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@ -50,29 +50,28 @@ int main() |
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int lightLoc = GetShaderLocation(shader, "lightPos"); |
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// Light and material definitions |
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Light directionalLight; |
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Material blinnMaterial; |
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Light light; |
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Material matBlinn; |
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// Light initialization |
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SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f}); |
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SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f}); |
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SetLightIntensity(&directionalLight, 1); |
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SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0}); |
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SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1}); |
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SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1}); |
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SetLightSpecIntensity(&directionalLight, 1); |
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light.position = (Vector3){ 5.0f, 1.0f, 1.0f }; |
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light.direction = (Vector3){ 5.0f, 1.0f, 1.0f }; |
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light.intensity = 1.0f; |
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light.diffuse = WHITE; |
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light.ambient = (Color){ 150, 75, 0, 255 }; |
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light.specular = WHITE; |
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light.specIntensity = 1.0f; |
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// Material initialization |
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SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f}); |
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SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f}); |
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SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f}); |
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SetMaterialGlossiness(&blinnMaterial, 50); |
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matBlinn.diffuse = WHITE; |
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matBlinn.ambient = (Color){ 50, 50, 50, 255 }; |
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matBlinn.specular = WHITE; |
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matBlinn.glossiness = 50.0f; |
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// Setup camera |
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SetCameraMode(CAMERA_FREE); // Set camera mode |
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position |
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target |
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float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z }; // Camera position vector in float array |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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@ -81,69 +80,44 @@ int main() |
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// Update |
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//---------------------------------------------------------------------------------- |
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// Update camera position and its float array for shader |
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// Update camera position |
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UpdateCamera(&camera); |
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cameraPosition[0] = camera.position.x; |
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cameraPosition[1] = camera.position.y; |
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cameraPosition[2] = camera.position.z; |
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// Glossiness input control |
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if(IsKeyDown(KEY_UP)) |
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{ |
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blinnMaterial.glossiness[0] += SHININESS_SPEED; |
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} |
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if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED; |
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else if(IsKeyDown(KEY_DOWN)) |
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{ |
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blinnMaterial.glossiness[0] -= SHININESS_SPEED; |
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if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0; |
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matBlinn.glossiness -= SHININESS_SPEED; |
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if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f; |
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} |
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// Light X movement |
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if(IsKeyDown(KEY_D)) |
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{ |
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directionalLight.position[0] += LIGHT_SPEED; |
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} |
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else if(IsKeyDown(KEY_A)) |
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{ |
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directionalLight.position[0] -= LIGHT_SPEED; |
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} |
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if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED; |
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else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED; |
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// Light Y movement |
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if(IsKeyDown(KEY_LEFT_SHIFT)) |
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{ |
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directionalLight.position[1] += LIGHT_SPEED; |
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} |
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else if(IsKeyDown(KEY_LEFT_CONTROL)) |
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{ |
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directionalLight.position[1] -= LIGHT_SPEED; |
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} |
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if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED; |
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else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED; |
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// Light Z movement |
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if(IsKeyDown(KEY_S)) |
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{ |
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directionalLight.position[2] += LIGHT_SPEED; |
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} |
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else if(IsKeyDown(KEY_W)) |
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{ |
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directionalLight.position[2] -= LIGHT_SPEED; |
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} |
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if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED; |
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else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED; |
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// Send light values to shader |
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SetShaderValue(shader, lIntensityLoc, n">directionalLight.intensity, 1); |
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SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3); |
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SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3); |
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SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3); |
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SetShaderValue(shader, lSpecIntensityLoc, n">directionalLight.specularIntensity, 1); |
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SetShaderValue(shader, lIntensityLoc, &light.intensity, 1); |
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SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3); |
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SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3); |
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SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3); |
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SetShaderValue(shader, lSpecIntensityLoc, o">&light.specIntensity, 1); |
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// Send material values to shader |
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SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3); |
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SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3); |
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SetShaderValue(shader, mGlossLoc, n">blinnMaterial.glossiness, 1); |
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SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.ambient), 3); |
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SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.specular), 3); |
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SetShaderValue(shader, mGlossLoc, o">&matBlinn.glossiness, 1); |
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// Send camera and light transform values to shader |
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SetShaderValue(shader, cameraLoc, cameraPosition, 3); |
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SetShaderValue(shader, lightLoc, directionalLight.position, 3); |
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SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3); |
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SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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@ -154,14 +128,12 @@ int main() |
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Begin3dMode(camera); |
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DrawModel(model, position, 4.0f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255}); |
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DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW); |
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DrawModel(model, position, 4.0f, matBlinn.diffuse); |
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DrawSphere(light.position, 1.0f, YELLOW); |
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End3dMode(); |
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// Draw FPS |
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DrawFPS(10, 10); |
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DrawFPS(10, 10); // Draw FPS |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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@ -169,7 +141,6 @@ int main() |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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// Unload all loaded data |
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UnloadShader(shader); |
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UnloadModel(model); |
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