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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).
- *
- * Example originally created with raylib 3.0, last time updated with raylib 4.2
- *
- * Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2019-2023 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_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- 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, 4.0f, 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 projection type
-
- // Load plane model from a generated mesh
- Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
- Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
-
- // Load basic lighting shader
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
- // Get some required shader locations
- shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- // NOTE: "matModel" location name is automatically assigned on shader loading,
- // no need to get the location again if using that uniform name
- //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
-
- // Ambient light level (some basic lighting)
- int ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
-
- // Assign out lighting shader to model
- model.materials[0].shader = shader;
- cube.materials[0].shader = shader;
-
- // Create lights
- Light lights[MAX_LIGHTS] = { 0 };
- lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
- lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
- lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
- lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
-
- 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, CAMERA_ORBITAL);
-
- // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
-
- // Check key inputs to enable/disable lights
- if (IsKeyPressed(KEY_Y)) { 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; }
-
- // Update light values (actually, only enable/disable them)
- for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawModel(model, Vector3Zero(), 1.0f, WHITE);
- DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
-
- // Draw spheres to show where the lights are
- for (int i = 0; i < MAX_LIGHTS; i++)
- {
- if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
- else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
- }
-
- DrawGrid(10, 1.0f);
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadModel(model); // Unload the model
- UnloadModel(cube); // Unload the model
- UnloadShader(shader); // Unload shader
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
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