5e7686695f
Simplified for the user (more intuitive and clear) Removed lighting module dependency
152 lines
6.0 KiB
C
152 lines
6.0 KiB
C
/*******************************************************************************************
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*
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* raylib [lighting] example - Basic Phong lighting
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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) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define SHININESS_SPEED 1.0f
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#define LIGHT_SPEED 0.25f
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int main()
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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);
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InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
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SetTargetFPS(60);
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// Camera initialization
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Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
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// Model initialization
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Vector3 position = { 0.0, 0.0, 0.0 };
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Model model = LoadModel("resources/model/dwarf.obj");
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Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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// Camera and light vectors shader locations
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int cameraLoc = GetShaderLocation(shader, "cameraPos");
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int lightLoc = GetShaderLocation(shader, "lightPos");
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// Light and material definitions
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Light light;
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Material matBlinn;
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// Light initialization
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light.position = (Vector3){ 5.0f, 1.0f, 1.0f };
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light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
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light.intensity = 1.0f;
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light.diffuse = WHITE;
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light.ambient = (Color){ 150, 75, 0, 255 };
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light.specular = WHITE;
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light.specIntensity = 1.0f;
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// Material initialization
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matBlinn.diffuse = WHITE;
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matBlinn.ambient = (Color){ 50, 50, 50, 255 };
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matBlinn.specular = WHITE;
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matBlinn.glossiness = 50.0f;
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// Setup camera
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SetCameraMode(CAMERA_FREE); // Set 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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//--------------------------------------------------------------------------------------
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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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// Update camera position
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UpdateCamera(&camera);
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// Glossiness input control
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if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
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else if(IsKeyDown(KEY_DOWN))
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{
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matBlinn.glossiness -= SHININESS_SPEED;
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if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
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}
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// Light X movement
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if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
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else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
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// Light Y movement
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if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
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else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
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// Light Z movement
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if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
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else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
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// Send light values to shader
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SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
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SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
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SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
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SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
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SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
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// Send material values to shader
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SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.ambient), 3);
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SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.specular), 3);
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SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
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// Send camera and light transform values to shader
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SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
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SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
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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(model, position, 4.0f, matBlinn.diffuse);
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DrawSphere(light.position, 1.0f, YELLOW);
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End3dMode();
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DrawFPS(10, 10); // Draw FPS
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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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UnloadShader(shader);
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UnloadModel(model);
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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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