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ADDED: shaders_basic_lighting

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+ 82 - 0
examples/shaders/resources/shaders/glsl330/basic_lighting.fs

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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 MaterialProperty {
+    vec3 color;
+    int useSampler;
+    sampler2D sampler;
+};
+
+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); // 16 refers to shine
+            specular += specCo;
+        }
+    }
+
+    finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+    finalColor += texelColor*(ambient/10.0);
+    
+    // Gamma correction
+    finalColor = pow(finalColor, vec4(1.0/2.2));
+}

+ 33 - 0
examples/shaders/resources/shaders/glsl330/basic_lighting.vs

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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;
+
+// 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, 1.0f));
+    fragTexCoord = vertexTexCoord;
+    fragColor = vertexColor;
+    
+    mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+    fragNormal = normalize(normalMatrix*vertexNormal);
+
+    // Calculate final vertex position
+    gl_Position = mvp*vec4(vertexPosition, 1.0);
+}

BIN=BIN
examples/shaders/resources/texel_checker.png


+ 187 - 0
examples/shaders/rlights.h

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+/**********************************************************************************************
+*
+*   raylib.lights - Some useful functions to deal with lights data
+*
+*   CONFIGURATION:
+*
+*   #define RLIGHTS_IMPLEMENTATION
+*       Generates the implementation of the library into the included file.
+*       If not defined, the library is in header only mode and can be included in other headers 
+*       or source files without problems. But only ONE file should hold the implementation.
+*
+*   LICENSE: zlib/libpng
+*
+*   Copyright (c) 2017-2019 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
+*
+*   This software is provided "as-is", without any express or implied warranty. In no event
+*   will the authors be held liable for any damages arising from the use of this software.
+*
+*   Permission is granted to anyone to use this software for any purpose, including commercial
+*   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+*     1. The origin of this software must not be misrepresented; you must not claim that you
+*     wrote the original software. If you use this software in a product, an acknowledgment
+*     in the product documentation would be appreciated but is not required.
+*
+*     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+*     as being the original software.
+*
+*     3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RLIGHTS_H
+#define RLIGHTS_H
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define         MAX_LIGHTS            4         // Max dynamic lights supported by shader
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Light data
+typedef struct {   
+    int type;
+    Vector3 position;
+    Vector3 target;
+    Color color;
+    bool enabled;
+    
+    // Shader locations
+    int enabledLoc;
+    int typeLoc;
+    int posLoc;
+    int targetLoc;
+    int colorLoc;
+} Light;
+
+// Light type
+typedef enum {
+    LIGHT_DIRECTIONAL,
+    LIGHT_POINT
+} LightType;
+
+#ifdef __cplusplus
+extern "C" {            // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int lightsCount = 0;    // Current amount of created lights
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader);   // Create a light and get shader locations
+void UpdateLightValues(Shader shader, Light light);         // Send light properties to shader
+//void InitLightLocations(Shader shader, Light *light);     // Init light shader locations
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RLIGHTS_H
+
+
+/***********************************************************************************
+*
+*   RLIGHTS IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLIGHTS_IMPLEMENTATION)
+
+#include "raylib.h"
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Create a light and get shader locations
+Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
+{
+    Light light = { 0 };
+
+    if (lightsCount < MAX_LIGHTS)
+    {
+        light.enabled = true;
+        light.type = type;
+        light.position = position;
+        light.target = target;
+        light.color = color;
+
+        // TODO: Below code doesn't look good to me, 
+        // it assumes a specific shader naming and structure
+        // Probably this implementation could be improved
+        char enabledName[32] = "lights[x].enabled\0";
+        char typeName[32] = "lights[x].type\0";
+        char posName[32] = "lights[x].position\0";
+        char targetName[32] = "lights[x].target\0";
+        char colorName[32] = "lights[x].color\0";
+        enabledName[7] = '0' + lightsCount;
+        typeName[7] = '0' + lightsCount;
+        posName[7] = '0' + lightsCount;
+        targetName[7] = '0' + lightsCount;
+        colorName[7] = '0' + lightsCount;
+
+        light.enabledLoc = GetShaderLocation(shader, enabledName);
+        light.typeLoc = GetShaderLocation(shader, typeName);
+        light.posLoc = GetShaderLocation(shader, posName);
+        light.targetLoc = GetShaderLocation(shader, targetName);
+        light.colorLoc = GetShaderLocation(shader, colorName);
+
+        UpdateLightValues(shader, light);
+        
+        lightsCount++;
+    }
+
+    return light;
+}
+
+// Send light properties to shader
+// NOTE: Light shader locations should be available 
+void UpdateLightValues(Shader shader, Light light)
+{
+    // Send to shader light enabled state and type
+    SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
+    SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
+
+    // Send to shader light position values
+    float position[3] = { light.position.x, light.position.y, light.position.z };
+    SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3);
+
+    // Send to shader light target position values
+    float target[3] = { light.target.x, light.target.y, light.target.z };
+    SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
+
+    // Send to shader light color values
+    float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, 
+                       (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
+    SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
+}
+
+#endif // RLIGHTS_IMPLEMENTATION

