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John Montagu, the 4th Earl of Sandvich 2026-02-08 18:18:11 -08:00
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/*******************************************************************************************
*
* VolumeControl v1.0.0 - Tool Description
*
* MODULE USAGE:
* #define GUI_VOLUMECONTROL_IMPLEMENTATION
* #include "gui_VolumeControl.h"
*
* INIT: GuiVolumeControlState state = InitGuiVolumeControl();
* DRAW: GuiVolumeControl(&state);
*
* LICENSE: Propietary License
*
* Copyright (c) 2022 Joshua Dahl. All Rights Reserved.
*
* Unauthorized copying of this file, via any medium is strictly prohibited
* This project is proprietary and confidential unless the owner allows
* usage in any other form by expresely written permission.
*
**********************************************************************************************/
#include "raylib.h"
// WARNING: raygui implementation is expected to be defined before including this header
// #undef RAYGUI_IMPLEMENTATION
#include "raygui.h"
#include <string.h> // Required for: strcpy()
#ifndef GUI_VOLUMECONTROL_H
#define GUI_VOLUMECONTROL_H
typedef struct {
// Define anchors
Vector2 anchor01; // ANCHOR ID:1
// Define controls variables
float SFXSliderValue; // Slider: SFXSlider
float MusicSliderValue; // Slider: MusicSlider
float DialogueSliderValue; // Slider: DialogueSlider
// Custom state variables (depend on development software)
// NOTE: This variables should be added manually if required
} GuiVolumeControlState;
#ifdef __cplusplus
extern "C" { // Prevents name mangling of functions
#endif
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
GuiVolumeControlState InitGuiVolumeControl(void);
void GuiVolumeControl(GuiVolumeControlState *state);
// static void PingButton(); // Button: PingButton logic
#ifdef __cplusplus
}
#endif
#endif // GUI_VOLUMECONTROL_H
/***********************************************************************************
*
* GUI_VOLUMECONTROL IMPLEMENTATION
*
************************************************************************************/
#if defined(GUI_VOLUMECONTROL_IMPLEMENTATION)
#include "raygui.h"
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
GuiVolumeControlState InitGuiVolumeControl(void) {
GuiVolumeControlState state = { 0 };
// Init anchors
state.anchor01 = (Vector2){ 24, 24 }; // ANCHOR ID:1
// Initilize controls variables
state.SFXSliderValue = 0.0f; // Slider: SFXSlider
state.MusicSliderValue = 0.0f; // Slider: MusicSlider
state.DialogueSliderValue = 0.0f; // Slider: DialogueSlider
// Custom variables initialization
return state;
}
// Button: PingButton logic
// static void PingButton()
// {
// // TODO: Implement in outer file!
// }
void GuiVolumeControl(GuiVolumeControlState *state) {
// Const text
const char *VolumeGroupText = "Volume Controls"; // GROUPBOX: VolumeGroup
const char *SFXGroupText = "SFXVolume"; // GROUPBOX: SFXGroup
const char *SFXSliderText = ""; // SLIDER: SFXSlider
const char *MusicGroupText = "MusicVolume"; // GROUPBOX: MusicGroup
const char *MusicSliderText = ""; // SLIDER: MusicSlider
const char *DialogueGroupText = "DialogueVolume"; // GROUPBOX: DialogueGroup
const char *DialogueSliderText = ""; // SLIDER: DialogueSlider
const char *PingButtonText = "Ping"; // BUTTON: PingButton
// Draw controls
GuiGroupBox((Rectangle){ state->anchor01.x + 0, state->anchor01.y + 0, 256, 264 }, VolumeGroupText);
GuiGroupBox((Rectangle){ state->anchor01.x + 24, state->anchor01.y + 24, 208, 56 }, SFXGroupText);
GuiLabel((Rectangle){ 64, 64, 120, 24 }, TextFormat("%.0f%%", state->SFXSliderValue));
state->SFXSliderValue = GuiSlider((Rectangle){ state->anchor01.x + 72, state->anchor01.y + 40, 144, 24 }, SFXSliderText, NULL, state->SFXSliderValue, 0, 100);
GuiGroupBox((Rectangle){ state->anchor01.x + 24, state->anchor01.y + 104, 208, 56 }, MusicGroupText);
GuiLabel((Rectangle){ 64, 144, 120, 24 }, TextFormat("%.0f%%", state->MusicSliderValue));
state->MusicSliderValue = GuiSlider((Rectangle){ state->anchor01.x + 72, state->anchor01.y + 120, 144, 24 }, MusicSliderText, NULL, state->MusicSliderValue, 0, 100);
GuiGroupBox((Rectangle){ state->anchor01.x + 24, state->anchor01.y + 184, 208, 56 }, DialogueGroupText);
GuiLabel((Rectangle){ 64, 224, 120, 24 }, TextFormat("%.0f%%", state->DialogueSliderValue));
state->DialogueSliderValue = GuiSlider((Rectangle){ state->anchor01.x + 72, state->anchor01.y + 200, 144, 24 }, DialogueSliderText, NULL, state->DialogueSliderValue, 0, 100);
if (GuiButton((Rectangle){ 24, 304, 256, 24 }, PingButtonText)) PingButton();
}
#endif // GUI_VOLUMECONTROL_IMPLEMENTATION

