New matrix location points, lighting and physics engine modules with examplespull/69/head
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/******************************************************************************************* | |||
* | |||
* raylib [lighting] example - Basic Phong lighting | |||
* | |||
* Welcome to raylib! | |||
* | |||
* To test examples, just press F6 and execute raylib_compile_execute script | |||
* Note that compiled executable is placed in the same folder as .c file | |||
* | |||
* You can find all basic examples on C:\raylib\raylib\examples folder or | |||
* raylib official webpage: www.raylib.com | |||
* | |||
* Enjoy using raylib. :) | |||
* | |||
* This example has been created using raylib 1.3 (www.raylib.com) | |||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
* | |||
* Copyright (c) 2015 Ramon Santamaria (@raysan5) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#define SHININESS_SPEED 1.0f | |||
#define LIGHT_SPEED 0.25f | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
const int screenWidth = 800; | |||
const int screenHeight = 450; | |||
SetConfigFlags(FLAG_MSAA_4X_HINT); | |||
InitWindow(screenWidth, screenHeight, "raylib [lighting] example - blinn phong lighting"); | |||
SetTargetFPS(60); | |||
// Camera initialization | |||
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }}; | |||
// Model initialization | |||
Vector3 position = { 0.0, 0.0, 0.0 }; | |||
Model model = LoadModel("resources/model/dwarf.obj"); | |||
// Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs"); | |||
SetModelShader(&model, shader); | |||
// Shader locations initialization | |||
int lIntensityLoc = GetShaderLocation(shader, "light_intensity"); | |||
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor"); | |||
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor"); | |||
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor"); | |||
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity"); | |||
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor"); | |||
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor"); | |||
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness"); | |||
// Camera and light vectors shader locations | |||
int cameraLoc = GetShaderLocation(shader, "cameraPos"); | |||
int lightLoc = GetShaderLocation(shader, "lightPos"); | |||
// Light and material definitions | |||
Light directionalLight; | |||
Material blinnMaterial; | |||
// Light initialization | |||
SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f}); | |||
SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f}); | |||
SetLightIntensity(&directionalLight, 1); | |||
SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0}); | |||
SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1}); | |||
SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1}); | |||
SetLightSpecIntensity(&directionalLight, 1); | |||
// Material initialization | |||
SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f}); | |||
SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f}); | |||
SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f}); | |||
SetMaterialGlossiness(&blinnMaterial, 50); | |||
// Setup camera | |||
SetCameraMode(CAMERA_FREE); // Set camera mode | |||
SetCameraPosition(camera.position); // Set internal camera position to match our camera position | |||
SetCameraTarget(camera.target); // Set internal camera target to match our camera target | |||
float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z }; // Camera position vector in float array | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
// Update camera position and its float array for shader | |||
UpdateCamera(&camera); | |||
cameraPosition[0] = camera.position.x; | |||
cameraPosition[1] = camera.position.y; | |||
cameraPosition[2] = camera.position.z; | |||
// Glossiness input control | |||
if(IsKeyDown(KEY_UP)) | |||
{ | |||
blinnMaterial.glossiness[0] += SHININESS_SPEED; | |||
} | |||
else if(IsKeyDown(KEY_DOWN)) | |||
{ | |||
blinnMaterial.glossiness[0] -= SHININESS_SPEED; | |||
if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0; | |||
