Add standard lighting (1/3)
- Ambient and lambert lighting added. - Ambient and diffuse colors linked to standard shader. - Single light linked to standard shader. - LoadStandardMaterial() and depending functions added.
This commit is contained in:
parent
c60cc9ee18
commit
30c8058fca
@ -732,13 +732,13 @@ Material LoadDefaultMaterial(void)
|
||||
return material;
|
||||
}
|
||||
|
||||
// Load standard material (uses standard models shader)
|
||||
// Load standard material (uses material attributes and lighting shader)
|
||||
// NOTE: Standard shader supports multiple maps and lights
|
||||
Material LoadStandardMaterial(void)
|
||||
{
|
||||
Material material = LoadDefaultMaterial();
|
||||
|
||||
//material.shader = GetStandardShader();
|
||||
material.shader = GetStandardShader();
|
||||
|
||||
return material;
|
||||
}
|
||||
@ -1240,7 +1240,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
|
||||
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
|
||||
|
||||
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||
model.material.colDiffuse = tint;
|
||||
// model.material.colDiffuse = tint;
|
||||
|
||||
rlglDrawMesh(model.mesh, model.material, model.transform);
|
||||
}
|
||||
|
@ -398,7 +398,7 @@ typedef struct Shader {
|
||||
|
||||
// Uniform locations
|
||||
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
|
||||
int tintColorLoc; // Color uniform location point (fragment shader)
|
||||
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
|
||||
|
||||
// Texture map locations
|
||||
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
||||
@ -444,11 +444,8 @@ typedef struct LightData {
|
||||
float intensity;
|
||||
|
||||
Color specular;
|
||||
//float specFactor; // Specular intensity ?
|
||||
|
||||
//Color ambient; // Required?
|
||||
|
||||
float coneAngle; // SpotLight
|
||||
float coneAngle; // SpotLight
|
||||
} LightData, *Light;
|
||||
|
||||
// Light types
|
||||
@ -836,6 +833,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur
|
||||
|
||||
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
@ -865,6 +863,7 @@ void UnloadShader(Shader shader); // Unload a
|
||||
void SetDefaultShader(void); // Set default shader to be used in batch draw
|
||||
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
|
||||
Shader GetDefaultShader(void); // Get default shader
|
||||
Shader GetStandardShader(void); // Get default shader
|
||||
Texture2D GetDefaultTexture(void); // Get default texture
|
||||
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
|
149
src/rlgl.c
149
src/rlgl.c
@ -191,6 +191,7 @@ static bool useTempBuffer = false;
|
||||
|
||||
// Shader Programs
|
||||
static Shader defaultShader;
|
||||
static Shader standardShader;
|
||||
static Shader currentShader; // By default, defaultShader
|
||||
|
||||
// Flags for supported extensions
|
||||
@ -236,6 +237,7 @@ static Shader LoadDefaultShader(void); // Load default shader (just vertex
|
||||
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
|
||||
static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
|
||||
static void UnloadDefaultShader(void); // Unload default shader
|
||||
static void UnloadStandardShader(void); // Unload standard shader
|
||||
|
||||
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
|
||||
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
||||
@ -1018,6 +1020,7 @@ void rlglInit(void)
|
||||
|
||||
// Init default Shader (customized for GL 3.3 and ES2)
|
||||
defaultShader = LoadDefaultShader();
|
||||
standardShader = LoadStandardShader();
|
||||
currentShader = defaultShader;
|
||||
|
||||
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
|
||||
@ -1046,6 +1049,7 @@ void rlglClose(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
UnloadDefaultShader();
|
||||
UnloadStandardShader();
|
||||
UnloadDefaultBuffers();
|
||||
|
||||
// Delete default white texture
|
||||
@ -1757,19 +1761,30 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
|
||||
// Send combined model-view-projection matrix to shader
|
||||
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
||||
|
||||
// Setup shader uniforms for material related data
|
||||
// TODO: Check if using standard shader to get location points
|
||||
|
||||
// Upload to shader material.colDiffuse
|
||||
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
|
||||
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
|
||||
|
||||
// Check if using standard shader to get location points
|
||||
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
|
||||
if(material.shader.id == standardShader.id)
|
||||
{
|
||||
// Send model transformations matrix to shader
|
||||
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
|
||||
|
||||
// Setup shader uniforms for lights
|
||||
SetShaderLights(material.shader);
|
||||
|
||||
// Upload to shader material.colAmbient
|
||||
glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
|
||||
|
||||
// Upload to shader material.colSpecular
|
||||
glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
|
||||
|
||||
// TODO: Upload to shader material.colAmbient
|
||||
// glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
|
||||
|
||||
// TODO: Upload to shader material.colSpecular
|
||||
// glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
|
||||
// TODO: Upload to shader glossiness
|
||||
//glUniform1f(???, material.glossiness);
|
||||
}
|
||||
|
||||
// Set shader textures (diffuse, normal, specular)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
@ -1791,13 +1806,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
|
||||
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
||||
|
||||
// TODO: Upload to shader glossiness
|
||||
//glUniform1f(???, material.glossiness);
|
||||
}
|
||||
|
||||
// Setup shader uniforms for lights
|
||||
//SetShaderLights(material.shader);
