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Remove deprecated phong lighting shaders and example

victorfisac 9 years ago
parent
commit
80eb4f3f50

+ 0 - 85
examples/resources/shaders/glsl330/phong.fs

@@ -1,85 +0,0 @@
-#version 330
-
-// Input vertex attributes (from vertex shader)
-in vec2 fragTexCoord;
-in vec3 fragNormal;
-
-// Input uniform values
-uniform sampler2D texture0;
-uniform vec4 fragTintColor;
-
-// Output fragment color
-out vec4 finalColor;
-
-// NOTE: Add here your custom variables
-
-// Light uniform values
-uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
-uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
-uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
-uniform float lightIntensity = 1.0;
-uniform float lightSpecIntensity = 1.0;
-
-// Material uniform values
-uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
-uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
-uniform float matGlossiness = 50.0;
-
-// World uniform values
-uniform vec3 lightPosition;
-uniform vec3 cameraPosition;
-
-// Fragment shader output data
-out vec4 fragColor;
-
-// Calculate ambient lighting component
-vec3 AmbientLighting()
-{
-    return (matAmbientColor*lightAmbientColor);
-}
-
-// Calculate diffuse lighting component
-vec3 DiffuseLighting(in vec3 N, in vec3 L)
-{
-    // Lambertian reflection calculation
-    float diffuse = clamp(dot(N, L), 0, 1);
-
-    return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
-}
-
-// Calculate specular lighting component
-vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
-{
-    float specular = 0.0;
-
-    // Calculate specular reflection only if the surface is oriented to the light source
-    if (dot(N, L) > 0)
-    {
-        // Calculate half vector
-        vec3 H = normalize(L + V);
-
-        // Calculate specular intensity
-        specular = pow(dot(N, H), 3 + matGlossiness);
-    }
-   
-    return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
-}
-
-void main()
-{
-    // Normalize input vectors
-    vec3 L = normalize(lightPosition);
-    vec3 V = normalize(cameraPosition);
-    vec3 N = normalize(fragNormal);
-    
-    // Calculate lighting components 
-    vec3 ambient = AmbientLighting();
-    vec3 diffuse = DiffuseLighting(N, L);
-    vec3 specular = SpecularLighting(N, L, V);
-    
-    // Texel color fetching from texture sampler
-    vec4 texelColor = texture(texture0, fragTexCoord);
-
-    // Calculate final fragment color
-    finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
-}

+ 0 - 29
examples/resources/shaders/glsl330/phong.vs

@@ -1,29 +0,0 @@
-#version 330
-
-// Input vertex attributes
-in vec3 vertexPosition;
-in vec2 vertexTexCoord;
-in vec3 vertexNormal;
-
-// Input uniform values
-uniform mat4 mvpMatrix;
-
-// Output vertex attributes (to fragment shader)
-out vec2 fragTexCoord;
-out vec3 fragNormal;
-
-// NOTE: Add here your custom variables
-uniform mat4 modelMatrix;
-
-void main()
-{
-    // Send vertex attributes to fragment shader
-    fragTexCoord = vertexTexCoord;
-
-    // Calculate view vector normal from model
-    mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
-    fragNormal = normalize(normalMatrix*vertexNormal);
-    
-    // Calculate final vertex position
-    gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
-}

