/******************************************************************************************* * * raylib [shaders] example - basic lighting * * NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support, * OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version. * * NOTE: Shaders used in this example are #version 330 (OpenGL 3.3). * * This example has been created using raylib 2.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) * * Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes: * * This is based on the PBR lighting example, but greatly simplified to aid learning... * actually there is very little of the PBR example left! * When I first looked at the bewildering complexity of the PBR example I feared * I would never understand how I could do simple lighting with raylib however its * a testement to the authors of raylib (including rlights.h) that the example * came together fairly quickly. * * Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.type = CAMERA_PERSPECTIVE; // Camera mode type // Load models Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32)); Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32)); // Load models texture Texture texture = LoadTexture("resources/texel_checker.png"); // Assign texture to default model material modelA.materials[0].maps[MAP_DIFFUSE].texture = texture; modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); // ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); float angle = 6.282f; // All models use the same shader modelA.materials[0].shader = shader; modelB.materials[0].shader = shader; modelC.materials[0].shader = shader; // Using 4 point lights, white, red, green and blue Light lights[MAX_LIGHTS] = { 0 }; lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader); lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader); lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader); lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader); SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; } if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; } if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; } if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; } UpdateCamera(&camera); // Update camera // Make the lights do differing orbits angle -= 0.02f; lights[0].position.x = cosf(angle)*4.0f; lights[0].position.z = sinf(angle)*4.0f; lights[1].position.x = cosf(-angle*0.6f)*4.0f; lights[1].position.z = sinf(-angle*0.6f)*4.0f; lights[2].position.y = cosf(angle*0.2f)*4.0f; lights[2].position.z = sinf(angle*0.2f)*4.0f; lights[3].position.y = cosf(-angle*0.35f)*4.0f; lights[3].position.z = sinf(-angle*0.35f)*4.0f; UpdateLightValues(shader, lights[0]); UpdateLightValues(shader, lights[1]); UpdateLightValues(shader, lights[2]); UpdateLightValues(shader, lights[3]); // Rotate the torus modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f)); modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f)); // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // Draw the three models DrawModel(modelA, Vector3Zero(), 1.0f, WHITE); DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE); DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE); // Draw markers to show where the lights are if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); } if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); } if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); } if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); } DrawGrid(10, 1.0f); EndMode3D(); DrawFPS(10, 10); DrawText("Use keys RGBW to 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; }