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
@ -2148,6 +2157,17 @@ Shader GetDefaultShader(void)
|
||||
#endif
|
||||
}
|
||||
|
||||
// Get default shader
|
||||
Shader GetStandardShader(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
return standardShader;
|
||||
#else
|
||||
Shader shader = { 0 };
|
||||
return shader;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Get shader uniform location
|
||||
int GetShaderLocation(Shader shader, const char *uniformName)
|
||||
{
|
||||
@ -2499,13 +2519,75 @@ static Shader LoadStandardShader(void)
|
||||
{
|
||||
Shader shader;
|
||||
|
||||
char *vShaderStr;
|
||||
char *fShaderStr;
|
||||
|
||||
// TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330)
|
||||
|
||||
// NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs)
|
||||
|
||||
// Vertex shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char vShaderStr[] = "#version 330 \n"
|
||||
"in vec3 vertexPosition; \n"
|
||||
"in vec3 vertexNormal; \n"
|
||||
"in vec2 vertexTexCoord; \n"
|
||||
"in vec4 vertexColor; \n"
|
||||
"out vec2 fragTexCoord; \n"
|
||||
"out vec4 fragColor; \n"
|
||||
"out vec3 fragNormal; \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char vShaderStr[] = "#version 100 \n"
|
||||
"attribute vec3 vertexPosition; \n"
|
||||
"attribute vec3 vertexNormal; \n"
|
||||
"attribute vec2 vertexTexCoord; \n"
|
||||
"attribute vec4 vertexColor; \n"
|
||||
"varying vec2 fragTexCoord; \n"
|
||||
"varying vec4 fragColor; \n"
|
||||
"varying vec3 fragNormal; \n"
|
||||
#endif
|
||||
"uniform mat4 mvpMatrix; \n"
|
||||
"uniform mat4 modelMatrix; \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" fragTexCoord = vertexTexCoord; \n"
|
||||
" fragColor = vertexColor; \n"
|
||||
" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); \n"
|
||||
" fragNormal = normalize(normalMatrix*vertexNormal); \n"
|
||||
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
|
||||
"} \n";
|
||||
|
||||
// TODO: add specular calculation, multi-lights structs and light type calculations (directional, point, spot)
|
||||
// Fragment shader directly defined, no external file required
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
char fShaderStr[] = "#version 330 \n"
|
||||
"in vec2 fragTexCoord; \n"
|
||||
"in vec4 fragColor; \n"
|
||||
"in vec3 fragNormal; \n"
|
||||
"out vec4 finalColor; \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
char fShaderStr[] = "#version 100 \n"
|
||||
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
|
||||
"varying vec2 fragTexCoord; \n"
|
||||
"varying vec4 fragColor; \n"
|
||||
"varying vec3 fragNormal; \n"
|
||||
#endif
|
||||
"uniform sampler2D texture0; \n"
|
||||
"uniform vec4 fragTintColor; \n"
|
||||
"uniform vec4 colAmbient; \n"
|
||||
"uniform vec4 colSpecular; \n"
|
||||
"uniform vec3 lightDir; \n"
|
||||
"vec3 LambertLighting(in vec3 n, in vec3 l) \n"
|
||||
"{ \n"
|
||||
" return clamp(dot(n, l), 0, 1)*fragTintColor.rgb; \n"
|
||||
"} \n"
|
||||
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
" vec3 n = normalize(fragNormal); \n"
|
||||
" vec3 l = normalize(lightDir); \n"
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
||||
" finalColor = vec4(texelColor.rgb*(colAmbient.rgb + LambertLighting(n, l)) - colSpecular.rgb + colSpecular.rgb, texelColor.a*fragTintColor.a); \n" // Stupid specular color operation to avoid shader location errors
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
||||
" gl_FragColor = texelColor*fragTintColor*fragColor; \n"
|
||||
#endif
|
||||
"} \n";
|
||||
|
||||
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
||||
|
||||
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
|
||||
@ -2554,10 +2636,23 @@ static void UnloadDefaultShader(void)
|
||||
//glDetachShader(defaultShader, vertexShader);
|
||||
//glDetachShader(defaultShader, fragmentShader);
|
||||
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
||||
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
|
||||
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
||||
glDeleteProgram(defaultShader.id);
|
||||
}
|
||||
|
||||
// Unload standard shader
|
||||
static void UnloadStandardShader(void)
|
||||
{
|
||||
glUseProgram(0);
|
||||
|
||||
//glDetachShader(defaultShader, vertexShader);
|
||||
//glDetachShader(defaultShader, fragmentShader);
|
||||
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
||||
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
||||
glDeleteProgram(standardShader.id);
|
||||
}
|
||||
|
||||
|
||||
// Load default internal buffers (lines, triangles, quads)
|
||||
static void LoadDefaultBuffers(void)
|
||||
{
|
||||
@ -3006,6 +3101,9 @@ static void UnloadDefaultBuffers(void)
|
||||
// TODO: Review memcpy() and parameters pass
|
||||
static void SetShaderLights(Shader shader)
|
||||
{
|
||||
// Note: currently working with one light (index 0)
|
||||
// TODO: add multi-lights feature (http://www.learnopengl.com/#!Lighting/Multiple-lights)
|
||||
|
||||
/*
|
||||
// NOTE: Standard Shader must include the following data:
|
||||
|
||||
@ -3023,7 +3121,7 @@ static void SetShaderLights(Shader shader)
|
||||
uniform Light lights[maxLights];
|
||||
*/
|
||||
|
||||
int locPoint;
|
||||
/*int locPoint;
|
||||
char locName[32] = "lights[x].position\0";
|
||||
|
||||
glUseProgram(shader.id);
|
||||
@ -3052,9 +3150,10 @@ static void SetShaderLights(Shader shader)
|
||||
glUniform1f(locPoint, lights[i]->intensity);
|
||||
|
||||
// TODO: Pass to the shader any other required data from LightData struct
|
||||
}
|
||||
}*/
|
||||
|
||||
glUseProgram(0);
|
||||
int locPoint = GetShaderLocation(shader, "lightDir");
|
||||
glUniform3f(locPoint, lights[0]->position.x, lights[0]->position.y, lights[0]->position.z);
|
||||
}
|
||||
|
||||
// Read text data from file
|
||||
|
Loading…
Reference in New Issue
Block a user