples/models/models_yaw_pitch_roll.c (renamed from examples/models/models_plane_rotations.c)36
-rw-r--r--examples/models/models_yaw_pitch_roll.png (renamed from examples/models/models_plane_rotations.png)bin183992 -> 183992 bytes
-rw-r--r--examples/models/resources/angle_gauge.pngbin11761 -> 12919 bytes
-rw-r--r--examples/models/resources/plane.pngbin4872 -> 4810 bytes
-rw-r--r--examples/models/resources/shaders/pbr.vs6
12 files changed, 146 insertions, 29 deletions
diff --git a/examples/models/models_cubicmap.c b/examples/models/models_cubicmap.c
index a8faa7c0..d8be9329 100644
--- a/examples/models/models_cubicmap.c
+++ b/examples/models/models_cubicmap.c
@@ -2,7 +2,7 @@
*
* raylib [models] example - Cubicmap loading and drawing
*
-* This example has been created using raylib 1.3 (www.raylib.com)
+* 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) 2015 Ramon Santamaria (@raysan5)
diff --git a/examples/models/models_heightmap.c b/examples/models/models_heightmap.c
index e887cea7..e476d1b7 100644
--- a/examples/models/models_heightmap.c
+++ b/examples/models/models_heightmap.c
@@ -2,7 +2,7 @@
*
* raylib [models] example - Heightmap loading and drawing
*
-* This example has been created using raylib 1.3 (www.raylib.com)
+* 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) 2015 Ramon Santamaria (@raysan5)
diff --git a/examples/models/models_material_pbr.c b/examples/models/models_material_pbr.c
index 1f069468..9f576348 100644
--- a/examples/models/models_material_pbr.c
+++ b/examples/models/models_material_pbr.c
@@ -41,10 +41,13 @@ int main()
model.material = LoadMaterialPBR((Color){ 255, 255, 255, 255 }, 1.0f, 1.0f);
// Define lights attributes
- Light lights[MAX_LIGHTS] = { CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
- CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
- CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.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.material.shader) };
+ // NOTE: Shader is passed to every light on creation to define shader bindings internally
+ Light lights[MAX_LIGHTS] = {
+ CreateLight(LIGHT_POINT, (Vector3){ LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 255, 0, 0, 255 }, model.material.shader),
+ CreateLight(LIGHT_POINT, (Vector3){ 0.0f, LIGHT_HEIGHT, LIGHT_DISTANCE }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 255, 0, 255 }, model.material.shader),
+ CreateLight(LIGHT_POINT, (Vector3){ -LIGHT_DISTANCE, LIGHT_HEIGHT, 0.0f }, (Vector3){ 0.0f, 0.0f, 0.0f }, (Color){ 0, 0, 255, 255 }, model.material.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.material.shader)
+ };
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
@@ -156,6 +159,7 @@ static Material LoadMaterialPBR(Color albedo, float metalness, float roughness)
UnloadTexture(cubemap);
UnloadTexture(texHDR);
+ // Unload already used shaders (to create specific textures)
UnloadShader(shdrCubemap);
UnloadShader(shdrIrradiance);
UnloadShader(shdrPrefilter);
diff --git a/examples/models/models_material_pbr.png b/examples/models/models_material_pbr.png
index cde171b9..86ba01b0 100644
--- a/examples/models/models_material_pbr.png
+++ b/examples/models/models_material_pbr.png
Binary files differ
diff --git a/examples/models/models_mesh_generation.c b/examples/models/models_mesh_generation.c
new file mode 100644
index 00000000..72222156
--- /dev/null
+++ b/examples/models/models_mesh_generation.c
@@ -0,0 +1,113 @@
+/*******************************************************************************************
+*
+* raylib example - procedural mesh generation
+*
+* 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 (Ray San)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define NUM_MODELS 7 // We generate 7 parametric 3d shapes
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
+
+ // We generate a checked image for texturing
+ Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
+ Texture2D texture = LoadTextureFromImage(checked);
+ UnloadImage(checked);
+
+ Model models[NUM_MODELS];
+
