shaders_basic_lighting.c 6.7 KB

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  1. /*******************************************************************************************
  2. *
  3. * raylib [shaders] example - Basic lighting: Blinn-Phong
  4. *
  5. * This example has been created using raylib 1.3 (www.raylib.com)
  6. * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  7. *
  8. * Copyright (c) 2014 Ramon Santamaria (@raysan5)
  9. *
  10. ********************************************************************************************/
  11. #include "raylib.h"
  12. #define SHININESS_SPEED 1.0f
  13. #define LIGHT_SPEED 0.25f
  14. // Light type
  15. typedef struct Light {
  16. Vector3 position;
  17. Vector3 direction;
  18. float intensity;
  19. float specIntensity;
  20. Color diffuse;
  21. Color ambient;
  22. Color specular;
  23. } Light;
  24. int main()
  25. {
  26. // Initialization
  27. //--------------------------------------------------------------------------------------
  28. const int screenWidth = 800;
  29. const int screenHeight = 450;
  30. SetConfigFlags(FLAG_MSAA_4X_HINT);
  31. InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
  32. // Camera initialization
  33. Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
  34. // Model initialization
  35. Vector3 position = { 0.0f, 0.0f, 0.0f };
  36. Model model = LoadModel("resources/model/dwarf.obj");
  37. Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
  38. SetModelShader(&model, shader);
  39. // Shader locations initialization
  40. int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
  41. int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
  42. int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
  43. int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
  44. int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
  45. int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
  46. int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
  47. int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
  48. // Camera and light vectors shader locations
  49. int cameraLoc = GetShaderLocation(shader, "cameraPos");
  50. int lightLoc = GetShaderLocation(shader, "lightPos");
  51. // Model and View matrix locations (required for lighting)
  52. int modelLoc = GetShaderLocation(shader, "modelMatrix");
  53. //int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
  54. // Light and material definitions
  55. Light light;
  56. Material matBlinn;
  57. // Light initialization
  58. light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
  59. light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
  60. light.intensity = 1.0f;
  61. light.diffuse = WHITE;
  62. light.ambient = (Color){ 150, 75, 0, 255 };
  63. light.specular = WHITE;
  64. light.specIntensity = 1.0f;
  65. // Material initialization
  66. matBlinn.colDiffuse = WHITE;
  67. matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
  68. matBlinn.colSpecular = WHITE;
  69. matBlinn.glossiness = 50.0f;
  70. // Setup camera
  71. SetCameraMode(CAMERA_FREE); // Set camera mode
  72. SetCameraPosition(camera.position); // Set internal camera position to match our camera position
  73. SetCameraTarget(camera.target); // Set internal camera target to match our camera target
  74. SetTargetFPS(60);
  75. //--------------------------------------------------------------------------------------
  76. // Main game loop
  77. while (!WindowShouldClose()) // Detect window close button or ESC key
  78. {
  79. // Update
  80. //----------------------------------------------------------------------------------
  81. UpdateCamera(&camera); // Update camera position
  82. // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
  83. SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
  84. //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
  85. // Glossiness input control
  86. if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
  87. else if(IsKeyDown(KEY_DOWN))
  88. {
  89. matBlinn.glossiness -= SHININESS_SPEED;
  90. if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
  91. }
  92. // Light X movement
  93. if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
  94. else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
  95. // Light Y movement
  96. if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
  97. else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
  98. // Light Z movement
  99. if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
  100. else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
  101. // Send light values to shader
  102. SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
  103. SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
  104. SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
  105. SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
  106. SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
  107. // Send material values to shader
  108. SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
  109. SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
  110. SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
  111. // Send camera and light transform values to shader
  112. SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
  113. SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
  114. //----------------------------------------------------------------------------------
  115. // Draw
  116. //----------------------------------------------------------------------------------
  117. BeginDrawing();
  118. ClearBackground(RAYWHITE);
  119. Begin3dMode(camera);
  120. DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
  121. DrawSphere(light.position, 0.5f, GOLD);
  122. DrawGrid(20, 1.0f);
  123. End3dMode();
  124. DrawFPS(10, 10); // Draw FPS
  125. EndDrawing();
  126. //----------------------------------------------------------------------------------
  127. }
  128. // De-Initialization
  129. //--------------------------------------------------------------------------------------
  130. UnloadShader(shader);
  131. UnloadModel(model);
  132. CloseWindow(); // Close window and OpenGL context
  133. //--------------------------------------------------------------------------------------
  134. return 0;
  135. }