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/******************************************************************************************* |
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* |
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* raylib [shaders] example - Basic lighting: Blinn-Phong |
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* |
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* This example has been created using raylib 1.3 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2014 Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#define SHININESS_SPEED 1.0f |
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#define LIGHT_SPEED 0.25f |
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// Light type |
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typedef struct Light { |
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Vector3 position; |
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Vector3 direction; |
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float intensity; |
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float specIntensity; |
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Color diffuse; |
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Color ambient; |
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Color specular; |
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} Light; |
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int main() |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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SetConfigFlags(FLAG_MSAA_4X_HINT); |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); |
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// Camera initialization |
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Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; |
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// Model initialization |
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Vector3 position = { 0.0f, 0.0f, 0.0f }; |
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Model model = LoadModel("resources/model/dwarf.obj"); |
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Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs"); |
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SetModelShader(&model, shader); |
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// Shader locations initialization |
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int lIntensityLoc = GetShaderLocation(shader, "lightIntensity"); |
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int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor"); |
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int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor"); |
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int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor"); |
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int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity"); |
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int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor"); |
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int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor"); |
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int mGlossLoc = GetShaderLocation(shader, "matGlossiness"); |
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// Camera and light vectors shader locations |
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int cameraLoc = GetShaderLocation(shader, "cameraPosition"); |
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int lightLoc = GetShaderLocation(shader, "lightPosition"); |
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// Model and View matrix locations (required for lighting) |
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int modelLoc = GetShaderLocation(shader, "modelMatrix"); |
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//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used |
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// Light and material definitions |
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Light light; |
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Material matBlinn; |
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// Light initialization |
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light.position = (Vector3){ 4.0f, 2.0f, 0.0f }; |
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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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matBlinn.colDiffuse = WHITE; |
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matBlinn.colAmbient = (Color){ 50, 50, 50, 255 }; |
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matBlinn.colSpecular = 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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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCamera(&camera); // Update camera position |
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// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT! |
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SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader |
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//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used |
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// Glossiness input control |
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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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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)) 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)) 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)) 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, &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, &light.specIntensity, 1); |
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// Send material values to shader |
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SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3); |
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SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3); |
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SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1); |
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// Send camera and light transform values to shader |
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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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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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Begin3dMode(camera); |
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DrawModel(model, position, 4.0f, matBlinn.colDiffuse); |
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DrawSphere(light.position, 0.5f, GOLD); |
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DrawGrid(20, 1.0f); |
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End3dMode(); |
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DrawFPS(10, 10); // Draw FPS |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadShader(shader); |
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UnloadModel(model); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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