122 lines
5.2 KiB
C
122 lines
5.2 KiB
C
/*******************************************************************************************
|
|
*
|
|
* 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_ORBITAL); // Set an orbital camera mode
|
|
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
|
|
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
|
|
|
|
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 internal camera and our 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;
|
|
} |