Add standard lighting (2/3)
- 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl.
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136
examples/resources/shaders/standard.fs
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136
examples/resources/shaders/standard.fs
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#version 330
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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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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colAmbient;
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uniform vec4 colDiffuse;
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uniform vec4 colSpecular;
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uniform float glossiness;
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uniform mat4 modelMatrix;
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uniform vec3 viewDir;
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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 direction;
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vec4 diffuse;
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float intensity;
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float attenuation;
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float coneAngle;
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};
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const int maxLights = 8;
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uniform int lightsCount;
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uniform Light lights[maxLights];
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vec3 CalcPointLight(Light l, vec3 n, vec3 v)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 surfaceToLight = l.position - surfacePos;
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// Diffuse shading
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float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
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float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity;
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// Specular shading
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float spec = 0.0;
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if(diff > 0.0)
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{
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vec3 h = normalize(-l.direction + v);
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spec = pow(dot(n, h), 3 + glossiness);
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}
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return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
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{
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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// Specular shading
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float spec = 0.0;
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if(diff > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3 + glossiness);
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}
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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// Spot attenuation
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float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
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attenuation = dot(lightToSurface, -lightDir);
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float lightToSurfaceAngle = degrees(acos(attenuation));
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if(lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
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float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
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// Combine diffuse and attenuation
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float diffAttenuation = diff*attenuation;
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// Specular shading
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float spec = 0.0;
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if(diffAttenuation > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3 + glossiness);
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}
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return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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void main()
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{
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// Calculate fragment normal in screen space
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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vec3 normal = normalize(normalMatrix*fragNormal);
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// Normalize normal and view direction vectors
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vec3 n = normalize(normal);
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vec3 v = normalize(viewDir);
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// Calculate diffuse texture color fetching
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lighting = colAmbient.rgb;
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for(int i = 0; i < lightsCount; i++)
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{
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// Check if light is enabled
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if(lights[i].enabled == 1)
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{
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// Calculate lighting based on light type
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switch(lights[i].type)
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{
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case 0: lighting += CalcPointLight(lights[i], n, v); break;
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case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;
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case 2: lighting += CalcSpotLight(lights[i], n, v); break;
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default: break;
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}
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}
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}
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
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}
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23
examples/resources/shaders/standard.vs
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examples/resources/shaders/standard.vs
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#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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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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uniform mat4 mvpMatrix;
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void main()
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{
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = vertexNormal;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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examples/shaders_standard_lighting.c
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118
examples/shaders_standard_lighting.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Standard lighting (materials and lights)
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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), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 1.3 (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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* Copyright (c) 2016 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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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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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 - model shader");
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// Define the camera to look into our 3d world
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Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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Material material = LoadStandardMaterial();
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material.texDiffuse = texDiffuse;
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material.colDiffuse = (Color){255, 255, 255, 255};
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material.colAmbient = (Color){0, 0, 10, 255};
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material.colSpecular = (Color){255, 255, 255, 255};
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material.glossiness = 50.0f;
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dwarf.material = material; // Apply material to model
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Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
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spotLight->intensity = 2.0f;
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spotLight->diffuse = (Color){255, 100, 100, 255};
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spotLight->coneAngle = 60.0f;
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Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
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dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
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dirLight->intensity = 2.0f;
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dirLight->diffuse = (Color){100, 255, 100, 255};
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Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
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pointLight->intensity = 2.0f;
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pointLight->diffuse = (Color){100, 100, 255, 255};
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pointLight->attenuation = 3.0f;
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// Setup orbital camera
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SetCameraMode(CAMERA_ORBITAL); // Set a orbital camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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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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UpdateCamera(&camera); // Update internal camera and our camera
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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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Begin3dMode(camera);
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DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawLights(); // Draw all created lights in 3D world
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadMaterial(material); // Unload material and assigned textures
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UnloadModel(dwarf); // Unload model
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// Destroy all created lights
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DestroyLight(pointLight);
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DestroyLight(dirLight);
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DestroyLight(spotLight);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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src/raylib.h
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src/raylib.h
@ -418,7 +418,7 @@ typedef struct Material {
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Color colAmbient; // Ambient color
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Color colSpecular; // Specular color
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float glossiness; // Glossiness level
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float glossiness; // Glossiness level (Ranges from 0 to 1000)
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float normalDepth; // Normal map depth
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} Material;
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@ -430,22 +430,19 @@ typedef struct Model {
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} Model;
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// Light type
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// TODO: Review contained data to support different light types and features
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typedef struct LightData {
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int id;
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int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
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bool enabled;
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Vector3 position;
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Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
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float attenuation; // Lost of light intensity with distance (use radius?)
