475 lines
19 KiB
C
475 lines
19 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 1.7 (www.raylib.com)
|
|
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
|
*
|
|
* Copyright (c) 2016-2017 Ramon Santamaria (@raysan5)
|
|
*
|
|
********************************************************************************************/
|
|
|
|
#include "raylib.h"
|
|
|
|
#include <stdlib.h> // Required for: NULL
|
|
#include <string.h> // Required for: strcpy()
|
|
#include <math.h> // Required for: vector math
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Defines and Macros
|
|
//----------------------------------------------------------------------------------
|
|
#define MAX_LIGHTS 8 // Max lights supported by standard shader
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Types and Structures Definition
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Light type
|
|
typedef struct LightData {
|
|
unsigned int id; // Light unique id
|
|
bool enabled; // Light enabled
|
|
int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
|
|
|
Vector3 position; // Light position
|
|
Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
|
float radius; // Light attenuation radius light intensity reduced with distance (world distance)
|
|
|
|
Color diffuse; // Light diffuse color
|
|
float intensity; // Light intensity level
|
|
|
|
float coneAngle; // Light cone max angle: LIGHT_SPOT
|
|
} LightData, *Light;
|
|
|
|
// Light types
|
|
typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Global Variables Definition
|
|
//----------------------------------------------------------------------------------
|
|
static Light lights[MAX_LIGHTS]; // Lights pool
|
|
static int lightsCount = 0; // Enabled lights counter
|
|
static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
|
|
// enabled, type, position, target, radius, diffuse, intensity, coneAngle
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Declaration
|
|
//----------------------------------------------------------------------------------
|
|
static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
|
static void DestroyLight(Light light); // Destroy a light and take it out of the list
|
|
static void DrawLight(Light light); // Draw light in 3D world
|
|
|
|
static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
|
|
static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
|
|
|
|
// Vector3 math functions
|
|
static float VectorLength(const Vector3 v); // Calculate vector length
|
|
static void VectorNormalize(Vector3 *v); // Normalize provided vector
|
|
static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
|
|
|
|
|
|
//https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/
|
|
//https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/
|
|
//http://cg.alexandra.dk/?p=3778 - AZDO
|
|
//https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Program main entry point
|
|
//------------------------------------------------------------------------------------
|
|
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 model = LoadModel("../models/resources/pbr/trooper.obj"); // Load OBJ model
|
|
|
|
Material material = { 0 };
|
|
|
|
material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
|
|
"resources/shaders/glsl330/standard.fs");
|
|
|
|
// Try to get lights location points (if available)
|
|
GetShaderLightsLocations(material.shader);
|
|
|
|
material.maps[MAP_DIFFUSE].texture = LoadTexture("../models/resources/pbr/trooper_albedo.png"); // Load model diffuse texture
|
|
material.maps[MAP_NORMAL].texture = LoadTexture("../models/resources/pbr/trooper_normals.png"); // Load model normal texture
|
|
material.maps[MAP_SPECULAR].texture = LoadTexture("../models/resources/pbr/trooper_roughness.png"); // Load model specular texture
|
|
material.maps[MAP_DIFFUSE].color = WHITE;
|
|
material.maps[MAP_SPECULAR].color = WHITE;
|
|
|
|
model.materials[0] = 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;
|
|
|
|
// Set shader lights values for enabled lights
|
|
// NOTE: If values are not changed in real time, they can be set at initialization!!!