} | |||
// Light X movement | |||
if(IsKeyDown(KEY_D)) | |||
{ | |||
directionalLight.position[0] += LIGHT_SPEED; | |||
} | |||
else if(IsKeyDown(KEY_A)) | |||
{ | |||
directionalLight.position[0] -= LIGHT_SPEED; | |||
} | |||
// Light Y movement | |||
if(IsKeyDown(KEY_LEFT_SHIFT)) | |||
{ | |||
directionalLight.position[1] += LIGHT_SPEED; | |||
} | |||
else if(IsKeyDown(KEY_LEFT_CONTROL)) | |||
{ | |||
directionalLight.position[1] -= LIGHT_SPEED; | |||
} | |||
// Light Z movement | |||
if(IsKeyDown(KEY_S)) | |||
{ | |||
directionalLight.position[2] += LIGHT_SPEED; | |||
} | |||
else if(IsKeyDown(KEY_W)) | |||
{ | |||
directionalLight.position[2] -= LIGHT_SPEED; | |||
} | |||
// Send light values to shader | |||
SetShaderValue(shader, lIntensityLoc, directionalLight.intensity, 1); | |||
SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3); | |||
SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3); | |||
SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3); | |||
SetShaderValue(shader, lSpecIntensityLoc, directionalLight.specularIntensity, 1); | |||
// Send material values to shader | |||
SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3); | |||
SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3); | |||
SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1); | |||
// Send camera and light transform values to shader | |||
SetShaderValue(shader, cameraLoc, cameraPosition, 3); | |||
SetShaderValue(shader, lightLoc, directionalLight.position, 3); | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
Begin3dMode(camera); | |||
DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255}); | |||
DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW); | |||
End3dMode(); | |||
// Draw FPS | |||
DrawFPS(10, 10); | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
// Unload all loaded data | |||
UnloadShader(shader); | |||
UnloadModel(model); | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
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/******************************************************************************************* | |||
* | |||
* raylib [physics] example - Basic rigidbody | |||
* | |||
* Welcome to raylib! | |||
* | |||
* To test examples, just press F6 and execute raylib_compile_execute script | |||
* Note that compiled executable is placed in the same folder as .c file | |||
* | |||
* You can find all basic examples on C:\raylib\raylib\examples folder or | |||
* raylib official webpage: www.raylib.com | |||
* | |||
* Enjoy using raylib. :) | |||
* | |||
* This example has been created using raylib 1.3 (www.raylib.com) | |||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |||
* | |||
* Copyright (c) 2015 Ramon Santamaria (@raysan5) | |||
* | |||
********************************************************************************************/ | |||
#include "raylib.h" | |||
#define OBJECT_SIZE 50 | |||
#define PLAYER_INDEX 0 | |||
int main() | |||
{ | |||
// Initialization | |||
//-------------------------------------------------------------------------------------- | |||
int screenWidth = 800; | |||
int screenHeight = 450; | |||
InitWindow(screenWidth, screenHeight, "raylib [physics] example - basic rigidbody"); | |||
SetTargetFPS(60); // Enable v-sync | |||
InitPhysics(); // Initialize internal physics values (max rigidbodies/colliders available: 1024) | |||
// Physics initialization | |||
Physics worldPhysics = {true, false, (Vector2){0, -9.81f}}; | |||
// Set internal physics settings | |||
SetPhysics(worldPhysics); | |||
// Object initialization | |||
Transform player = (Transform){(Vector2){(screenWidth - OBJECT_SIZE) / 2, (screenHeight - OBJECT_SIZE) / 2}, 0.0f, (Vector2){OBJECT_SIZE, OBJECT_SIZE}}; | |||
AddCollider(PLAYER_INDEX, (Collider){true, RectangleCollider, (Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, 0}); | |||
AddRigidbody(PLAYER_INDEX, (Rigidbody){true, 1.0f, (Vector2){0, 0}, (Vector2){0, 0}, false, false, true, 0.5f, 1.0f}); | |||
// Floor initialization | |||
// NOTE: floor doesn't need a rigidbody because it's a static physic object, just a collider to collide with other dynamic colliders (with rigidbody) | |||
