@ -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; | |||
} | |||