|
|
SetShaderLightsValues(material.shader);
|
|
|
|
// 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);
|
|
|
|
BeginMode3D(camera);
|
|
|
|
DrawModel(model, 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
|
|
|
|
EndMode3D();
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadMaterial(material); // Unload material and assigned textures
|
|
UnloadModel(model); // Unload model
|
|
|
|
// Destroy all created lights
|
|
DestroyLight(pointLight);
|
|
DestroyLight(dirLight);
|
|
DestroyLight(spotLight);
|
|
|
|
// Unload lights
|
|
if (lightsCount > 0)
|
|
{
|
|
for (int i = 0; i < lightsCount; i++) free(lights[i]);
|
|
lightsCount = 0;
|
|
}
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------
|
|
// Module Functions Definitions
|
|
//--------------------------------------------------------------------------------------------
|
|
|
|
// Create a new light, initialize it and add to pool
|
|
Light CreateLight(int type, Vector3 position, Color diffuse)
|
|
{
|
|
Light light = NULL;
|
|
|
|
if (lightsCount < MAX_LIGHTS)
|
|
{
|
|
// Allocate dynamic memory
|
|
light = (Light)malloc(sizeof(LightData));
|
|
|
|
// Initialize light values with generic values
|
|
light->id = lightsCount;
|
|
light->type = type;
|
|
light->enabled = true;
|
|
|
|
light->position = position;
|
|
light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
|
light->intensity = 1.0f;
|
|
light->diffuse = diffuse;
|
|
|
|
// Add new light to the array
|
|
lights[lightsCount] = light;
|
|
|
|
// Increase enabled lights count
|
|
lightsCount++;
|
|
}
|
|
else
|
|
{
|
|
// NOTE: Returning latest created light to avoid crashes
|
|
light = lights[lightsCount];
|
|
}
|
|
|
|
return light;
|
|
}
|
|
|
|
// Destroy a light and take it out of the list
|
|
void DestroyLight(Light light)
|
|
{
|
|
if (light != NULL)
|
|
{
|
|
int lightId = light->id;
|
|
|
|
// Free dynamic memory allocation
|
|
free(lights[lightId]);
|
|
|
|
// Remove *obj from the pointers array
|
|
for (int i = lightId; i < lightsCount; i++)
|
|
{
|
|
// Resort all the following pointers of the array
|
|
if ((i + 1) < lightsCount)
|
|
{
|
|
lights[i] = lights[i + 1];
|
|
lights[i]->id = lights[i + 1]->id;
|
|
}
|
|
}
|
|
|
|
// Decrease enabled physic objects count
|
|
lightsCount--;
|
|
}
|
|
}
|
|
|
|
// Draw light in 3D world
|
|
void DrawLight(Light light)
|
|
{
|
|
switch (light->type)
|
|
{
|
|
case LIGHT_POINT:
|
|
{
|
|
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
|
|
|
|
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
|
|
DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
|
|
DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
|
|
} break;
|
|
case LIGHT_DIRECTIONAL:
|
|
{
|
|
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
|
|
|
|
DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
|
|
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
|
|
} break;
|
|
case LIGHT_SPOT:
|
|
{
|
|
DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
|
|
|
|
Vector3 dir = VectorSubtract(light->target, light->position);
|
|
VectorNormalize(&dir);
|
|
|
|
DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
|
|
|
|
//DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
|
|
DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
// Get shader locations for lights (up to MAX_LIGHTS)
|
|
static void GetShaderLightsLocations(Shader shader)
|
|
{
|
|
char locName[32] = "lights[x].\0";
|
|
char locNameUpdated[64];
|
|
|
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
|
{
|
|
locName[7] = '0' + i;
|
|
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "enabled\0");
|
|
lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
|
|
|
|
locNameUpdated[0] = '\0';
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "type\0");
|
|
lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
|
|
|
|
locNameUpdated[0] = '\0';
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "position\0");
|
|
lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
|
|
|
|
locNameUpdated[0] = '\0';
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "direction\0");
|
|
lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
|
|
|
|
locNameUpdated[0] = '\0';
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "radius\0");
