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- /*******************************************************************************************
- *
- * 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.projection = 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[MATERIAL_MAP_DIFFUSE].texture = texture;
- modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
- modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
-
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
-
- // Get some shader loactions
- shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
- shader.locs[SHADER_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 }, SHADER_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[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_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;
- }
-
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