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/*******************************************************************************************
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*
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* VolumeControl v1.0.0 - Tool Description
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*
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* MODULE USAGE:
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* #define GUI_VOLUMECONTROL_IMPLEMENTATION
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* #include "gui_VolumeControl.h"
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*
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* INIT: GuiVolumeControlState state = InitGuiVolumeControl();
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* DRAW: GuiVolumeControl(&state);
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*
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* LICENSE: Propietary License
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*
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* Copyright (c) 2022 Joshua Dahl. All Rights Reserved.
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*
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* Unauthorized copying of this file, via any medium is strictly prohibited
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* This project is proprietary and confidential unless the owner allows
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* usage in any other form by expresely written permission.
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*
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**********************************************************************************************/
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#include "raylib.h"
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// WARNING: raygui implementation is expected to be defined before including this header
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// #undef RAYGUI_IMPLEMENTATION
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#include "raygui.h"
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#include <string.h> // Required for: strcpy()
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#ifndef GUI_VOLUMECONTROL_H
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#define GUI_VOLUMECONTROL_H
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typedef struct {
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// Define anchors
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Vector2 anchor01; // ANCHOR ID:1
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// Define controls variables
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float SFXSliderValue; // Slider: SFXSlider
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float MusicSliderValue; // Slider: MusicSlider
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float DialogueSliderValue; // Slider: DialogueSlider
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// Custom state variables (depend on development software)
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// NOTE: This variables should be added manually if required
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} GuiVolumeControlState;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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GuiVolumeControlState InitGuiVolumeControl(void);
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void GuiVolumeControl(GuiVolumeControlState *state);
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// static void PingButton(); // Button: PingButton logic
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#ifdef __cplusplus
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}
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#endif
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#endif // GUI_VOLUMECONTROL_H
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/***********************************************************************************
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*
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* GUI_VOLUMECONTROL IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(GUI_VOLUMECONTROL_IMPLEMENTATION)
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#include "raygui.h"
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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GuiVolumeControlState InitGuiVolumeControl(void) {
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GuiVolumeControlState state = { 0 };
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// Init anchors
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state.anchor01 = (Vector2){ 24, 24 }; // ANCHOR ID:1
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// Initilize controls variables
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state.SFXSliderValue = 0.0f; // Slider: SFXSlider
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state.MusicSliderValue = 0.0f; // Slider: MusicSlider
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state.DialogueSliderValue = 0.0f; // Slider: DialogueSlider
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// Custom variables initialization
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return state;
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}
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// Button: PingButton logic
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// static void PingButton()
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// {
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// // TODO: Implement in outer file!
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// }
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void GuiVolumeControl(GuiVolumeControlState *state) {
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// Const text
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const char *VolumeGroupText = "Volume Controls"; // GROUPBOX: VolumeGroup
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const char *SFXGroupText = "SFXVolume"; // GROUPBOX: SFXGroup
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const char *SFXSliderText = ""; // SLIDER: SFXSlider
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const char *MusicGroupText = "MusicVolume"; // GROUPBOX: MusicGroup
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const char *MusicSliderText = ""; // SLIDER: MusicSlider
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const char *DialogueGroupText = "DialogueVolume"; // GROUPBOX: DialogueGroup
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const char *DialogueSliderText = ""; // SLIDER: DialogueSlider
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const char *PingButtonText = "Ping"; // BUTTON: PingButton
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// Draw controls
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GuiGroupBox((Rectangle){ state->anchor01.x + 0, state->anchor01.y + 0, 256, 264 }, VolumeGroupText);
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GuiGroupBox((Rectangle){ state->anchor01.x + 24, state->anchor01.y + 24, 208, 56 }, SFXGroupText);
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GuiLabel((Rectangle){ 64, 64, 120, 24 }, TextFormat("%.0f%%", state->SFXSliderValue));
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state->SFXSliderValue = GuiSlider((Rectangle){ state->anchor01.x + 72, state->anchor01.y + 40, 144, 24 }, SFXSliderText, NULL, state->SFXSliderValue, 0, 100);
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GuiGroupBox((Rectangle){ state->anchor01.x + 24, state->anchor01.y + 104, 208, 56 }, MusicGroupText);
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GuiLabel((Rectangle){ 64, 144, 120, 24 }, TextFormat("%.0f%%", state->MusicSliderValue));
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state->MusicSliderValue = GuiSlider((Rectangle){ state->anchor01.x + 72, state->anchor01.y + 120, 144, 24 }, MusicSliderText, NULL, state->MusicSliderValue, 0, 100);
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GuiGroupBox((Rectangle){ state->anchor01.x + 24, state->anchor01.y + 184, 208, 56 }, DialogueGroupText);
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GuiLabel((Rectangle){ 64, 224, 120, 24 }, TextFormat("%.0f%%", state->DialogueSliderValue));
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state->DialogueSliderValue = GuiSlider((Rectangle){ state->anchor01.x + 72, state->anchor01.y + 200, 144, 24 }, DialogueSliderText, NULL, state->DialogueSliderValue, 0, 100);
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if (GuiButton((Rectangle){ 24, 304, 256, 24 }, PingButtonText)) PingButton();
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}
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#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
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function(make_includeable input_file output_file)
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file(READ ${input_file} content)