Transform floor = (Transform){(Vector2){0, screenHeight * 0.8f}, 0.0f, (Vector2){screenWidth, screenHeight * 0.2f}}; | |||
AddCollider(PLAYER_INDEX + 1, (Collider){true, RectangleCollider, (Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, 0}); | |||
// Object properties initialization | |||
float moveSpeed = 6.0f; | |||
float jumpForce = 4.5f; | |||
//-------------------------------------------------------------------------------------- | |||
// Main game loop | |||
while (!WindowShouldClose()) // Detect window close button or ESC key | |||
{ | |||
// Update | |||
//---------------------------------------------------------------------------------- | |||
// Update object physics | |||
// NOTE: all physics detections and reactions are calculated in ApplyPhysics() function (You will live happier :D) | |||
ApplyPhysics(PLAYER_INDEX, &player.position); | |||
// Check jump button input | |||
if(IsKeyDown(KEY_SPACE) && GetRigidbody(PLAYER_INDEX).isGrounded) | |||
{ | |||
// Reset object Y velocity to avoid double jumping cases but keep the same X velocity that it already has | |||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){GetRigidbody(PLAYER_INDEX).velocity.x, 0}); | |||
// Add jumping force in Y axis | |||
AddRigidbodyForce(PLAYER_INDEX, (Vector2){0, jumpForce}); | |||
} | |||
// Check movement buttons input | |||
if(IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)) | |||
{ | |||
// Set rigidbody velocity in X based on moveSpeed value and apply the same Y velocity that it already has | |||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y}); | |||
} | |||
else if(IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)) | |||
{ | |||
// Set rigidbody velocity in X based on moveSpeed negative value and apply the same Y velocity that it already has | |||
SetRigidbodyVelocity(PLAYER_INDEX, (Vector2){-moveSpeed, GetRigidbody(PLAYER_INDEX).velocity.y}); | |||
} | |||
// Check debug mode toggle button input | |||
if(IsKeyPressed(KEY_P)) | |||
{ | |||
// Update program physics value | |||
worldPhysics.debug = !worldPhysics.debug; | |||
// Update internal physics value | |||
SetPhysics(worldPhysics); | |||
} | |||
//---------------------------------------------------------------------------------- | |||
// Draw | |||
//---------------------------------------------------------------------------------- | |||
BeginDrawing(); | |||
ClearBackground(RAYWHITE); | |||
// Draw information | |||
DrawText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", (screenWidth - MeasureText("Use LEFT / RIGHT to MOVE and SPACE to JUMP", 20)) / 2, screenHeight * 0.20f, 20, LIGHTGRAY); | |||
DrawText("Use P to switch DEBUG MODE", (screenWidth - MeasureText("Use P to switch DEBUG MODE", 20)) / 2, screenHeight * 0.3f, 20, LIGHTGRAY); | |||
// Check if debug mode is enabled | |||
if(worldPhysics.debug) | |||
{ | |||
// Draw every internal physics stored collider if it is active | |||
for(int i = 0; i < 2; i++) | |||
{ | |||
if(GetCollider(i).enabled) | |||
{ | |||
DrawRectangleLines(GetCollider(i).bounds.x, GetCollider(i).bounds.y, GetCollider(i).bounds.width, GetCollider(i).bounds.height, GREEN); | |||
} | |||
} | |||
} | |||
else | |||
{ | |||
// Draw player | |||
DrawRectangleRec((Rectangle){player.position.x, player.position.y, player.scale.x, player.scale.y}, GRAY); | |||
// Draw floor | |||
DrawRectangleRec((Rectangle){floor.position.x, floor.position.y, floor.scale.x, floor.scale.y}, BLACK); | |||
} | |||
EndDrawing(); | |||
//---------------------------------------------------------------------------------- | |||
} | |||
// De-Initialization | |||
//-------------------------------------------------------------------------------------- | |||
CloseWindow(); // Close window and OpenGL context | |||
//-------------------------------------------------------------------------------------- | |||
return 0; | |||
} |
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#version 330 | |||
// Vertex shader input data | |||
in vec2 fragTexCoord; | |||
in vec3 fragNormal; | |||
// Diffuse data | |||
uniform sampler2D texture0; | |||
