181 lines
7.1 KiB
C
181 lines
7.1 KiB
C
/*******************************************************************************************
|
|
*
|
|
* raylib [lighting] example - Basic Phong lighting
|
|
*
|
|
* 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) 2014 Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#define SHININESS_SPEED 1.0f
|
|
#define LIGHT_SPEED 0.25f
|
|
|
|
int main()
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
|
InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting");
|
|
SetTargetFPS(60);
|
|
|
|
// Camera initialization
|
|
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
|
|
|
|
// Model initialization
|
|
Vector3 position = { 0.0, 0.0, 0.0 };
|
|
Model model = LoadModel("resources/model/dwarf.obj");
|
|
// Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
|
|
SetModelShader(&model, shader);
|
|
|
|
// Shader locations initialization
|
|
int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
|
|
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
|
|
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
|
|
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
|
|
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
|
|
|
|
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
|
|
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
|
|
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
|
|
|
|
// Camera and light vectors shader locations
|
|
int cameraLoc = GetShaderLocation(shader, "cameraPos");
|
|
int lightLoc = GetShaderLocation(shader, "lightPos");
|
|
|
|
// Light and material definitions
|
|
Light directionalLight;
|
|
Material blinnMaterial;
|
|
|
|
// Light initialization
|
|
SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
|
|
SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
|
|
SetLightIntensity(&directionalLight, 1);
|
|
SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0});
|
|
SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1});
|
|
SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1});
|
|
SetLightSpecIntensity(&directionalLight, 1);
|
|
|
|
// Material initialization
|
|
SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f});
|
|
SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
|
|
SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
|
|
SetMaterialGlossiness(&blinnMaterial, 50);
|
|
|
|
// Setup camera
|
|
SetCameraMode(CAMERA_FREE); // Set 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
|
|
float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z }; // Camera position vector in float array
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
// Main game loop
|
|
while (!WindowShouldClose()) // Detect window close button or ESC key
|
|
{
|
|
// Update
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Update camera position and its float array for shader
|
|
UpdateCamera(&camera);
|
|
cameraPosition[0] = camera.position.x;
|
|
cameraPosition[1] = camera.position.y;
|
|
cameraPosition[2] = camera.position.z;
|
|
|
|
// Glossiness input control
|
|
if(IsKeyDown(KEY_UP))
|
|
{
|
|
blinnMaterial.glossiness[0] += SHININESS_SPEED;
|
|
}
|
|
else if(IsKeyDown(KEY_DOWN))
|
|
{
|
|
blinnMaterial.glossiness[0] -= SHININESS_SPEED;
|
|
|
|
if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0;
|
|
}
|
|
|
|
// Light X movement
|
|
if(IsKeyDown(KEY_D))
|
|
{
|
|
directionalLight.position[0] += LIGHT_SPEED;
|
|
}
|
|
else if(IsKeyDown(KEY_A))
|
|
{
|
|
directionalLight.position[0] -= LIGHT_SPEED;
|
|
}
|
|
|
|
// Light Y movement
|
|
if(IsKeyDown(KEY_LEFT_SHIFT))
|
|
{
|
|
directionalLight.position[1] += LIGHT_SPEED;
|
|
}
|
|
else if(IsKeyDown(KEY_LEFT_CONTROL))
|
|
{
|
|
directionalLight.position[1] -= LIGHT_SPEED;
|
|
}
|
|
|
|
// Light Z movement
|
|
if(IsKeyDown(KEY_S))
|
|
{
|
|
directionalLight.position[2] += LIGHT_SPEED;
|
|
}
|
|
else if(IsKeyDown(KEY_W))
|
|
{
|
|
directionalLight.position[2] -= LIGHT_SPEED;
|
|
}
|
|
|
|
// Send light values to shader
|
|
SetShaderValue(shader, lIntensityLoc, directionalLight.intensity, 1);
|
|
SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3);
|
|
SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3);
|
|
SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3);
|
|
SetShaderValue(shader, lSpecIntensityLoc, directionalLight.specularIntensity, 1);
|
|
|
|
// Send material values to shader
|
|
SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3);
|
|
SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3);
|
|
SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1);
|
|
|
|
// Send camera and light transform values to shader
|
|
SetShaderValue(shader, cameraLoc, cameraPosition, 3);
|
|
SetShaderValue(shader, lightLoc, directionalLight.position, 3);
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
Begin3dMode(camera);
|
|
|
|
DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
|
|
|
|
DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);
|
|
|
|
End3dMode();
|
|
|
|
// Draw FPS
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
// Unload all loaded data
|
|
UnloadShader(shader);
|
|
UnloadModel(model);
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|