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#from: https://stackoverflow.com/questions/410980/include-a-text-file-in-a-c-program-as-a-char
function(make_includeable input_file output_file)
file(READ ${input_file} content)
set(delim "for_C++_include")
set(content "R\"${delim}(${content})${delim}\"")
file(WRITE ${output_file} "${content}")
endfunction(make_includeable)

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#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform sampler2D equirectangularMap;
// Output fragment color
out vec4 finalColor;
vec2 SampleSphericalMap(vec3 v)
{
vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
uv *= vec2(0.1591, 0.3183);
uv += 0.5;
return uv;
}
void main()
{
// Normalize local position
vec2 uv = SampleSphericalMap(normalize(fragPosition));
// Fetch color from texture map
vec3 color = texture(equirectangularMap, uv).rgb;
// Calculate final fragment color
finalColor = vec4(color, 1.0);
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Calculate final vertex position
gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
uniform bool doGamma;
// Output fragment color
out vec4 finalColor;
void main()
{
// Fetch color from texture map
vec3 color = vec3(0.0);
if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
else color = texture(environmentMap, fragPosition).rgb;
if (doGamma)// Apply gamma correction
{
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
}
// Calculate final fragment color
finalColor = vec4(color, 1.0);
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
void main()
{
// Calculate fragment position based on model transformations
fragPosition = vertexPosition;
// Remove translation from the view matrix
mat4 rotView = mat4(mat3(matView));
vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
// Calculate final vertex position
gl_Position = clipPos;
}

