- /*******************************************************************************************
- *
- * 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 lenght
- 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 dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
-
- Material material;// = LoadStandardMaterial();
-
- 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.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;
-
- // 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);
-
- //SetShaderActive(0);
-
- // 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);
-
- 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);
-
- // 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
- // TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f():
- //SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
- //SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
- 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;
- SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
-
- tempInt[0] = lights[i]->type;
- SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //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, 4);
- //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, 1);
-
- 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, 3);
-
- tempFloat[0] = lights[i]->radius;
- SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1);
-
- //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, 3);
-
- //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, 3);
-
- //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, 3);
- //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
-
- tempFloat[0] = lights[i]->coneAngle;
- SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1);
- //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
- } break;
- default: break;
- }
- }
- else
- {
- tempInt[0] = 0;
- SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
- }
- }
- }
-
- // Calculate vector lenght
- 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;
- }
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