convert submodules to normal folders for now

This commit is contained in:
catangent 2025-04-09 20:00:20 +01:00
parent 389e934900
commit ed1e0ecb6b
1041 changed files with 572002 additions and 13 deletions

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| resource | author | licence | notes |
| :------------------- | :---------: | :------ | :---- |
| models/obj/castle.obj,<br>models/obj/castle_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/obj/bridge.obj,<br>models/obj/bridge_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/obj/house.obj,<br>models/obj/house_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/obj/market.obj,<br>models/obj/market_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/obj/turret.obj,<br>models/obj/turret_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/obj/well.obj,<br>models/obj/well_diffuse.png | [Alberto Cano](https://www.artstation.com/albertocano) | [CC-BY-NC](https://creativecommons.org/licenses/by-nc/4.0/legalcode) | - |
| models/obj/cube.obj,<br>models/obj/cube_diffuse.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| models/obj/plane.obj,<br>models/obj/plane_diffuse.png | [GiaHanLam](https://sketchfab.com/GiaHanLam) | [CC-BY](https://creativecommons.org/licenses/by/4.0/) | Used by: [`models_yaw_pitch_roll.c`](https://github.com/raysan5/raylib/blob/master/examples/models/models_yaw_pitch_roll.c)
| models/iqm/guy.iqm,<br>models/iqm/guyanim.iqm,<br>models/iqm/guytex.png,<br>models/iqm/guy.blend | [@culacant](https://github.com/culacant) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| models/gltf/robot.glb,<br>models/gltf/robot.blend | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| models/vox/chr_knight.vox | ❔ | ❔ | - |
| models/vox/chr_sword.vox | ❔ | ❔ | - |
| models/vox/monu9.vox | ❔ | ❔ | - |
| billboard.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| cubicmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| cubicmap_atlas.png | [@emegeme](https://github.com/emegeme) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| heightmap.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - |
| dresden_square_1k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
| dresden_square_2k.hdr | [HDRIHaven](https://hdrihaven.com/hdri/?h=dresden_square) | [CC0](https://hdrihaven.com/p/license.php) | - |
| skybox.png | ❔ | ❔ | - |

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robot.glb model by @Quaternius (https://www.patreon.com/quaternius)
Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)
greenman.glb, greenman_hat.glb, greenman_sword.glb, greenman_shield.glb models by @iP (https://github.com/ipzaur)
Licensed under CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication (https://creativecommons.org/publicdomain/zero/1.0/)

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# reference material
#mtllib cube.mtl
# object box
# vertex (XZY)
v 5.5 0 1.5
v 8.5 0 1.5
v 5.5 0 -1.5
v 8.5 0 -1.5
v 5.5 3 1.5
v 8.5 3 1.5
v 5.5 3 -1.5
v 8.5 3 -1.5
# normals (XYZ)
vn 0 -1 0
vn 0 1 0
vn 0 0 1
vn 1 0 0
vn 0 0 -1
vn -1 0 0
# UVs (XY)
vt 0.5 0 0
vt 1 0 0
vt 1 0.5 0
vt 0.5 0.5 0
vt 0.5 0.5 0
vt 1 0.5 0
vt 0.5 1 0
vt 1 1 0
vt 0 0.5 0
vt 1 0.5 0
vt 1 0 0
vt 0 0 0
vt 0 0.5 0
vt 1 0.5 0
vt 1 1 0
vt 0 1 0
vt 0.5 0 0
vt 0 0 0
vt 0 0.5 0
vt 0.5 0.5 0
vt 0 0.5 0
vt 0.5 0.5 0
vt 0.5 1 0
vt 0 1 0
# merger
g box
# reference material
#usemtl mat01
# faces
f 1/9/1 3/10/1 4/11/1
f 4/11/1 2/12/1 1/9/1
f 5/13/2 6/14/2 8/15/2
f 8/15/2 7/16/2 5/13/2
f 1/17/6 2/18/6 6/19/6
f 6/19/6 5/20/6 1/17/6
f 2/6/1 4/5/1 8/7/1
f 8/7/1 6/8/1 2/6/1
f 4/2/3 3/1/3 7/4/3
f 7/4/3 8/3/3 4/2/3
f 3/22/5 1/21/5 5/24/5
f 5/24/5 7/23/5 3/22/5

