REVIEWED: examples: Several minor issues

This commit is contained in:
Ray 2025-11-18 20:43:58 +01:00
parent dcc9e96148
commit e062e3835e
4 changed files with 60 additions and 82 deletions

View File

@ -67,7 +67,7 @@ int main(void)
models[i] = LoadModel(voxFileNames[i]); models[i] = LoadModel(voxFileNames[i]);
double t1 = GetTime()*1000.0; double t1 = GetTime()*1000.0;
TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0)); TraceLog(LOG_INFO, TextFormat("[%s] Model file loaded in %.3f ms", voxFileNames[i], t1 - t0));
// Compute model translation matrix to center model on draw position (0, 0 , 0) // Compute model translation matrix to center model on draw position (0, 0 , 0)
BoundingBox bb = GetModelBoundingBox(models[i]); BoundingBox bb = GetModelBoundingBox(models[i]);
@ -80,6 +80,8 @@ int main(void)
} }
int currentModel = 0; int currentModel = 0;
Vector3 modelpos = { 0 };
Vector3 camerarot = { 0 };
// Load voxel shader // Load voxel shader
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION), Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
@ -98,11 +100,7 @@ int main(void)
// Assign out lighting shader to model // Assign out lighting shader to model
for (int i = 0; i < MAX_VOX_FILES; i++) for (int i = 0; i < MAX_VOX_FILES; i++)
{ {
Model m = models[i]; for (int j = 0; j < models[i].materialCount; j++) models[i].materials[j].shader = shader;
for (int j = 0; j < m.materialCount; j++)
{
m.materials[j].shader = shader;
}
} }
// Create lights // Create lights
@ -112,12 +110,8 @@ int main(void)
lights[2] = 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); lights[3] = CreateLight(LIGHT_POINT, (Vector3) { 20, -20, -20 }, Vector3Zero(), GRAY, shader);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
Vector3 modelpos = { 0 };
Vector3 camerarot = { 0 };
// Main game loop // Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key while (!WindowShouldClose()) // Detect window close button or ESC key
@ -137,15 +131,11 @@ int main(void)
} }
UpdateCameraPro(&camera, UpdateCameraPro(&camera,
(Vector3) { (Vector3){ (IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - (IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, // Move forward-backward
(IsKeyDown(KEY_W) || IsKeyDown(KEY_UP))*0.1f - // Move forward-backward (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, // Move right-left
(IsKeyDown(KEY_S) || IsKeyDown(KEY_DOWN))*0.1f, 0.0f }, // Move up-down
(IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT))*0.1f - // Move right-left camerarot, // Camera rotation
(IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT))*0.1f, GetMouseWheelMove()*-2.0f); // Move to target (zoom)
0.0f // Move up-down
},
camerarot,
GetMouseWheelMove()*-2.0f); // Move to target (zoom)
// Cycle between models on mouse click // Cycle between models on mouse click
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES; if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1) % MAX_VOX_FILES;
@ -156,36 +146,34 @@ int main(void)
// Update light values (actually, only enable/disable them) // Update light values (actually, only enable/disable them)
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]); for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
// Draw 3D model // Draw 3D model
BeginMode3D(camera); BeginMode3D(camera);
DrawModel(models[currentModel], modelpos, 1.0f, WHITE);
DrawGrid(10, 1.0);
DrawModel(models[currentModel], modelpos, 1.0f, WHITE); // Draw spheres to show where the lights are
DrawGrid(10, 1.0); 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();
// Draw spheres to show where the lights are // Display info
for (int i = 0; i < MAX_LIGHTS; i++) DrawRectangle(10, 40, 340, 70, Fade(SKYBLUE, 0.5f));
{ DrawRectangleLines(10, 40, 340, 70, Fade(DARKBLUE, 0.5f));
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color); DrawText("- MOUSE LEFT BUTTON: CYCLE VOX MODELS", 20, 50, 10, BLUE);
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f)); DrawText("- MOUSE MIDDLE BUTTON: ZOOM OR ROTATE CAMERA", 20, 70, 10, BLUE);
} DrawText("- UP-DOWN-LEFT-RIGHT KEYS: MOVE CAMERA", 20, 90, 10, BLUE);
DrawText(TextFormat("Model file: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
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(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -201,5 +189,3 @@ int main(void)
return 0; return 0;
} }

