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