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The following models are provided by the official github repo of voxel-model format by MagikaVoxel developer @ephtracy
GitHub official repo: https://github.com/ephtracy/voxel-model
- chr_knight.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_knight.vox
- chr_sword.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/character/chr_sword.vox
- monu9.vox - https://github.com/ephtracy/voxel-model/blob/master/vox/monument/monu9.vox
Worth mentioning there is no license specified for the models yet: https://github.com/ephtracy/voxel-model/issues/22

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
// Input uniform values
uniform sampler2D equirectangularMap;
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 = texture2D(equirectangularMap, uv).rgb;
// Calculate final fragment color
gl_FragColor = vec4(color, 1.0);
}

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#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
varying 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 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
// Fetch color from texture sampler
vec4 texelColor = texture2D(texture0, fragTexCoord);
// Calculate final fragment color
gl_FragColor = texelColor*colDiffuse*fragColor;
}

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#version 100
#define MAX_BONE_NUM 64
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec4 vertexColor;
attribute vec4 vertexBoneIds;
attribute vec4 vertexBoneWeights;
// Input uniform values
uniform mat4 mvp;
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
// WARNING: OpenGL ES 2.0 does not support automatic matrix transposing, neither transpose() function
mat4 boneMatrixTransposed0 = mat4(
vec4(boneMatrices[boneIndex0][0].x, boneMatrices[boneIndex0][1].x, boneMatrices[boneIndex0][2].x, boneMatrices[boneIndex0][3].x),
vec4(boneMatrices[boneIndex0][0].y, boneMatrices[boneIndex0][1].y, boneMatrices[boneIndex0][2].y, boneMatrices[boneIndex0][3].y),
vec4(boneMatrices[boneIndex0][0].z, boneMatrices[boneIndex0][1].z, boneMatrices[boneIndex0][2].z, boneMatrices[boneIndex0][3].z),
vec4(boneMatrices[boneIndex0][0].w, boneMatrices[boneIndex0][1].w, boneMatrices[boneIndex0][2].w, boneMatrices[boneIndex0][3].w));
mat4 boneMatrixTransposed1 = mat4(
vec4(boneMatrices[boneIndex1][0].x, boneMatrices[boneIndex1][1].x, boneMatrices[boneIndex1][2].x, boneMatrices[boneIndex1][3].x),
vec4(boneMatrices[boneIndex1][0].y, boneMatrices[boneIndex1][1].y, boneMatrices[boneIndex1][2].y, boneMatrices[boneIndex1][3].y),
vec4(boneMatrices[boneIndex1][0].z, boneMatrices[boneIndex1][1].z, boneMatrices[boneIndex1][2].z, boneMatrices[boneIndex1][3].z),
vec4(boneMatrices[boneIndex1][0].w, boneMatrices[boneIndex1][1].w, boneMatrices[boneIndex1][2].w, boneMatrices[boneIndex1][3].w));
mat4 boneMatrixTransposed2 = mat4(
vec4(boneMatrices[boneIndex2][0].x, boneMatrices[boneIndex2][1].x, boneMatrices[boneIndex2][2].x, boneMatrices[boneIndex2][3].x),
vec4(boneMatrices[boneIndex2][0].y, boneMatrices[boneIndex2][1].y, boneMatrices[boneIndex2][2].y, boneMatrices[boneIndex2][3].y),
vec4(boneMatrices[boneIndex2][0].z, boneMatrices[boneIndex2][1].z, boneMatrices[boneIndex2][2].z, boneMatrices[boneIndex2][3].z),
vec4(boneMatrices[boneIndex2][0].w, boneMatrices[boneIndex2][1].w, boneMatrices[boneIndex2][2].w, boneMatrices[boneIndex2][3].w));
mat4 boneMatrixTransposed3 = mat4(
vec4(boneMatrices[boneIndex3][0].x, boneMatrices[boneIndex3][1].x, boneMatrices[boneIndex3][2].x, boneMatrices[boneIndex3][3].x),
vec4(boneMatrices[boneIndex3][0].y, boneMatrices[boneIndex3][1].y, boneMatrices[boneIndex3][2].y, boneMatrices[boneIndex3][3].y),
vec4(boneMatrices[boneIndex3][0].z, boneMatrices[boneIndex3][1].z, boneMatrices[boneIndex3][2].z, boneMatrices[boneIndex3][3].z),
vec4(boneMatrices[boneIndex3][0].w, boneMatrices[boneIndex3][1].w, boneMatrices[boneIndex3][2].w, boneMatrices[boneIndex3][3].w));
vec4 skinnedPosition =
vertexBoneWeights.x*(boneMatrixTransposed0*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.y*(boneMatrixTransposed1*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrixTransposed2*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.w*(boneMatrixTransposed3*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp*skinnedPosition;
}