+ 0 - 171
examples/shaders_basic_lighting.c

@@ -1,171 +0,0 @@
-/*******************************************************************************************
-*
-*   raylib [shaders] example - Basic lighting: Blinn-Phong
-*
-*   This example has been created using raylib 1.3 (www.raylib.com)
-*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-*   Copyright (c) 2014 Ramon Santamaria (@raysan5)
-*
-********************************************************************************************/
-
-#include "raylib.h"
-
-#define SHININESS_SPEED 1.0f
-#define LIGHT_SPEED 0.25f
-
-// Light type
-typedef struct Light {
-    Vector3 position;
-    Vector3 direction;
-    float intensity;
-    float specIntensity;
-    Color diffuse;
-    Color ambient;
-    Color specular;
-} Light;
-
-int main()
-{
-    // Initialization
-    //--------------------------------------------------------------------------------------
-    const int screenWidth = 800;
-    const int screenHeight = 450;
-    
-    SetConfigFlags(FLAG_MSAA_4X_HINT);
-    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
-    
-    // Camera initialization
-    Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
-    
-    // Model initialization
-    Vector3 position = { 0.0f, 0.0f, 0.0f };
-    Model model = LoadModel("resources/model/dwarf.obj");
-    Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
-    SetModelShader(&model, shader);
-    
-    // Shader locations initialization
-    int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
-    int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
-    int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
-    int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
-    int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
-    
-    int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
-    int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
-    int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
-    
-    // Camera and light vectors shader locations
-    int cameraLoc = GetShaderLocation(shader, "cameraPosition");
-    int lightLoc = GetShaderLocation(shader, "lightPosition");
-    
-    // Model and View matrix locations (required for lighting)
-    int modelLoc = GetShaderLocation(shader, "modelMatrix");
-    //int viewLoc = GetShaderLocation(shader, "viewMatrix");        // Not used
-    
-    // Light and material definitions
-    Light light;
-    Material matBlinn;
-    
-    // Light initialization
-    light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
-    light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
-    light.intensity = 1.0f;
-    light.diffuse = WHITE;
-    light.ambient = (Color){ 150, 75, 0, 255 };
-    light.specular = WHITE;
-    light.specIntensity = 1.0f;
-    
-    // Material initialization
-    matBlinn.colDiffuse = WHITE;
-    matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
-    matBlinn.colSpecular = WHITE;
-    matBlinn.glossiness = 50.0f;
-    
-    // Setup camera
-    SetCameraMode(CAMERA_FREE);             // Set camera mode
-    SetCameraPosition(camera.position);     // Set internal camera position to match our camera position
-    SetCameraTarget(camera.target);         // Set internal camera target to match our camera target
-    
-    SetTargetFPS(60);
-    //--------------------------------------------------------------------------------------
-    
-    // Main game loop
-    while (!WindowShouldClose())    // Detect window close button or ESC key
-    {
-        // Update
-        //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);      // Update camera position
-        
-        // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
-        SetShaderValueMatrix(shader, modelLoc, model.transform);            // Send model matrix to shader
-        //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera));   // Not used
-        
-        // Glossiness input control
-        if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
-        else if(IsKeyDown(KEY_DOWN))
-        {
-            matBlinn.glossiness -= SHININESS_SPEED;
-            if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
-        }
-        
-        // Light X movement
-        if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
-        else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
-        
-        // Light Y movement
-        if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
-        else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
-
-        // Light Z movement
-        if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
-        else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
-        
-        // Send light values to shader
-        SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
-        SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
-        SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
-        SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
-        SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
-        
-        // Send material values to shader
-        SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
-        SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
-        SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
-        
-        // Send camera and light transform values to shader
-        SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
-        SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
-        //----------------------------------------------------------------------------------
-        
-        // Draw
-        //----------------------------------------------------------------------------------
-        BeginDrawing();
-        
-            ClearBackground(RAYWHITE);
-            
-            Begin3dMode(camera);
-                
-                DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
-                DrawSphere(light.position, 0.5f, GOLD);
-                
-                DrawGrid(20, 1.0f);
-                
-            End3dMode();
-            
-            DrawFPS(10, 10);                // Draw FPS
-            
-        EndDrawing();
-        //----------------------------------------------------------------------------------
-    }
-
-    // De-Initialization
-    //--------------------------------------------------------------------------------------
-    UnloadShader(shader);
-    UnloadModel(model);
-
-    CloseWindow();        // Close window and OpenGL context
-    //--------------------------------------------------------------------------------------
-    
-    return 0;
-}