|
@@ -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;
|
|
|
|
+}
|
|
|
|
+
|