+ 184 - 0
examples/shaders/shaders_basic_lighting.c

@@ -0,0 +1,184 @@
+/*******************************************************************************************
+*
+*   raylib [shaders] example - basic lighting
+*
+*   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
+*         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
+*
+*   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
+*
+*   This example has been created using raylib 2.5 (www.raylib.com)
+*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+*   Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
+*
+*   Chris Camacho (@codifies -  http://bedroomcoders.co.uk/) notes:
+*
+*   This is based on the PBR lighting example, but greatly simplified to aid learning...
+*   actually there is very little of the PBR example left!
+*   When I first looked at the bewildering complexity of the PBR example I feared
+*   I would never understand how I could do simple lighting with raylib however its
+*   a testement to the authors of raylib (including rlights.h) that the example
+*   came together fairly quickly.
+*
+*   Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "raymath.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+#if defined(PLATFORM_DESKTOP)
+    #define GLSL_VERSION            330
+#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+    #define GLSL_VERSION            100
+#endif
+
+int main(void)
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    const int screenWidth = 800;
+    const int screenHeight = 450;
+
+    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
+    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
+
+    // Define the camera to look into our 3d world
+    Camera camera = { 0 };
+    camera.position = (Vector3){ 2.0f, 2.0f, 6.0f };    // Camera position
+    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
+    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
+    camera.fovy = 45.0f;                                // Camera field-of-view Y
+    camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
+
+    // Load models
+    Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
+    Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
+    Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
+
+    // Load models texture
+    Texture texture = LoadTexture("resources/texel_checker.png");
+
+    // Assign texture to default model material
+    modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
+    modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
+    modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
+
+    Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs", 
+                               "resources/shaders/glsl330/basic_lighting.fs");
+    
+    // Get some shader loactions
+    shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+    shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+
+    // ambient light level
+    int ambientLoc = GetShaderLocation(shader, "ambient");
+    SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+    
+    float angle = 6.282f;
+
+    // All models use the same shader
+    modelA.materials[0].shader = shader;
+    modelB.materials[0].shader = shader;
+    modelC.materials[0].shader = shader;
+
+    // Using 4 point lights, white, red, green and blue
+    Light lights[MAX_LIGHTS] = { 0 };
+    lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader);
+    lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader);
+    lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader);
+    lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader);
+
+    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
+
+    SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+
+    // Main game loop
+    while (!WindowShouldClose())            // Detect window close button or ESC key
+    {
+        // Update
+        //----------------------------------------------------------------------------------
+        if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
+        if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
+        if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
+        if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
+
+        UpdateCamera(&camera);              // Update camera
+
+        // Make the lights do differing orbits
+        angle -= 0.02;
+        lights[0].position.x = cosf(angle)*4.0f;
+        lights[0].position.z = sinf(angle)*4.0f;
+        lights[1].position.x = cosf(-angle*0.6f)*4.0f;
+        lights[1].position.z = sinf(-angle*0.6f)*4.0f;
+        lights[2].position.y = cosf(angle*0.2f)*4.0f;
+        lights[2].position.z = sinf(angle*0.2f)*4.0f;
+        lights[3].position.y = cosf(-angle*0.35f)*4.0f;
+        lights[3].position.z = sinf(-angle*0.35f)*4.0f;
+        
+        UpdateLightValues(shader, lights[0]);
+        UpdateLightValues(shader, lights[1]);
+        UpdateLightValues(shader, lights[2]);
+        UpdateLightValues(shader, lights[3]);
+
+        // Rotate the torus
+        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
+        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
+
+        // Update the light shader with the camera view position
+        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
+        SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
+        //----------------------------------------------------------------------------------
+
+        // Draw
+        //----------------------------------------------------------------------------------
+        BeginDrawing();
+
+            ClearBackground(RAYWHITE);
+
+            BeginMode3D(camera);
+
+                // Draw the three models
+                DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
+                DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
+                DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
+
+                // Draw markers to show where the lights are
+                if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
+                if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); }
+                if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); }
+                if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); }
+
+                DrawGrid(10, 1.0f);
+
+            EndMode3D();
+
+            DrawFPS(10, 10);
+            
+            DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY);
+
+        EndDrawing();
+        //----------------------------------------------------------------------------------
+    }
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    UnloadModel(modelA);        // Unload the modelA
+    UnloadModel(modelB);        // Unload the modelB
+    UnloadModel(modelC);        // Unload the modelC
+    
+    UnloadTexture(texture);     // Unload the texture
+    UnloadShader(shader);       // Unload shader
+
+    CloseWindow();              // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+
+    return 0;
+}
+

BIN=BIN
examples/shaders/shaders_basic_lighting.png