+ models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
+ models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
+ models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
+ models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
+ models[4] = LoadModelFromMesh(GenMeshCylinder(1, 2, 16));
+ models[5] = LoadModelFromMesh(GenMeshTorus(0.25f, 4.0f, 16, 32));
+ models[6] = LoadModelFromMesh(GenMeshKnot(1.0f, 2.0f, 16, 128));
+
+ // Set checked texture as default diffuse component for all models material
+ for (int i = 0; i < NUM_MODELS; i++) models[i].material.maps[MAP_DIFFUSE].texture = texture;
+
+ // Define the camera to look into our 3d world
+ Camera camera = {{ 5.0f, 5.0f, 5.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+
+ // 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_LEFT_BUTTON))
+ {
+ currentModel = (currentModel + 1)%NUM_MODELS; // Cycle between the textures
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(models[currentModel], position, 1.0f, WHITE);
+
+ DrawGrid(10, 1.0);
+
+ End3dMode();
+
+ DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
+ DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
+ DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
+
+ switch(currentModel)
+ {
+ case 0: DrawText("PLANE", 680, 10, 20, DARKBLUE); break;
+ case 1: DrawText("CUBE", 680, 10, 20, DARKBLUE); break;
+ case 2: DrawText("SPHERE", 680, 10, 20, DARKBLUE); break;
+ case 3: DrawText("HEMISPHERE", 640, 10, 20, DARKBLUE); break;
+ case 4: DrawText("CYLINDER", 680, 10, 20, DARKBLUE); break;
+ case 5: DrawText("TORUS", 680, 10, 20, DARKBLUE); break;
+ case 6: DrawText("KNOT", 680, 10, 20, DARKBLUE); break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload models data (GPU VRAM)
+ for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/examples/models/models_mesh_generation.png b/examples/models/models_mesh_generation.png
new file mode 100644
index 00000000..d8eb3646
--- /dev/null
+++ b/examples/models/models_mesh_generation.png
Binary files differ
diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c
index 2f54468a..1cc38b45 100644
--- a/examples/models/models_mesh_picking.c
+++ b/examples/models/models_mesh_picking.c
@@ -38,7 +38,7 @@ int main()
tower.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
- BoundingBox towerBBox = CalculateBoundingBox(tower.mesh);
+ BoundingBox towerBBox = MeshBoundingBox(tower.mesh); // Get mesh bounding box
bool hitMeshBBox = false;
bool hitTriangle = false;
@@ -89,7 +89,7 @@ int main()
cursorColor = PURPLE;
hitObjectName = "Triangle";
- bary = VectorBarycenter(nearestHit.position, ta, tb, tc);
+ bary = Vector3Barycenter(nearestHit.position, ta, tb, tc);
hitTriangle = true;
}
else hitTriangle = false;
diff --git a/examples/models/models_plane_rotations.c b/examples/models/models_yaw_pitch_roll.c
index 8178a5e8..625fc554 100644
--- a/examples/models/models_plane_rotations.c
+++ b/examples/models/models_yaw_pitch_roll.c
@@ -1,6 +1,6 @@
/*******************************************************************************************
*
-* raylib [models] example - Plane rotations (pitch, roll, yaw)
+* raylib [models] example - Plane rotations (yaw, pitch, roll)
*
* 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)
@@ -28,7 +28,7 @@ int main()
const int screenWidth = 800;
const int screenHeight = 450;
- InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (pitch, roll, yaw)");
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
Texture2D texAngleGauge = LoadTexture("resources/angle_gauge.png");
Texture2D texBackground = LoadTexture("resources/background.png");
@@ -71,6 +71,15 @@ int main()
else if (roll < 0.0f) roll += 0.5f;
}
+ // Plane yaw (y-axis) controls
+ if (IsKeyDown(KEY_S)) yaw += 1.0f;
+ else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
+ else
+ {
+ if (yaw > 0.0f) yaw -= 0.5f;
+ else if (yaw < 0.0f) yaw += 0.5f;
+ }
+
// Plane pitch (z-axis) controls
if (IsKeyDown(KEY_DOWN)) pitch += 0.6f;
else if (IsKeyDown(KEY_UP)) pitch -= 0.6f;
@@ -85,15 +94,6 @@ int main()