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Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
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float attenuation; // Lost of light intensity with distance (world distance)
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Color diffuse; // Use Vector3 diffuse (including intensities)?
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Color diffuse; // Use Vector3 diffuse
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float intensity;
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Color specular;
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float coneAngle; // SpotLight
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float coneAngle; // Spot light max angle
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} LightData, *Light;
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// Light types
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@ -805,6 +802,7 @@ const char *SubText(const char *text, int position, int length);
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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//------------------------------------------------------------------------------------
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void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
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void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
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void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
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void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
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@ -874,6 +872,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S
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void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
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Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
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void DrawLights(void); // Draw all created lights in 3D world
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void DestroyLight(Light light); // Destroy a light and take it out of the list
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//----------------------------------------------------------------------------------
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src/rlgl.c
215
src/rlgl.c
@ -1773,6 +1773,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Send model transformations matrix to shader
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glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
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// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
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glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
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// Setup shader uniforms for lights
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SetShaderLights(material.shader);
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@ -1782,8 +1785,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
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// Upload to shader material.colSpecular
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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);
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// TODO: Upload to shader glossiness
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//glUniform1f(???, material.glossiness);
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// Upload to shader glossiness
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glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
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}
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// Set shader textures (diffuse, normal, specular)
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@ -2245,7 +2248,6 @@ void SetBlendMode(int mode)
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}
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// Create a new light, initialize it and add to pool
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// TODO: Review creation parameters (only generic ones)
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Light CreateLight(int type, Vector3 position, Color diffuse)
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{
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// Allocate dynamic memory
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@ -2257,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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light->enabled = true;
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light->position = position;
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light->direction = (Vector3){ 0.0f, 0.0f, 0.0f };
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light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
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light->intensity = 1.0f;
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light->diffuse = diffuse;
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light->specular = WHITE;
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// Add new light to the array
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lights[lightsCount] = light;
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@ -2271,6 +2272,31 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
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return light;
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}
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// Draw all created lights in 3D world
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void DrawLights(void)
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{
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for (int i = 0; i < lightsCount; i++)
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{
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switch (lights[i]->type)
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{
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case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
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case LIGHT_DIRECTIONAL:
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{
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Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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}
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case LIGHT_SPOT:
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{
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Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
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} break;
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default: break;
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}
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}
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}
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// Destroy a light and take it out of the list
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void DestroyLight(Light light)
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{
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@ -2488,15 +2514,15 @@ static Shader LoadDefaultShader(void)
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"varying vec4 fragColor; \n"
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#endif
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"uniform sampler2D texture0; \n"
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"uniform vec4 fragTintColor; \n"
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"uniform vec4 colDiffuse; \n"
