raylib/examples/shaders/shaders_basic_lighting.c

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2019-06-14 13:59:40 +03:00
/*******************************************************************************************
*
* 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;
}