while (pitchOffset > 180) pitchOffset -= 360;
while (pitchOffset < -180) pitchOffset += 360;
pitchOffset *= 10;
-
- // Plane yaw (y-axis) controls
- if (IsKeyDown(KEY_S)) yaw += 1.0f;
- else if (IsKeyDown(KEY_A)) yaw -= 1.0f;
- else
- {
- if (yaw > 0.0f) yaw -= 0.5f;
- else if (yaw < 0.0f) yaw += 0.5f;
- }
Matrix transform = MatrixIdentity();
@@ -119,17 +119,17 @@ int main()
BeginBlendMode(BLEND_ALPHA);
- DrawTexturePro(texBackground, (Rectangle){0,0,texBackground.width, texBackground.height},
+ DrawTexturePro(texBackground, (Rectangle){ 0, 0, texBackground.width, texBackground.height },
(Rectangle){ centerX, centerY, texBackground.width*scaleFactor, texBackground.height*scaleFactor},
- (Vector2){texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor}, roll, WHITE);
+ (Vector2){ texBackground.width/2*scaleFactor, texBackground.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
DrawTexturePro(texPitch, (Rectangle){ 0, 0, texPitch.width, texPitch.height },
(Rectangle){ centerX, centerY, texPitch.width*scaleFactor, texPitch.height*scaleFactor },
(Vector2){ texPitch.width/2*scaleFactor, texPitch.height/2*scaleFactor + pitchOffset*scaleFactor }, roll, WHITE);
- DrawTexturePro(texPlane, (Rectangle){0,0,texPlane.width, texPlane.height },
+ DrawTexturePro(texPlane, (Rectangle){ 0, 0, texPlane.width, texPlane.height },
(Rectangle){ centerX, centerY, texPlane.width*scaleFactor, texPlane.height*scaleFactor },
- (Vector2){texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
+ (Vector2){ texPlane.width/2*scaleFactor, texPlane.height/2*scaleFactor }, 0, WHITE);
EndBlendMode();
@@ -144,9 +144,9 @@ int main()
End3dMode();
// Draw 2D GUI stuff
- DrawAngleGauge(texAngleGauge, 80, 80, roll, "roll", RED);
- DrawAngleGauge(texAngleGauge, 190, 80, pitch, "pitch", GREEN);
- DrawAngleGauge(texAngleGauge, 300, 80, yaw, "yaw", SKYBLUE);
+ DrawAngleGauge(texAngleGauge, 80, 70, roll, "roll", RED);
+ DrawAngleGauge(texAngleGauge, 190, 70, pitch, "pitch", GREEN);
+ DrawAngleGauge(texAngleGauge, 300, 70, yaw, "yaw", SKYBLUE);
DrawRectangle(30, 360, 260, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines(30, 360, 260, 70, Fade(DARKBLUE, 0.5f));
diff --git a/examples/models/models_plane_rotations.png b/examples/models/models_yaw_pitch_roll.png
index 5400304d..5400304d 100644
--- a/examples/models/models_plane_rotations.png
+++ b/examples/models/models_yaw_pitch_roll.png
Binary files differ
diff --git a/examples/models/resources/angle_gauge.png b/examples/models/resources/angle_gauge.png
index 120f3601..f7871de6 100644
--- a/examples/models/resources/angle_gauge.png
+++ b/examples/models/resources/angle_gauge.png
Binary files differ
diff --git a/examples/models/resources/plane.png b/examples/models/resources/plane.png
index 9f28ddb0..58951ea3 100644
--- a/examples/models/resources/plane.png
+++ b/examples/models/resources/plane.png
Binary files differ
diff --git a/examples/models/resources/shaders/pbr.vs b/examples/models/resources/shaders/pbr.vs
index e852ac1a..885cb199 100644
--- a/examples/models/resources/shaders/pbr.vs
+++ b/examples/models/resources/shaders/pbr.vs
@@ -12,7 +12,7 @@
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
-in vec3 vertexTangent;
+in vec4 vertexTangent;
// Input uniform values
uniform mat4 mvp;
@@ -28,7 +28,7 @@ out vec3 fragBinormal;
void main()
{
// Calculate binormal from vertex normal and tangent
- vec3 vertexBinormal = cross(vertexNormal, vertexTangent);
+ vec3 vertexBinormal = cross(vertexNormal, vec3(vertexTangent));
// Calculate fragment normal based on normal transformations
mat3 normalMatrix = transpose(inverse(mat3(mMatrix)));
@@ -39,7 +39,7 @@ void main()
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
fragNormal = normalize(normalMatrix*vertexNormal);
- fragTangent = normalize(normalMatrix*vertexTangent);
+ fragTangent = normalize(normalMatrix*vec3(vertexTangent));
fragTangent = normalize(fragTangent - dot(fragTangent, fragNormal)*fragNormal);
fragBinormal = normalize(normalMatrix*vertexBinormal);
fragBinormal = cross(fragNormal, fragTangent);