View File

@ -57,7 +57,7 @@ int main(void)
Mesh mesh = GenMeshPoints(numPoints); Mesh mesh = GenMeshPoints(numPoints);
Model model = LoadModelFromMesh(mesh); Model model = LoadModelFromMesh(mesh);
//SetTargetFPS(60); SetTargetFPS(60);
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
// Main game loop // Main game loop
@ -92,15 +92,12 @@ int main(void)
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(BLACK); ClearBackground(BLACK);
BeginMode3D(camera); BeginMode3D(camera);
// The new method only uploads the points once to the GPU // The new method only uploads the points once to the GPU
if (useDrawModelPoints) if (useDrawModelPoints) DrawModelPoints(model, position, 1.0f, WHITE);
{
DrawModelPoints(model, position, 1.0f, WHITE);
}
else else
{ {
// The old method must continually draw the "points" (lines) // The old method must continually draw the "points" (lines)
@ -124,17 +121,16 @@ int main(void)
// Draw a unit sphere for reference // Draw a unit sphere for reference
DrawSphereWires(position, 1.0f, 10, 10, YELLOW); DrawSphereWires(position, 1.0f, 10, 10, YELLOW);
EndMode3D(); EndMode3D();
// Draw UI text // Draw UI text
DrawText(TextFormat("Point Count: %d", numPoints), 20, screenHeight - 50, 40, WHITE); DrawText(TextFormat("Point Count: %d", numPoints), 10, screenHeight - 50, 40, WHITE);
DrawText("Up - increase points", 20, 70, 20, WHITE); DrawText("UP - Increase points", 10, 40, 20, WHITE);
DrawText("Down - decrease points", 20, 100, 20, WHITE); DrawText("DOWN - Decrease points", 10, 70, 20, WHITE);
DrawText("Space - drawing function", 20, 130, 20, WHITE); DrawText("SPACE - Drawing function", 10, 100, 20, WHITE);
if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 20, 160, 20, GREEN); if (useDrawModelPoints) DrawText("Using: DrawModelPoints()", 10, 130, 20, GREEN);
else DrawText("Using: DrawPoint3D()", 20, 160, 20, RED); else DrawText("Using: DrawPoint3D()", 10, 130, 20, RED);
DrawFPS(10, 10); DrawFPS(10, 10);

