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- /*******************************************************************************************
- *
- * raylib [shaders] example - normalmap rendering
- *
- * Example complexity rating: [★★★★] 4/4
- *
- * 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
- *
- * Example originally created with raylib 5.6, last time updated with raylib 5.6
- *
- * Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "raymath.h"
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- SetConfigFlags(FLAG_MSAA_4X_HINT);
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normalmap rendering");
- Camera camera = { 0 };
- camera.position = (Vector3){ 0.0f, 2.0f, -4.0f };
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.projection = CAMERA_PERSPECTIVE;
- // Load basic normal map lighting shader
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
- // Get some required shader locations
- shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
- shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- // NOTE: "matModel" location name is automatically assigned on shader loading,
- // no need to get the location again if using that uniform name
- // shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
- // This example uses just 1 point light
- Vector3 lightPosition = { 0.0f, 1.0f, 0.0f };
- int lightPosLoc = GetShaderLocation(shader, "lightPos");
- // Load a plane model that has proper normals and tangents
- Model plane = LoadModel("resources/models/plane.glb");
- // Set the plane model's shader and texture maps
- plane.materials[0].shader = shader;
- plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/tiles_diffuse.png");
- plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/tiles_normal.png");
- // Generate Mipmaps and use TRILINEAR filtering to help with texture aliasing
- GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
- GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture);
- SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture, TEXTURE_FILTER_TRILINEAR);
- SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_TRILINEAR);
- // Specular exponent AKA shininess of the material
- float specularExponent = 8.0f;
- int specularExponentLoc = GetShaderLocation(shader, "specularExponent");
- // Allow toggling the normal map on and off for comparison purposes
- int useNormalMap = 1;
- int useNormalMapLoc = GetShaderLocation(shader, "useNormalMap");
- 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
- //----------------------------------------------------------------------------------
- // Move the light around on the X and Z axis using WASD keys
- Vector3 direction = { 0 };
- if (IsKeyDown(KEY_W)) direction = Vector3Add(direction, (Vector3){ 0.0f, 0.0f, 1.0f });
- if (IsKeyDown(KEY_S)) direction = Vector3Add(direction, (Vector3){ 0.0f, 0.0f, -1.0f });
- if (IsKeyDown(KEY_D)) direction = Vector3Add(direction, (Vector3){ -1.0f, 0.0f, 0.0f });
- if (IsKeyDown(KEY_A)) direction = Vector3Add(direction, (Vector3){ 1.0f, 0.0f, 0.0f });
- direction = Vector3Normalize(direction);
- lightPosition = Vector3Add(lightPosition, Vector3Scale(direction, GetFrameTime()*3.0f));
- // Increase/Decrease the specular exponent(shininess)
- if (IsKeyDown(KEY_UP)) specularExponent = Clamp(specularExponent + 40.0f*GetFrameTime(), 2.0f, 128.0f);
- if (IsKeyDown(KEY_DOWN)) specularExponent = Clamp(specularExponent - 40.0f*GetFrameTime(), 2.0f, 128.0f);
- // Toggle normal map on and off
- if (IsKeyPressed(KEY_N)) useNormalMap = !useNormalMap;
- // Spin plane model at a constant rate
- plane.transform = MatrixRotateY((float)GetTime()*0.5f);
- // Update shader values
- float lightPos[3] = {lightPosition.x, lightPosition.y, lightPosition.z};
- SetShaderValue(shader, lightPosLoc, lightPos, SHADER_UNIFORM_VEC3);
- float camPos[3] = {camera.position.x, camera.position.y, camera.position.z};
- SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], camPos, SHADER_UNIFORM_VEC3);
- SetShaderValue(shader, specularExponentLoc, &specularExponent, SHADER_UNIFORM_FLOAT);
- SetShaderValue(shader, useNormalMapLoc, &useNormalMap, SHADER_UNIFORM_INT);
- //--------------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- BeginShaderMode(shader);
- DrawModel(plane, Vector3Zero(), 2.0f, WHITE);
- EndShaderMode();
- // Draw sphere to show light position
- DrawSphereWires(lightPosition, 0.2f, 8, 8, ORANGE);
- EndMode3D();
- Color textColor = (useNormalMap) ? DARKGREEN : RED;
- const char *toggleStr = (useNormalMap) ? "On" : "Off";
- DrawText(TextFormat("Use key [N] to toggle normal map: %s", toggleStr), 10, 10, 10, textColor);
- int yOffset = 24;
- DrawText("Use keys [W][A][S][D] to move the light", 10, 10 + yOffset*1, 10, BLACK);
- DrawText("Use keys [Up][Down] to change specular exponent", 10, 10 + yOffset*2, 10, BLACK);
- DrawText(TextFormat("Specular Exponent: %.2f", specularExponent), 10, 10 + yOffset*3, 10, BLUE);
- DrawFPS(screenWidth - 90, 10);
- EndDrawing();
- //--------------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader);
- UnloadModel(plane);
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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