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assets/skybox.cpp 100644
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/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
*
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* 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) 2017-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "skybox.hpp"
#include <iostream>
#include "rlgl.h"
namespace cs381 {
SkyBox& SkyBox::Init() {
// Load skybox model
cube = raylib::Mesh::Cube(1.0f, 1.0f, 1.0f).LoadModelFrom();
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
shader = raylib::Shader::LoadFromMemory(vertexShader, fragmentShader);
cube.materials[0].shader = shader;
shader.SetValue("environmentMap", (int)MATERIAL_MAP_CUBEMAP, SHADER_UNIFORM_INT);
return *this;
}
SkyBox& SkyBox::Load(const std::string_view filename, bool isEnviornment/* = false*/) {
if(shader.id == 0) Init();
shader.SetValue("doGamma", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
shader.SetValue("vflipped", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
if(isEnviornment) {
if(cubemapShader.id == 0){
cubemapShader = raylib::Shader::LoadFromMemory(cubemapVertexShader, cubemapFragmentShader);
cubemapShader.SetValue("equirectangularMap", int(0), SHADER_UNIFORM_INT);
}
// Load HDR panorama (sphere) texture
texture.Load(filename);
// Make sure that things aren't sampled in a pixelated manor!
texture.SetFilter(TEXTURE_FILTER_BILINEAR);
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(cubemapShader, texture, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
} else {
raylib::Image img(filename);
texture.Load(img, CUBEMAP_LAYOUT_AUTO_DETECT);
// Make sure that things aren't sampled in a pixelated manor!
texture.SetFilter(TEXTURE_FILTER_BILINEAR);
cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = texture; // CUBEMAP_LAYOUT_PANORAMA
}
return *this;
}
SkyBox& SkyBox::Draw() {
// We are inside the cube, we need to disable backface culling!
rlDisableBackfaceCulling();
rlDisableDepthMask();
cube.Draw({});
rlEnableBackfaceCulling();
rlEnableDepthMask();
return *this;
}
// Generate cubemap texture from HDR texture
TextureCubemap SkyBox::GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) {
TextureCubemap cubemap = { 0 };
rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
unsigned int rbo = rlLoadTextureDepth(size, size, true);
cubemap.id = rlLoadTextureCubemap(0, size, format);
// unsigned int fbo = rlLoadFramebuffer(size, size);
unsigned int fbo = rlLoadFramebuffer();
rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
// Check if framebuffer is complete with attachments (valid)
if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
rlEnableShader(shader.id);
// Define projection matrix and send it to shader
Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix fboViews[6] = {
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
};
rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
// Activate and enable texture for drawing to cubemap faces
rlActiveTextureSlot(0);
rlEnableTexture(panorama.id);
for (int i = 0; i < 6; i++) {
// Set the view matrix for the current cube face
rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
// Select the current cubemap face attachment for the fbo
// WARNING: This function by default enables->attach->disables fbo!!!
rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
rlEnableFramebuffer(fbo);
// Load and draw a cube, it uses the current enabled texture
rlClearScreenBuffers();
rlLoadDrawCube();
// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
// TODO: Investigate this issue...
//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
//rlClearScreenBuffers();
//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
//rlDrawRenderBatchActive();
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
rlDisableShader(); // Unbind shader
rlDisableTexture(); // Unbind texture
rlDisableFramebuffer(); // Unbind framebuffer
rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
// Reset viewport dimensions to default
rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
rlEnableBackfaceCulling();
//------------------------------------------------------------------------------------------
cubemap.width = size;
cubemap.height = size;
cubemap.mipmaps = 1;
cubemap.format = format;
return cubemap;
}
raylib::Shader SkyBox::cubemapShader(0);
}

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/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
*
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* 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) 2017-2023 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib-cpp.hpp"
namespace cs381 {
struct SkyBox {
constexpr static std::string_view vertexShader =
#include "../generated/skybox.vs"
;
constexpr static std::string_view fragmentShader =
#include "../generated/skybox.fs"
;
constexpr static std::string_view cubemapVertexShader =
#include "../generated/cubemap.vs"
;
constexpr static std::string_view cubemapFragmentShader =
#include "../generated/cubemap.fs"
;
static raylib::Shader cubemapShader;
raylib::Texture texture;
raylib::Shader shader;
raylib::Model cube;
SkyBox() : shader(0) {};
SkyBox(SkyBox&) = delete;
SkyBox(SkyBox&&) = default;
SkyBox(const std::string_view filename, bool isEnviornment = false) : SkyBox() {
Load(filename, isEnviornment);
}
~SkyBox() {
if(cube.IsReady())
UnloadTexture(cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture);
}
SkyBox& Init();
SkyBox& Load(const std::string_view filename, bool isEnviornment = false);
SkyBox& Draw();
private:
// Generate cubemap texture from HDR texture
static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
};
}

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