/******************************************************************************************* * * raylib [shaders] example - Standard lighting (materials and lights) * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example * on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders * raylib comes with shaders ready for both versions, check raylib/shaders install folder * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2016 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); // Define the camera to look into our 3d world Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model Material material = LoadStandardMaterial(); material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture material.colDiffuse = WHITE; material.colAmbient = (Color){0, 0, 10, 255}; material.colSpecular = WHITE; material.glossiness = 50.0f; dwarf.material = material; // Apply material to model Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; spotLight->intensity = 2.0f; spotLight->diffuse = (Color){255, 100, 100, 255}; spotLight->coneAngle = 60.0f; Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}); dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}; dirLight->intensity = 2.0f; dirLight->diffuse = (Color){100, 255, 100, 255}; Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); pointLight->intensity = 2.0f; pointLight->diffuse = (Color){100, 100, 255, 255}; pointLight->radius = 3.0f; // Setup orbital camera SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); Begin3dMode(camera); DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture DrawLight(spotLight); // Draw spot light DrawLight(dirLight); // Draw directional light DrawLight(pointLight); // Draw point light DrawGrid(10, 1.0f); // Draw a grid End3dMode(); DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadMaterial(material); // Unload material and assigned textures UnloadModel(dwarf); // Unload model // Destroy all created lights DestroyLight(pointLight); DestroyLight(dirLight); DestroyLight(spotLight); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }