| @ -0,0 +1,82 @@ | |||
| #version 330 | |||
| // Input vertex attributes (from vertex shader) | |||
| in vec3 fragPosition; | |||
| in vec2 fragTexCoord; | |||
| in vec4 fragColor; | |||
| in vec3 fragNormal; | |||
| // Input uniform values | |||
| uniform sampler2D texture0; | |||
| uniform vec4 colDiffuse; | |||
| // Output fragment color | |||
| out vec4 finalColor; | |||
| // NOTE: Add here your custom variables | |||
| #define MAX_LIGHTS 4 | |||
| #define LIGHT_DIRECTIONAL 0 | |||
| #define LIGHT_POINT 1 | |||
| struct MaterialProperty { | |||
| vec3 color; | |||
| int useSampler; | |||
| sampler2D sampler; | |||
| }; | |||
| struct Light { | |||
| int enabled; | |||
| int type; | |||
| vec3 position; | |||
| vec3 target; | |||
| vec4 color; | |||
| }; | |||
| // Input lighting values | |||
| uniform Light lights[MAX_LIGHTS]; | |||
| uniform vec4 ambient; | |||
| uniform vec3 viewPos; | |||
| void main() | |||
| { | |||
| // Texel color fetching from texture sampler | |||
| vec4 texelColor = texture(texture0, fragTexCoord); | |||
| vec3 lightDot = vec3(0.0); | |||
| vec3 normal = normalize(fragNormal); | |||
| vec3 viewD = normalize(viewPos - fragPosition); | |||
| vec3 specular = vec3(0.0); | |||
| // NOTE: Implement here your fragment shader code | |||
| for (int i = 0; i < MAX_LIGHTS; i++) | |||
| { | |||
| if (lights[i].enabled == 1) | |||
| { | |||
| vec3 light = vec3(0.0); | |||
| if (lights[i].type == LIGHT_DIRECTIONAL) | |||
| { | |||
| light = -normalize(lights[i].target - lights[i].position); | |||
| } | |||
| if (lights[i].type == LIGHT_POINT) | |||
| { | |||
| light = normalize(lights[i].position - fragPosition); | |||
| } | |||
| float NdotL = max(dot(normal, light), 0.0); | |||
| lightDot += lights[i].color.rgb*NdotL; | |||
| float specCo = 0.0; | |||
| if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16); // 16 refers to shine | |||
| specular += specCo; | |||
| } | |||
| } | |||
| finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0))); | |||
| finalColor += texelColor*(ambient/10.0); | |||
| // Gamma correction | |||
| finalColor = pow(finalColor, vec4(1.0/2.2)); | |||
| } | |||
| @ -0,0 +1,33 @@ | |||
| #version 330 | |||
| // Input vertex attributes | |||
| in vec3 vertexPosition; | |||
| in vec2 vertexTexCoord; | |||
| in vec3 vertexNormal; | |||
| in vec4 vertexColor; | |||
| // Input uniform values | |||
| uniform mat4 mvp; | |||
| uniform mat4 matModel; | |||
| // Output vertex attributes (to fragment shader) | |||
| out vec3 fragPosition; | |||
| out vec2 fragTexCoord; | |||
| out vec4 fragColor; | |||
| out vec3 fragNormal; | |||
| // NOTE: Add here your custom variables | |||
| void main() | |||
| { | |||
| // Send vertex attributes to fragment shader | |||
| fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f)); | |||
| fragTexCoord = vertexTexCoord; | |||
| fragColor = vertexColor; | |||
| mat3 normalMatrix = transpose(inverse(mat3(matModel))); | |||
| fragNormal = normalize(normalMatrix*vertexNormal); | |||
| // Calculate final vertex position | |||
| gl_Position = mvp*vec4(vertexPosition, 1.0); | |||
| } | |||
| @ -0,0 +1,187 @@ | |||
| /********************************************************************************************** | |||
| * | |||
| * raylib.lights - Some useful functions to deal with lights data | |||
| * | |||
| * CONFIGURATION: | |||
| * | |||
| * #define RLIGHTS_IMPLEMENTATION | |||
| * Generates the implementation of the library into the included file. | |||
| * If not defined, the library is in header only mode and can be included in other headers | |||
| * or source files without problems. But only ONE file should hold the implementation. | |||
| * | |||
| * LICENSE: zlib/libpng | |||
| * | |||
| * Copyright (c) 2017-2019 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) | |||
| * | |||
| * This software is provided "as-is", without any express or implied warranty. In no event | |||
| * will the authors be held liable for any damages arising from the use of this software. | |||
| * | |||
| * Permission is granted to anyone to use this software for any purpose, including commercial | |||
| * applications, and to alter it and redistribute it freely, subject to the following restrictions: | |||
| * | |||
| * 1. The origin of this software must not be misrepresented; you must not claim that you | |||
| * wrote the original software. If you use this software in a product, an acknowledgment | |||
| * in the product documentation would be appreciated but is not required. | |||
| * | |||
| * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | |||
| * as being the original software. | |||
| * | |||
| * 3. This notice may not be removed or altered from any source distribution. | |||
| * | |||
| **********************************************************************************************/ | |||
| #ifndef RLIGHTS_H | |||
| #define RLIGHTS_H | |||
| //---------------------------------------------------------------------------------- | |||
| // Defines and Macros | |||
| //---------------------------------------------------------------------------------- | |||
| #define MAX_LIGHTS 4 // Max dynamic lights supported by shader | |||
| //---------------------------------------------------------------------------------- | |||
| // Types and Structures Definition | |||
| //---------------------------------------------------------------------------------- | |||
| // Light data | |||
| typedef struct { | |||
| int type; | |||
| Vector3 position; | |||
| Vector3 target; | |||
| Color color; | |||
| bool enabled; | |||
| // Shader locations | |||
| int enabledLoc; | |||
| int typeLoc; | |||
| int posLoc; | |||
| int targetLoc; | |||
| int colorLoc; | |||
| } Light; | |||
| // Light type | |||
| typedef enum { | |||
| LIGHT_DIRECTIONAL, | |||
| LIGHT_POINT | |||
| } LightType; | |||
| #ifdef __cplusplus | |||
| extern "C" { // Prevents name mangling of functions | |||
| #endif | |||
| //---------------------------------------------------------------------------------- | |||
| // Global Variables Definition | |||
| //---------------------------------------------------------------------------------- | |||
| int lightsCount = 0; // Current amount of created lights | |||
| //---------------------------------------------------------------------------------- | |||
| // Module Functions Declaration | |||
| //---------------------------------------------------------------------------------- | |||
| Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations | |||
| void UpdateLightValues(Shader shader, Light light); // Send light properties to shader | |||
| //void InitLightLocations(Shader shader, Light *light); // Init light shader locations | |||
| #ifdef __cplusplus | |||
| } | |||
| #endif | |||
| #endif // RLIGHTS_H | |||
| /*********************************************************************************** | |||
| * | |||
| * RLIGHTS IMPLEMENTATION | |||
| * | |||
| ************************************************************************************/ | |||
| #if defined(RLIGHTS_IMPLEMENTATION) | |||
| #include "raylib.h" | |||
| //---------------------------------------------------------------------------------- | |||
| // Defines and Macros | |||
| //---------------------------------------------------------------------------------- | |||
| // ... | |||
| //---------------------------------------------------------------------------------- | |||
| // Types and Structures Definition | |||
| //---------------------------------------------------------------------------------- | |||
| // ... | |||
| //---------------------------------------------------------------------------------- | |||
| // Global Variables Definition | |||
| //---------------------------------------------------------------------------------- | |||
| // ... | |||
| //---------------------------------------------------------------------------------- | |||
| // Module specific Functions Declaration | |||
| //---------------------------------------------------------------------------------- | |||
| // ... | |||
| //---------------------------------------------------------------------------------- | |||
| // Module Functions Definition | |||
| //---------------------------------------------------------------------------------- | |||
| // Create a light and get shader locations | |||
| Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader) | |||
| { | |||
| Light light = { 0 }; | |||
| if (lightsCount < MAX_LIGHTS) | |||
| { | |||
| light.enabled = true; | |||
| light.type = type; | |||
| light.position = position; | |||
| light.target = target; | |||
| light.color = color; | |||
| // TODO: Below code doesn't look good to me, | |||
| // it assumes a specific shader naming and structure | |||
| // Probably this implementation could be improved | |||
| char enabledName[32] = "lights[x].enabled\0"; | |||
| char typeName[32] = "lights[x].type\0"; | |||
| char posName[32] = "lights[x].position\0"; | |||
| char targetName[32] = "lights[x].target\0"; | |||
| char colorName[32] = "lights[x].color\0"; | |||
| enabledName[7] = '0' + lightsCount; | |||
| typeName[7] = '0' + lightsCount; | |||
| posName[7] = '0' + lightsCount; | |||
| targetName[7] = '0' + lightsCount; | |||
| colorName[7] = '0' + lightsCount; | |||
| light.enabledLoc = GetShaderLocation(shader, enabledName); | |||
| light.typeLoc = GetShaderLocation(shader, typeName); | |||
| light.posLoc = GetShaderLocation(shader, posName); | |||
| light.targetLoc = GetShaderLocation(shader, targetName); | |||
| light.colorLoc = GetShaderLocation(shader, colorName); | |||
| UpdateLightValues(shader, light); | |||
| lightsCount++; | |||
| } | |||
| return light; | |||
| } | |||
| // Send light properties to shader | |||
| // NOTE: Light shader locations should be available | |||
| void UpdateLightValues(Shader shader, Light light) | |||
| { | |||
| // Send to shader light enabled state and type | |||
| SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT); | |||
| SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT); | |||
| // Send to shader light position values | |||
| float position[3] = { light.position.x, light.position.y, light.position.z }; | |||
| SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3); | |||
| // Send to shader light target position values | |||
| float target[3] = { light.target.x, light.target.y, light.target.z }; | |||
| SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3); | |||
| // Send to shader light color values | |||
| float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255, | |||
| (float)light.color.b/(float)255, (float)light.color.a/(float)255 }; | |||
| SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4); | |||
| } | |||
| #endif // RLIGHTS_IMPLEMENTATION | |||
| @ -0,0 +1,184 @@ | |||
| /******************************************************************************************* | |||
| * | |||
| * 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). | |||
| * | |||
| * This example has been created using raylib 2.5 (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) | |||
| * | |||
| * 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) | |||
| * | |||
| ********************************************************************************************/ | |||
| #include "raylib.h" | |||
| #include "raymath.h" | |||
| #define RLIGHTS_IMPLEMENTATION | |||
| #include "rlights.h" | |||
| #if defined(PLATFORM_DESKTOP) | |||
| #define GLSL_VERSION 330 | |||
| #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB | |||
| #define GLSL_VERSION 100 | |||
| #endif | |||
| 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, 2.0f, 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.type = 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[MAP_DIFFUSE].texture = texture; | |||
| modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; | |||
| modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; | |||
| Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs", | |||
| "resources/shaders/glsl330/basic_lighting.fs"); | |||
| // Get some shader loactions | |||
| shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); | |||
| shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); | |||
| // ambient light level | |||
| int ambientLoc = GetShaderLocation(shader, "ambient"); | |||
| SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); | |||
| float angle = 6.282f; | |||
| // All models use the same shader | |||
| modelA.materials[0].shader = shader; | |||
| modelB.materials[0].shader = shader; | |||
| modelC.materials[0].shader = shader; | |||
| // Using 4 point lights, white, red, green and blue | |||
| Light lights[MAX_LIGHTS] = { 0 }; | |||
| lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader); | |||
| lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader); | |||
| lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader); | |||
| lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader); | |||
| 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 | |||
| //---------------------------------------------------------------------------------- | |||
| if (IsKeyPressed(KEY_W)) { 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 -= 0.02; | |||
| 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; | |||
| 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(-0.025)); | |||
| modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); | |||
| // Update the light shader with the camera view position | |||
| float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; | |||
| SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); | |||
| //---------------------------------------------------------------------------------- | |||
| // Draw | |||
| //---------------------------------------------------------------------------------- | |||
| BeginDrawing(); | |||
| ClearBackground(RAYWHITE); | |||
| BeginMode3D(camera); | |||
| // Draw the three models | |||
| DrawModel(modelA, Vector3Zero(), 1.0f, WHITE); | |||
| DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE); | |||
| DrawModel(modelC, (Vector3){ 1.6,0,0}, 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); } | |||
| DrawGrid(10, 1.0f); | |||
| EndMode3D(); | |||
| DrawFPS(10, 10); | |||
| DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY); | |||
| EndDrawing(); | |||
| //---------------------------------------------------------------------------------- | |||
| } | |||
| // 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 | |||
| CloseWindow(); // Close window and OpenGL context | |||
| //-------------------------------------------------------------------------------------- | |||
| return 0; | |||
| } | |||