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set(delim "for_C++_include")
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set(content "R\"${delim}(${content})${delim}\"")
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file(WRITE ${output_file} "${content}")
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endfunction(make_includeable)
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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// Input uniform values
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uniform sampler2D equirectangularMap;
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// Output fragment color
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out vec4 finalColor;
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vec2 SampleSphericalMap(vec3 v)
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{
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vec2 uv = vec2(atan(v.z, v.x), asin(v.y));
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uv *= vec2(0.1591, 0.3183);
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uv += 0.5;
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return uv;
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}
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void main()
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{
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// Normalize local position
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vec2 uv = SampleSphericalMap(normalize(fragPosition));
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// Fetch color from texture map
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vec3 color = texture(equirectangularMap, uv).rgb;
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 matProjection;
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uniform mat4 matView;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPosition = vertexPosition;
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// Calculate final vertex position
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gl_Position = matProjection*matView*vec4(vertexPosition, 1.0);
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}
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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// Input uniform values
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uniform samplerCube environmentMap;
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uniform bool vflipped;
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uniform bool doGamma;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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// Fetch color from texture map
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vec3 color = vec3(0.0);
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if (vflipped) color = texture(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z)).rgb;
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else color = texture(environmentMap, fragPosition).rgb;
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if (doGamma)// Apply gamma correction
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{
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color = color/(color + vec3(1.0));
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color = pow(color, vec3(1.0/2.2));
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}
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// Calculate final fragment color
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finalColor = vec4(color, 1.0);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 matProjection;
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uniform mat4 matView;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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void main()
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{
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// Calculate fragment position based on model transformations
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fragPosition = vertexPosition;
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// Remove translation from the view matrix
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mat4 rotView = mat4(mat3(matView));
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vec4 clipPos = matProjection*rotView*vec4(vertexPosition, 1.0);
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// Calculate final vertex position
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gl_Position = clipPos;
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}
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/*******************************************************************************************
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*
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* raylib [models] example - Skybox loading and drawing
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*
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* Example originally created with raylib 1.8, last time updated with raylib 4.0
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "skybox.hpp"
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#include <iostream>
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#include "rlgl.h"
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namespace cs381 {
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SkyBox& SkyBox::Init() {
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// Load skybox model
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cube = raylib::Mesh::Cube(1.0f, 1.0f, 1.0f).LoadModelFrom();
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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shader = raylib::Shader::LoadFromMemory(vertexShader, fragmentShader);
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cube.materials[0].shader = shader;
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shader.SetValue("environmentMap", (int)MATERIAL_MAP_CUBEMAP, SHADER_UNIFORM_INT);
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return *this;
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}
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SkyBox& SkyBox::Load(const std::string_view filename, bool isEnviornment/* = false*/) {
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if(shader.id == 0) Init();
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shader.SetValue("doGamma", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
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shader.SetValue("vflipped", int(isEnviornment ? 1 : 0), SHADER_UNIFORM_INT);
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if(isEnviornment) {
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if(cubemapShader.id == 0){
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cubemapShader = raylib::Shader::LoadFromMemory(cubemapVertexShader, cubemapFragmentShader);
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cubemapShader.SetValue("equirectangularMap", int(0), SHADER_UNIFORM_INT);
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}
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// Load HDR panorama (sphere) texture
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texture.Load(filename);
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// Make sure that things aren't sampled in a pixelated manor!
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texture.SetFilter(TEXTURE_FILTER_BILINEAR);
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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// NOTE 2: It seems on some Android devices WebGL, fbo does not properly support a FLOAT-based attachment,
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// despite texture can be successfully created.. so using PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 instead of PIXELFORMAT_UNCOMPRESSED_R32G32B32A32
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cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(cubemapShader, texture, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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} else {
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raylib::Image img(filename);
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texture.Load(img, CUBEMAP_LAYOUT_AUTO_DETECT);
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// Make sure that things aren't sampled in a pixelated manor!
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texture.SetFilter(TEXTURE_FILTER_BILINEAR);
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cube.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = texture; // CUBEMAP_LAYOUT_PANORAMA
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}
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return *this;
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}
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SkyBox& SkyBox::Draw() {
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// We are inside the cube, we need to disable backface culling!
