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-/*******************************************************************************************
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-*
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-* raylib [shaders] example - Standard lighting (materials and lights)
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-*
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-* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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-* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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-*
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-* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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-* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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-* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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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) 2016 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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-int main()
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-{
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- // Initialization
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- //--------------------------------------------------------------------------------------
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- int screenWidth = 800;
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- int screenHeight = 450;
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-
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- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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-
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- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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-
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- // Define the camera to look into our 3d world
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- Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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- Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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-
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- Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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-
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- Material material = LoadStandardMaterial();
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-
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- material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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- material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
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- material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
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- material.colDiffuse = WHITE;
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- material.colAmbient = (Color){0, 0, 10, 255};
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- material.colSpecular = WHITE;
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- material.glossiness = 50.0f;
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-
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- dwarf.material = material; // Apply material to model
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-
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- Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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- spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
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- spotLight->intensity = 2.0f;
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- spotLight->diffuse = (Color){255, 100, 100, 255};
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- spotLight->coneAngle = 60.0f;
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-
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- Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
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- dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
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- dirLight->intensity = 2.0f;
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- dirLight->diffuse = (Color){100, 255, 100, 255};
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-
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- Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
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- pointLight->intensity = 2.0f;
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- pointLight->diffuse = (Color){100, 100, 255, 255};
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- pointLight->radius = 3.0f;
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-
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- // Setup orbital camera
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- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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-
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- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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
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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(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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-
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- DrawLight(spotLight); // Draw spot light
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- DrawLight(dirLight); // Draw directional light
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- DrawLight(pointLight); // Draw point light
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-
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- DrawGrid(10, 1.0f); // Draw a grid
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-
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- End3dMode();
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-
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- DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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-
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- DrawFPS(10, 10);
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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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- UnloadMaterial(material); // Unload material and assigned textures
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- UnloadModel(dwarf); // Unload model
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-
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- // Destroy all created lights
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- DestroyLight(pointLight);
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- DestroyLight(dirLight);
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- DestroyLight(spotLight);
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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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