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Update models_loading_vox.c
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@@ -40,7 +40,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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const char* voxFileNames[] = {
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const char *voxFileNames[] = {
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"resources/models/vox/chr_knight.vox",
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"resources/models/vox/chr_sword.vox",
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"resources/models/vox/monu9.vox",
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@@ -57,24 +57,23 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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//--------------------------------------------------------------------------------------
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// Load MagicaVoxel files
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Model models[MAX_VOX_FILES] = { 0 };
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for (int i = 0; i < MAX_VOX_FILES; i++)
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{
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// Load VOX file and measure time
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double t0 = GetTime() * 1000.0;
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double t0 = GetTime()*1000.0;
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models[i] = LoadModel(voxFileNames[i]);
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double t1 = GetTime() * 1000.0;
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double t1 = GetTime()*1000.0;
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TraceLog(LOG_WARNING, TextFormat("[%s] File loaded in %.3f ms", voxFileNames[i], t1 - t0));
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// Compute model translation matrix to center model on draw position (0, 0 , 0)
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BoundingBox bb = GetModelBoundingBox(models[i]);
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Vector3 center = { 0 };
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center.x = bb.min.x + (((bb.max.x - bb.min.x) / 2));
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center.z = bb.min.z + (((bb.max.z - bb.min.z) / 2));
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center.x = bb.min.x + (((bb.max.x - bb.min.x)/2));
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center.z = bb.min.z + (((bb.max.z - bb.min.z)/2));
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Matrix matTranslate = MatrixTranslate(-center.x, 0, -center.z);
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models[i].transform = matTranslate;
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@@ -82,14 +81,13 @@ int main(void)
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int currentModel = 0;
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//--------------------------------------------------------------------------------------
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// Load voxel shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/voxel_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/voxel_lighting.fs", GLSL_VERSION));
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// Get some required shader locations
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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