ADDED: shaders_basic_lighting
This commit is contained in:
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82
examples/shaders/resources/shaders/glsl330/basic_lighting.fs
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examples/shaders/resources/shaders/glsl330/basic_lighting.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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// Input lighting values
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uniform Light lights[MAX_LIGHTS];
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uniform vec4 ambient;
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uniform vec3 viewPos;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL)
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{
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light = -normalize(lights[i].target - lights[i].position);
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}
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if (lights[i].type == LIGHT_POINT)
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{
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light = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb*NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16); // 16 refers to shine
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specular += specCo;
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}
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}
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0);
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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}
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examples/shaders/resources/shaders/glsl330/basic_lighting.vs
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examples/shaders/resources/shaders/glsl330/basic_lighting.vs
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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in vec4 vertexColor;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matModel;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(matModel)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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// Calculate final vertex position
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gl_Position = mvp*vec4(vertexPosition, 1.0);
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}
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examples/shaders/resources/texel_checker.png
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examples/shaders/resources/texel_checker.png
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187
examples/shaders/rlights.h
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examples/shaders/rlights.h
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/**********************************************************************************************
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*
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* raylib.lights - Some useful functions to deal with lights data
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*
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* CONFIGURATION:
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*
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* #define RLIGHTS_IMPLEMENTATION
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* Generates the implementation of the library into the included file.
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* If not defined, the library is in header only mode and can be included in other headers
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* or source files without problems. But only ONE file should hold the implementation.
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017-2019 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#ifndef RLIGHTS_H
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#define RLIGHTS_H
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Light data
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typedef struct {
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int type;
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Vector3 position;
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Vector3 target;
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Color color;
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bool enabled;
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// Shader locations
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_POINT
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} LightType;
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#ifdef __cplusplus
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extern "C" { // Prevents name mangling of functions
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#endif
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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int lightsCount = 0; // Current amount of created lights
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
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void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
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//void InitLightLocations(Shader shader, Light *light); // Init light shader locations
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#ifdef __cplusplus
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}
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#endif
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#endif // RLIGHTS_H
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/***********************************************************************************
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*
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* RLIGHTS IMPLEMENTATION
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*
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************************************************************************************/
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#if defined(RLIGHTS_IMPLEMENTATION)
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#include "raylib.h"
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Create a light and get shader locations
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Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
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{
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Light light = { 0 };
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if (lightsCount < MAX_LIGHTS)
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{
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light.enabled = true;
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light.type = type;
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light.position = position;
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light.target = target;
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light.color = color;
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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UpdateLightValues(shader, light);
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lightsCount++;
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}
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return light;
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}
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// Send light properties to shader
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// NOTE: Light shader locations should be available
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void UpdateLightValues(Shader shader, Light light)
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{
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// Send to shader light enabled state and type
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SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
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SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
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// Send to shader light color values
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float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
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(float)light.color.b/(float)255, (float)light.color.a/(float)255 };
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SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
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}
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#endif // RLIGHTS_IMPLEMENTATION
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184
examples/shaders/shaders_basic_lighting.c
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examples/shaders/shaders_basic_lighting.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - basic lighting
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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).
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*
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* This example has been created using raylib 2.5 (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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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
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*
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* This is based on the PBR lighting example, but greatly simplified to aid learning...
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* actually there is very little of the PBR example left!
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* When I first looked at the bewildering complexity of the PBR example I feared
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* I would never understand how I could do simple lighting with raylib however its
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* a testement to the authors of raylib (including rlights.h) that the example
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* came together fairly quickly.
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.type = CAMERA_PERSPECTIVE; // Camera mode type
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// Load models
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Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
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// Load models texture
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Texture texture = LoadTexture("resources/texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs",
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"resources/shaders/glsl330/basic_lighting.fs");
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// Get some shader loactions
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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float angle = 6.282f;
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// All models use the same shader
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modelA.materials[0].shader = shader;
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modelB.materials[0].shader = shader;
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modelC.materials[0].shader = shader;
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// Using 4 point lights, white, red, green and blue
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader);
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
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if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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UpdateCamera(&camera); // Update camera
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// Make the lights do differing orbits
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angle -= 0.02;
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lights[0].position.x = cosf(angle)*4.0f;
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lights[0].position.z = sinf(angle)*4.0f;
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lights[1].position.x = cosf(-angle*0.6f)*4.0f;
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lights[1].position.z = sinf(-angle*0.6f)*4.0f;
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lights[2].position.y = cosf(angle*0.2f)*4.0f;
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lights[2].position.z = sinf(angle*0.2f)*4.0f;
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lights[3].position.y = cosf(-angle*0.35f)*4.0f;
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lights[3].position.z = sinf(-angle*0.35f)*4.0f;
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UpdateLightValues(shader, lights[0]);
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UpdateLightValues(shader, lights[1]);
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UpdateLightValues(shader, lights[2]);
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UpdateLightValues(shader, lights[3]);
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// Rotate the torus
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw the three models
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
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// Draw markers to show where the lights are
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if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
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if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); }
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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;
|
||||
}
|
||||
|
BIN
examples/shaders/shaders_basic_lighting.png
Normal file
BIN
examples/shaders/shaders_basic_lighting.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 81 KiB |
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Reference in New Issue
Block a user