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REVIEWED: shaders_basic_lighting #1865

Simplified the example
pull/1879/head
raysan5 3 years ago
parent
commit
56cab4b6a9
2 changed files with 47 additions and 79 deletions
  1. +47
    -79
      examples/shaders/shaders_basic_lighting.c
  2. BIN
      examples/shaders/shaders_basic_lighting.png

+ 47
- 79
examples/shaders/shaders_basic_lighting.c View File

@ -7,21 +7,13 @@
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
*
* This example has been created using raylib 2.5 (www.raylib.com)
* This example has been created using raylib 3.8 (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)
* Example contributed by Chris Camacho (@codifies, http://bedroomcoders.co.uk/) 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)
* Copyright (c) 2019-2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -50,49 +42,39 @@ int main(void)
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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 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;
camera.projection = CAMERA_PERSPECTIVE; // Camera mode 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));
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");
// Get some required shader loactions
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
// ambient light level
// 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]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
float angle = 6.282f;
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
// All models use the same shader
modelA.materials[0].shader = shader;
modelB.materials[0].shader = shader;
modelC.materials[0].shader = shader;
// Assign out lighting shader to model
model.materials[0].shader = shader;
cube.materials[0].shader = shader;
// Using 4 point ">lights, white, red, green and blue
// Using 4 point l">lights: gold, red, green and blue
Light lights[MAX_LIGHTS] = { 0 };
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ mi">4, 2, 4 }, Vector3Zero(), WHITE, shader);
lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader);
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ mi">0, 4, 2 }, Vector3Zero(), GREEN, shader);
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader);
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ o">-2, 1, -2 }, Vector3Zero(), YELLOW, shader);
lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ o">-2, 1, 2 }, Vector3Zero(), GREEN, shader);
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
@ -104,34 +86,21 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
UpdateCamera(&camera); // Update camera
// 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; }
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;
// Update light values (actually, only enable/disable them)
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
// 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);
//----------------------------------------------------------------------------------
@ -144,16 +113,18 @@ int main(void)
BeginMode3D(camera);
// Draw the three models
DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
DrawModel(model, Vector3Zero(), 1.0f, WHITE);
DrawModel(cube, Vector3Zero(), 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); }
if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW);
else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
DrawGrid(10, 1.0f);
@ -161,7 +132,7 @@ int main(void)
DrawFPS(10, 10);
DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@ -169,14 +140,11 @@ int main(void)
// 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
UnloadModel(model); // Unload the model
UnloadModel(cube); // Unload the model
UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;

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examples/shaders/shaders_basic_lighting.png View File

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