View File

@ -33,7 +33,7 @@
#define GLSL_VERSION 100 #define GLSL_VERSION 100
#endif #endif
#define MAP_SIZE 10 #define MAP_SIZE 16
//------------------------------------------------------------------------------------ //------------------------------------------------------------------------------------
// Program main entry point // Program main entry point
@ -88,8 +88,6 @@ int main(void)
RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE); RenderTexture lightmap = LoadRenderTexture(MAP_SIZE, MAP_SIZE);
SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
Material material = LoadMaterialDefault(); Material material = LoadMaterialDefault();
material.shader = shader; material.shader = shader;
material.maps[MATERIAL_MAP_ALBEDO].texture = texture; material.maps[MATERIAL_MAP_ALBEDO].texture = texture;
@ -103,29 +101,33 @@ int main(void)
DrawTexturePro( DrawTexturePro(
light, light,
(Rectangle){ 0, 0, (float)light.width, (float)light.height }, (Rectangle){ 0, 0, (float)light.width, (float)light.height },
(Rectangle){ 0, 0, 20, 20 }, (Rectangle){ 0, 0, 2.0f*MAP_SIZE, 2.0f*MAP_SIZE },
(Vector2){ 10.0, 10.0 }, (Vector2){ (float)MAP_SIZE, (float)MAP_SIZE },
0.0, 0.0,
RED RED
); );
DrawTexturePro( DrawTexturePro(
light, light,
(Rectangle){ 0, 0, (float)light.width, (float)light.height }, (Rectangle){ 0, 0, (float)light.width, (float)light.height },
(Rectangle){ 8, 4, 20, 20 }, (Rectangle){ (float)MAP_SIZE*0.8f, (float)MAP_SIZE/2.0f, 2.0f*MAP_SIZE, 2.0f*MAP_SIZE },
(Vector2){ 10.0, 10.0 }, (Vector2){ (float)MAP_SIZE, (float)MAP_SIZE },
0.0, 0.0,
BLUE BLUE
); );
DrawTexturePro( DrawTexturePro(
light, light,
(Rectangle){ 0, 0, (float)light.width, (float)light.height }, (Rectangle){ 0, 0, (float)light.width, (float)light.height },
(Rectangle){ 8, 8, 10, 10 }, (Rectangle){ (float)MAP_SIZE*0.8f, (float)MAP_SIZE*0.8f, (float)MAP_SIZE, (float)MAP_SIZE },
(Vector2){ 5.0, 5.0 }, (Vector2){ (float)MAP_SIZE/2.0f, (float)MAP_SIZE/2.0f },
0.0, 0.0,
GREEN GREEN
); );
BeginBlendMode(BLEND_ALPHA); BeginBlendMode(BLEND_ALPHA);
EndTextureMode(); EndTextureMode();
// NOTE: To enable trilinear filtering we need mipmaps available for texture
GenTextureMipmaps(&lightmap.texture);
SetTextureFilter(lightmap.texture, TEXTURE_FILTER_TRILINEAR);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -141,24 +143,20 @@ int main(void)
// Draw // Draw
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
BeginDrawing(); BeginDrawing();
ClearBackground(RAYWHITE); ClearBackground(RAYWHITE);
BeginMode3D(camera); BeginMode3D(camera);
DrawMesh(mesh, material, MatrixIdentity()); DrawMesh(mesh, material, MatrixIdentity());
EndMode3D(); EndMode3D();
DrawFPS(10, 10); DrawTexturePro(lightmap.texture, (Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
DrawTexturePro(
lightmap.texture,
(Rectangle){ 0, 0, -MAP_SIZE, -MAP_SIZE },
(Rectangle){ (float)GetRenderWidth() - MAP_SIZE*8 - 10, 10, (float)MAP_SIZE*8, (float)MAP_SIZE*8 }, (Rectangle){ (float)GetRenderWidth() - MAP_SIZE*8 - 10, 10, (float)MAP_SIZE*8, (float)MAP_SIZE*8 },
(Vector2){ 0.0, 0.0 }, (Vector2){ 0.0, 0.0 }, 0.0, WHITE);
0.0,
WHITE);
DrawText("lightmap", GetRenderWidth() - 66, 16 + MAP_SIZE*8, 10, GRAY); DrawText(TextFormat("LIGHTMAP: %ix%i pixels", MAP_SIZE, MAP_SIZE), GetRenderWidth() - 130, 20 + MAP_SIZE*8, 10, GREEN);
DrawText("10x10 pixels", GetRenderWidth() - 76, 30 + MAP_SIZE*8, 10, GRAY);
DrawFPS(10, 10);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------

View File

@ -40,7 +40,7 @@ int main(void)
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Texture texPattern = LoadTexture("resources/patterns.png"); Texture texPattern = LoadTexture("resources/patterns.png");
SetTextureFilter(texPattern, TEXTURE_FILTER_TRILINEAR); // Makes the texture smoother when upscaled SetTextureFilter(texPattern, TEXTURE_FILTER_BILINEAR); // Makes the texture smoother when upscaled
// Coordinates for all patterns inside the texture // Coordinates for all patterns inside the texture
const Rectangle recPattern[] = { const Rectangle recPattern[] = {
@ -110,19 +110,17 @@ int main(void)
} }
} }
// Handle keys // Handle keys: change scale
// Change scale
if (IsKeyPressed(KEY_UP)) scale += 0.25f; if (IsKeyPressed(KEY_UP)) scale += 0.25f;
if (IsKeyPressed(KEY_DOWN)) scale -= 0.25f; if (IsKeyPressed(KEY_DOWN)) scale -= 0.25f;
if (scale > 10.0f) scale = 10.0f; if (scale > 10.0f) scale = 10.0f;
else if ( scale <= 0.0f) scale = 0.25f; else if ( scale <= 0.0f) scale = 0.25f;
// Change rotation // Handle keys: change rotation
if (IsKeyPressed(KEY_LEFT)) rotation -= 25.0f; if (IsKeyPressed(KEY_LEFT)) rotation -= 25.0f;
if (IsKeyPressed(KEY_RIGHT)) rotation += 25.0f; if (IsKeyPressed(KEY_RIGHT)) rotation += 25.0f;
// Reset // Handle keys: reset
if (IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; } if (IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -165,7 +163,7 @@ int main(void)
// De-Initialization // De-Initialization
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
UnloadTexture(texPattern); // Unload texture UnloadTexture(texPattern); // Unload texture
CloseWindow(); // Close window and OpenGL context CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------