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