From d92531b81d7397fab8a86ad939fdd109b2ca71fb Mon Sep 17 00:00:00 2001 From: raysan5 Date: Tue, 12 Oct 2021 20:23:59 +0200 Subject: Rename examples for consistency --- examples/models/models_gltf_model.c | 108 ------------------- examples/models/models_gltf_model.png | Bin 21286 -> 0 bytes examples/models/models_loading.c | 18 ++-- examples/models/models_loading_gltf.c | 108 +++++++++++++++++++ examples/models/models_loading_gltf.png | Bin 0 -> 21286 bytes examples/models/models_loading_vox.c | 151 +++++++++++++++++++++++++++ examples/models/models_magicavoxel_loading.c | 151 --------------------------- 7 files changed, 269 insertions(+), 267 deletions(-) delete mode 100644 examples/models/models_gltf_model.c delete mode 100644 examples/models/models_gltf_model.png create mode 100644 examples/models/models_loading_gltf.c create mode 100644 examples/models/models_loading_gltf.png create mode 100644 examples/models/models_loading_vox.c delete mode 100644 examples/models/models_magicavoxel_loading.c diff --git a/examples/models/models_gltf_model.c b/examples/models/models_gltf_model.c deleted file mode 100644 index 3f843c9d..00000000 --- a/examples/models/models_gltf_model.c +++ /dev/null @@ -1,108 +0,0 @@ -/******************************************************************************************* -* -* raylib [models] example - Load 3d gltf model -* -* 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 - -#define MAX_MODELS 8 - -int main(void) -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "raylib [models] example - model"); - - // 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[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"); - - int currentModel = 0; - - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - - SetCameraMode(camera, CAMERA_FREE); // Set free 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); - - if (IsKeyReleased(KEY_RIGHT)) - { - currentModel++; - if (currentModel == MAX_MODELS) currentModel = 0; - } - - if (IsKeyReleased(KEY_LEFT)) - { - currentModel--; - if (currentModel < 0) currentModel = MAX_MODELS - 1; - } - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(SKYBLUE); - - BeginMode3D(camera); - - DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE); - - DrawGrid(10, 1.0f); // Draw a grid - - EndMode3D(); - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - for (int i = 0; i < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} diff --git a/examples/models/models_gltf_model.png b/examples/models/models_gltf_model.png deleted file mode 100644 index 654444b8..00000000 Binary files a/examples/models/models_gltf_model.png and /dev/null differ diff --git a/examples/models/models_loading.c b/examples/models/models_loading.c index 16f122ee..a688a8b8 100644 --- a/examples/models/models_loading.c +++ b/examples/models/models_loading.c @@ -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) * ********************************************************************************************/ diff --git a/examples/models/models_loading_gltf.c b/examples/models/models_loading_gltf.c new file mode 100644 index 00000000..3f843c9d --- /dev/null +++ b/examples/models/models_loading_gltf.c @@ -0,0 +1,108 @@ +/******************************************************************************************* +* +* raylib [models] example - Load 3d gltf model +* +* 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 + +#define MAX_MODELS 8 + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + InitWindow(screenWidth, screenHeight, "raylib [models] example - model"); + + // 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[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"); + + int currentModel = 0; + + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + + SetCameraMode(camera, CAMERA_FREE); // Set free 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); + + if (IsKeyReleased(KEY_RIGHT)) + { + currentModel++; + if (currentModel == MAX_MODELS) currentModel = 0; + } + + if (IsKeyReleased(KEY_LEFT)) + { + currentModel--; + if (currentModel < 0) currentModel = MAX_MODELS - 1; + } + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(SKYBLUE); + + BeginMode3D(camera); + + DrawModelEx(model[currentModel], position, (Vector3){ 0.0f, 1.0f, 0.0f }, 180.0f, (Vector3){ 2.0f, 2.0f, 2.0f }, WHITE); + + DrawGrid(10, 1.0f); // Draw a grid + + EndMode3D(); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + for (int i = 0; i < MAX_MODELS; i++) UnloadModel(model[i]); // Unload models + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} diff --git a/examples/models/models_loading_gltf.png b/examples/models/models_loading_gltf.png new file mode 100644 index 00000000..654444b8 Binary files /dev/null and b/examples/models/models_loading_gltf.png differ diff --git a/examples/models/models_loading_vox.c b/examples/models/models_loading_vox.c new file mode 100644 index 00000000..fd268f07 --- /dev/null +++ b/examples/models/models_loading_vox.c @@ -0,0 +1,151 @@ +/******************************************************************************************* +* +* 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 + + +// 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; +} + + diff --git a/examples/models/models_magicavoxel_loading.c b/examples/models/models_magicavoxel_loading.c deleted file mode 100644 index fd268f07..00000000 --- a/examples/models/models_magicavoxel_loading.c +++ /dev/null @@ -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 - - -// 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; -} - - -- cgit v1.2.3