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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec3 fragPosition;
// Input uniform values
uniform samplerCube environmentMap;
uniform bool vflipped;
uniform bool doGamma;
void main()
{
// Fetch color from texture map
vec4 texelColor = vec4(0.0);
if (vflipped) texelColor = textureCube(environmentMap, vec3(fragPosition.x, -fragPosition.y, fragPosition.z));
else texelColor = textureCube(environmentMap, fragPosition);
vec3 color = vec3(texelColor.x, texelColor.y, texelColor.z);
if (doGamma) // Apply gamma correction
{
color = color/(color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
}
// Calculate final fragment color
gl_FragColor = vec4(color, 1.0);
}

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#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
// Input uniform values
uniform mat4 matProjection;
uniform mat4 matView;
// Output vertex attributes (to fragment shader)
varying 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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#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 vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colDiffuse;
void main()
{
vec4 texelColor = texture(texture0, fragTexCoord);
finalColor = texelColor*colDiffuse*fragColor;
}

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#version 330
#define MAX_BONE_NUM 128
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec4 vertexColor;
in vec4 vertexBoneIds;
in vec4 vertexBoneWeights;
// Input uniform values
uniform mat4 mvp;
uniform mat4 boneMatrices[MAX_BONE_NUM];
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec4 fragColor;
void main()
{
int boneIndex0 = int(vertexBoneIds.x);
int boneIndex1 = int(vertexBoneIds.y);
int boneIndex2 = int(vertexBoneIds.z);
int boneIndex3 = int(vertexBoneIds.w);
vec4 skinnedPosition =
vertexBoneWeights.x*(boneMatrices[boneIndex0]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.y*(boneMatrices[boneIndex1]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.z*(boneMatrices[boneIndex2]*vec4(vertexPosition, 1.0)) +
vertexBoneWeights.w*(boneMatrices[boneIndex3]*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
gl_Position = mvp*skinnedPosition;
}

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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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#version 330
// Input vertex attributes (from vertex shader)
in vec3 fragPosition;
//in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
// Input uniform values
//uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
#define MAX_LIGHTS 4
#define LIGHT_DIRECTIONAL 0
#define LIGHT_POINT 1
struct Light {
int enabled;
int type;
vec3 position;
vec3 target;
vec4 color;
};
// Input lighting values
uniform Light lights[MAX_LIGHTS];
uniform vec4 ambient;
uniform vec3 viewPos;
void main()
{
// Texel color fetching from texture sampler
//vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lightDot = vec3(0.0);
vec3 normal = normalize(fragNormal);
vec3 viewD = normalize(viewPos - fragPosition);
vec3 specular = vec3(0.0);
// NOTE: Implement here your fragment shader code
for (int i = 0; i < MAX_LIGHTS; i++)
{
if (lights[i].enabled == 1)
{
vec3 light = vec3(0.0);
if (lights[i].type == LIGHT_DIRECTIONAL)
{
light = -normalize(lights[i].target - lights[i].position);
}
if (lights[i].type == LIGHT_POINT)
{
light = normalize(lights[i].position - fragPosition);
}
float NdotL = max(dot(normal, light), 0.0);
lightDot += lights[i].color.rgb*NdotL;
float specCo = 0.0;
if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
specular += specCo;
}
}
finalColor = (fragColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
finalColor += fragColor*(ambient/10.0)*colDiffuse;
// Gamma correction
finalColor = pow(finalColor, vec4(1.0/2.2));
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
//in vec2 vertexTexCoord;
in vec3 vertexNormal;
in vec4 vertexColor;
// Input uniform values
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output vertex attributes (to fragment shader)
out vec3 fragPosition;
//out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
// NOTE: Add here your custom variables
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(matModel*vec4(vertexPosition, 1.0));
//fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
// Calculate final vertex position
gl_Position = mvp*vec4(vertexPosition, 1.0);
}

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