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rlDisableBackfaceCulling();
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rlDisableDepthMask();
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cube.Draw({});
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rlEnableBackfaceCulling();
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rlEnableDepthMask();
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return *this;
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}
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// Generate cubemap texture from HDR texture
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TextureCubemap SkyBox::GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format) {
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TextureCubemap cubemap = { 0 };
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rlDisableBackfaceCulling(); // Disable backface culling to render inside the cube
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// STEP 1: Setup framebuffer
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//------------------------------------------------------------------------------------------
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unsigned int rbo = rlLoadTextureDepth(size, size, true);
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cubemap.id = rlLoadTextureCubemap(0, size, format);
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// unsigned int fbo = rlLoadFramebuffer(size, size);
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unsigned int fbo = rlLoadFramebuffer();
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rlFramebufferAttach(fbo, rbo, RL_ATTACHMENT_DEPTH, RL_ATTACHMENT_RENDERBUFFER, 0);
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X, 0);
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// Check if framebuffer is complete with attachments (valid)
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if (rlFramebufferComplete(fbo)) TraceLog(LOG_INFO, "FBO: [ID %i] Framebuffer object created successfully", fbo);
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//------------------------------------------------------------------------------------------
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// STEP 2: Draw to framebuffer
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//------------------------------------------------------------------------------------------
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// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
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rlEnableShader(shader.id);
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// Define projection matrix and send it to shader
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Matrix matFboProjection = MatrixPerspective(90.0*DEG2RAD, 1.0, RL_CULL_DISTANCE_NEAR, RL_CULL_DISTANCE_FAR);
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
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// Define view matrix for every side of the cubemap
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Matrix fboViews[6] = {
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ -1.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, 1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f }),
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MatrixLookAt((Vector3){ 0.0f, 0.0f, 0.0f }, (Vector3){ 0.0f, 0.0f, -1.0f }, (Vector3){ 0.0f, -1.0f, 0.0f })
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};
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rlViewport(0, 0, size, size); // Set viewport to current fbo dimensions
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// Activate and enable texture for drawing to cubemap faces
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rlActiveTextureSlot(0);
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rlEnableTexture(panorama.id);
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for (int i = 0; i < 6; i++) {
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// Set the view matrix for the current cube face
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rlSetUniformMatrix(shader.locs[SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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// Select the current cubemap face attachment for the fbo
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// WARNING: This function by default enables->attach->disables fbo!!!
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rlFramebufferAttach(fbo, cubemap.id, RL_ATTACHMENT_COLOR_CHANNEL0, RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i, 0);
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rlEnableFramebuffer(fbo);
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// Load and draw a cube, it uses the current enabled texture
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rlClearScreenBuffers();
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rlLoadDrawCube();
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// ALTERNATIVE: Try to use internal batch system to draw the cube instead of rlLoadDrawCube
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// for some reason this method does not work, maybe due to cube triangles definition? normals pointing out?
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// TODO: Investigate this issue...
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//rlSetTexture(panorama.id); // WARNING: It must be called after enabling current framebuffer if using internal batch system!
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//rlClearScreenBuffers();
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//DrawCubeV(Vector3Zero(), Vector3One(), WHITE);
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//rlDrawRenderBatchActive();
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}
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//------------------------------------------------------------------------------------------
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// STEP 3: Unload framebuffer and reset state
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//------------------------------------------------------------------------------------------
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rlDisableShader(); // Unbind shader
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rlDisableTexture(); // Unbind texture
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rlDisableFramebuffer(); // Unbind framebuffer
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rlUnloadFramebuffer(fbo); // Unload framebuffer (and automatically attached depth texture/renderbuffer)
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// Reset viewport dimensions to default
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rlViewport(0, 0, rlGetFramebufferWidth(), rlGetFramebufferHeight());
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rlEnableBackfaceCulling();
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//------------------------------------------------------------------------------------------
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cubemap.width = size;
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cubemap.height = size;
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cubemap.mipmaps = 1;
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cubemap.format = format;
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return cubemap;
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}
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raylib::Shader SkyBox::cubemapShader(0);
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}
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/*******************************************************************************************
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*
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* raylib [models] example - Skybox loading and drawing
|
||||
*
|
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* 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
|
||||
*
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* Copyright (c) 2017-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib-cpp.hpp"
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namespace cs381 {
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struct SkyBox {
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constexpr static std::string_view vertexShader =
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#include "../generated/skybox.vs"
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;
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constexpr static std::string_view fragmentShader =
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#include "../generated/skybox.fs"
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;
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constexpr static std::string_view cubemapVertexShader =
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#include "../generated/cubemap.vs"
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;
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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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After Width: | Height: | Size: 1.1 MiB |
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After Width: | Height: | Size: 74 KiB |
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After Width: | Height: | Size: 11 KiB |
Loading…
Reference in New Issue