|
|
lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
|
|
|
|
locNameUpdated[0] = '\0';
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "diffuse\0");
|
|
lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
|
|
|
|
locNameUpdated[0] = '\0';
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "intensity\0");
|
|
lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
|
|
|
|
locNameUpdated[0] = '\0';
|
|
strcpy(locNameUpdated, locName);
|
|
strcat(locNameUpdated, "coneAngle\0");
|
|
lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
|
|
}
|
|
}
|
|
|
|
// Set shader uniform values for lights
|
|
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
|
|
static void SetShaderLightsValues(Shader shader)
|
|
{
|
|
int tempInt[8] = { 0 };
|
|
float tempFloat[8] = { 0.0f };
|
|
|
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
|
{
|
|
if (i < lightsCount)
|
|
{
|
|
tempInt[0] = lights[i]->enabled;
|
|
SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
|
|
|
|
tempInt[0] = lights[i]->type;
|
|
SetShaderValue(shader, lightsLocs[i][1], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][1], lights[i]->type);
|
|
|
|
tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
|
|
tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
|
|
tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
|
|
tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
|
|
SetShaderValue(shader, lightsLocs[i][5], tempFloat, UNIFORM_VEC4);
|
|
//glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
|
|
|
|
tempFloat[0] = lights[i]->intensity;
|
|
SetShaderValue(shader, lightsLocs[i][6], tempFloat, UNIFORM_FLOAT);
|
|
|
|
switch (lights[i]->type)
|
|
{
|
|
case LIGHT_POINT:
|
|
{
|
|
tempFloat[0] = lights[i]->position.x;
|
|
tempFloat[1] = lights[i]->position.y;
|
|
tempFloat[2] = lights[i]->position.z;
|
|
SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
|
|
|
|
tempFloat[0] = lights[i]->radius;
|
|
SetShaderValue(shader, lightsLocs[i][4], tempFloat, UNIFORM_FLOAT);
|
|
|
|
//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
//glUniform1f(lightsLocs[i][4], lights[i]->radius);
|
|
} break;
|
|
case LIGHT_DIRECTIONAL:
|
|
{
|
|
Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
|
|
VectorNormalize(&direction);
|
|
|
|
tempFloat[0] = direction.x;
|
|
tempFloat[1] = direction.y;
|
|
tempFloat[2] = direction.z;
|
|
SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
|
|
|
|
//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
|
|
} break;
|
|
case LIGHT_SPOT:
|
|
{
|
|
tempFloat[0] = lights[i]->position.x;
|
|
tempFloat[1] = lights[i]->position.y;
|
|
tempFloat[2] = lights[i]->position.z;
|
|
SetShaderValue(shader, lightsLocs[i][2], tempFloat, UNIFORM_VEC3);
|
|
|
|
//glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
|
|
|
Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
|
|
VectorNormalize(&direction);
|
|
|
|
tempFloat[0] = direction.x;
|
|
tempFloat[1] = direction.y;
|
|
tempFloat[2] = direction.z;
|
|
SetShaderValue(shader, lightsLocs[i][3], tempFloat, UNIFORM_VEC3);
|
|
//glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
|
|
|
|
tempFloat[0] = lights[i]->coneAngle;
|
|
SetShaderValue(shader, lightsLocs[i][7], tempFloat, UNIFORM_FLOAT);
|
|
//glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
|
|
} break;
|
|
default: break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tempInt[0] = 0;
|
|
SetShaderValue(shader, lightsLocs[i][0], tempInt, UNIFORM_INT); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
|
|
}
|
|
}
|
|
}
|
|
|
|
// Calculate vector length
|
|
float VectorLength(const Vector3 v)
|
|
{
|
|
float length;
|
|
|
|
length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
|
|
|
|
return length;
|
|
}
|
|
|
|
// Normalize provided vector
|
|
void VectorNormalize(Vector3 *v)
|
|
{
|
|
float length, ilength;
|
|
|
|
length = VectorLength(*v);
|
|
|
|
if (length == 0.0f) length = 1.0f;
|
|
|
|
ilength = 1.0f/length;
|
|
|
|
v->x *= ilength;
|
|
v->y *= ilength;
|
|
v->z *= ilength;
|
|
}
|
|
|
|
// Substract two vectors
|
|
Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
|
|
{
|
|
Vector3 result;
|
|
|
|
result.x = v1.x - v2.x;
|
|
result.y = v1.y - v2.y;
|
|
result.z = v1.z - v2.z;
|
|
|
|
return result;
|
|
}
|