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"void main() \n"
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"{ \n"
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#if defined(GRAPHICS_API_OPENGL_33)
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" vec4 texelColor = texture(texture0, fragTexCoord); \n"
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" finalColor = texelColor*fragTintColor*fragColor; \n"
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" finalColor = texelColor*colDiffuse*fragColor; \n"
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#elif defined(GRAPHICS_API_OPENGL_ES2)
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" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
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" gl_FragColor = texelColor*fragTintColor*fragColor; \n"
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" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
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#endif
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"} \n";
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@ -2513,87 +2539,17 @@ static Shader LoadDefaultShader(void)
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// Load standard shader
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// NOTE: This shader supports:
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// - Up to 3 different maps: diffuse, normal, specular
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// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth
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// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
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// - Up to 8 lights: Point, Directional or Spot
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static Shader LoadStandardShader(void)
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{
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Shader shader;
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// 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);
|
||||
// Load standard shader (TODO: rewrite as char pointers)
|
||||
Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
|
||||
|
||||
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
|
||||
else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
|
||||
|
||||
if (shader.id != 0) LoadDefaultShaderLocations(&shader); // TODO: Review locations fetching
|
||||
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
|
||||
|
||||
return shader;
|
||||
}
|
||||
@ -2622,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader)
|
||||
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
||||
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
|
||||
shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
|
||||
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
|
||||
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
|
||||
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
|
||||
@ -3098,62 +3054,75 @@ static void UnloadDefaultBuffers(void)
|
||||
|
||||
// Sets shader uniform values for lights array
|
||||
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
|
||||
// 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:
|
||||
|
||||
// Shader Light struct
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
|
||||
vec3 diffuse;
|
||||
float intensity;
|
||||
}
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform int lightsCount; // Number of lights
|
||||
uniform Light lights[maxLights];
|
||||
*/
|
||||
|
||||
/*int locPoint;
|
||||
char locName[32] = "lights[x].position\0";
|
||||
|
||||
glUseProgram(shader.id);
|
||||
|
||||
locPoint = glGetUniformLocation(shader.id, "lightsCount");
|
||||
int locPoint = glGetUniformLocation(shader.id, "lightsCount");
|
||||
glUniform1i(locPoint, lightsCount);
|
||||
|
||||
char locName[32] = "lights[x].position\0";
|
||||
|
||||
for (int i = 0; i < lightsCount; i++)
|
||||
{
|
||||
locName[7] = '0' + i;
|
||||
|
||||
memcpy(&locName[10], "position\0", strlen("position\0"));
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1i(locPoint, lights[i]->enabled);
|
||||
|
||||
memcpy(&locName[10], "direction\0", strlen("direction\0"));
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z);
|
||||
|
||||
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0"));
|
||||
memcpy(&locName[10], "type\0", strlen("type\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1i(locPoint, lights[i]->type);
|
||||
|
||||
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255 );
|
||||
glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
|
||||
|
||||
memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform1f(locPoint, lights[i]->intensity);
|
||||
|
||||
switch(lights[i]->type)
|
||||
{
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
|
||||
memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1f(locPoint, lights[i]->attenuation);
|
||||
} break;
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
||||
VectorNormalize(&direction);
|
||||
glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
||||
} break;
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
|
||||
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
|
||||
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
||||
VectorNormalize(&direction);
|
||||
glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
||||
|
||||
memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1f(locPoint, lights[i]->coneAngle);
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// TODO: Pass to the shader any other required data from LightData struct
|
||||
}*/
|
||||
|
||||
int locPoint = GetShaderLocation(shader, "lightDir");
|
||||
glUniform3f(locPoint, lights[0]->position.x, lights[0]->position.y, lights[0]->position.z);
|
||||
}
|
||||
}
|
||||
|
||||
// Read text data from file
|
||||
|
32
src/rlgl.h
32
src/rlgl.h
@ -196,40 +196,34 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
||||
|
||||
// Material type
|
||||
typedef struct Material {
|
||||
Shader shader;
|
||||
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
|
||||
|
||||
Texture2D texDiffuse; // Diffuse texture
|
||||
Texture2D texNormal; // Normal texture
|
||||
Texture2D texSpecular; // Specular texture
|
||||
Texture2D texDiffuse; // Diffuse texture
|
||||
Texture2D texNormal; // Normal texture
|
||||
Texture2D texSpecular; // Specular texture
|
||||
|
||||
Color colDiffuse;
|
||||
Color colAmbient;
|
||||
Color colSpecular;
|
||||
Color colDiffuse; // Diffuse color
|
||||
Color colAmbient; // Ambient color
|
||||
Color colSpecular; // Specular color
|
||||
|
||||
float glossiness;
|
||||
float normalDepth;
|
||||
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
||||
float normalDepth; // Normal map depth
|
||||
} Material;
|
||||
|
||||
// Light type
|
||||
// TODO: Review contained data to support different light types and features
|
||||
typedef struct LightData {
|
||||
int id;
|
||||
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||
bool enabled;
|
||||
|
||||
Vector3 position;
|
||||
Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
|
||||
float attenuation; // Lost of light intensity with distance (use radius?)
|
||||
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||
float attenuation; // Lost of light intensity with distance (world distance)
|
||||
|
||||
Color diffuse; // Use Vector3 diffuse (including intensities)?
|
||||
Color diffuse; // Use Vector3 diffuse
|
||||
float intensity;
|
||||
|
||||
Color specular;
|
||||
//float specFactor; // Specular intensity ?
|
||||
|
||||
//Color ambient; // Required?
|
||||
|
||||
float coneAngle; // SpotLight
|
||||
float coneAngle; // Spot light max angle
|
||||
} LightData, *Light;
|
||||
|
||||
// Color blending modes (pre-defined)
|
||||
|
Loading…
Reference in New Issue
Block a user