uniform vec4 tintColor; | |||
// Light attributes | |||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0); | |||
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0); | |||
uniform vec3 light_specularColor = vec3(0, 1, 0); | |||
uniform float light_intensity = 1; | |||
uniform float light_specIntensity = 1; | |||
// Material attributes | |||
uniform vec3 mat_ambientColor = vec3(1, 1, 1); | |||
uniform vec3 mat_specularColor = vec3(1, 1, 1); | |||
uniform float mat_glossiness = 50; | |||
// World attributes | |||
uniform vec3 lightPos; | |||
uniform vec3 cameraPos; | |||
// Fragment shader output data | |||
out vec4 fragColor; | |||
vec3 AmbientLighting() | |||
{ | |||
return mat_ambientColor * light_ambientColor; | |||
} | |||
vec3 DiffuseLighting(in vec3 N, in vec3 L) | |||
{ | |||
// Lambertian reflection calculation | |||
float diffuse = clamp(dot(N, L), 0, 1); | |||
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse; | |||
} | |||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) | |||
{ | |||
float specular = 0; | |||
// Calculate specular reflection only if the surface is oriented to the light source | |||
if(dot(N, L) > 0) | |||
{ | |||
// Calculate half vector | |||
vec3 H = normalize(L + V); | |||
// Calculate specular intensity | |||
specular = pow(dot(N, H), 3 + mat_glossiness); | |||
} | |||
return mat_specularColor * light_specularColor * light_specIntensity * specular; | |||
} | |||
void main() | |||
{ | |||
// Normalize input vectors | |||
vec3 L = normalize(lightPos); | |||
vec3 V = normalize(cameraPos); | |||
vec3 N = normalize(fragNormal); | |||
vec3 ambient = AmbientLighting(); | |||
vec3 diffuse = DiffuseLighting(N, L); | |||
vec3 specular = SpecularLighting(N, L, V); | |||
// Get base color from texture | |||
vec4 textureColor = texture(texture0, fragTexCoord); | |||
vec3 finalColor = textureColor.rgb; | |||
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a); | |||
} |
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#version 330 | |||
// Vertex input data | |||
in vec3 vertexPosition; | |||
in vec2 vertexTexCoord; | |||
in vec3 vertexNormal; | |||
// Projection and model data | |||
uniform mat4 projectionMatrix; | |||
uniform mat4 modelviewMatrix; | |||
uniform mat4 modelMatrix; | |||
// Attributes to fragment shader | |||
out vec2 fragTexCoord; | |||
out vec3 fragNormal; | |||
void main() | |||
{ | |||
// Send texture coord to fragment shader | |||
fragTexCoord = vertexTexCoord; | |||
// Calculate view vector normal from model | |||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); | |||
fragNormal = normalize(normalMatrix * vertexNormal); | |||
// Calculate final vertex position | |||
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); | |||
} |
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#version 330 | |||
// Vertex shader input data | |||
in vec2 fragTexCoord; | |||
in vec3 fragNormal; | |||
// Diffuse data | |||
uniform sampler2D texture0; | |||
uniform vec4 tintColor; | |||
// Light attributes | |||
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0); | |||
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0); | |||
uniform vec3 light_specularColor = vec3(0, 1, 0); | |||
uniform float light_intensity = 1; | |||
uniform float light_specIntensity = 1; | |||
// Material attributes | |||
uniform vec3 mat_ambientColor = vec3(1, 1, 1); | |||
uniform vec3 mat_specularColor = vec3(1, 1, 1); | |||
uniform float mat_glossiness = 50; | |||
// World attributes | |||
uniform vec3 lightPos; | |||
uniform vec3 cameraPos; | |||
// Fragment shader output data | |||
out vec4 fragColor; | |||
vec3 AmbientLighting() | |||
{ | |||
return mat_ambientColor * light_ambientColor; | |||
} | |||
vec3 DiffuseLighting(in vec3 N, in vec3 L) | |||
{ | |||
// Lambertian reflection calculation | |||
float diffuse = clamp(dot(N, L), 0, 1); | |||
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse; | |||
} | |||
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) | |||
{ | |||
float specular = 0; | |||
// Calculate specular reflection only if the surface is oriented to the light source | |||
if(dot(N, L) > 0) | |||
{ | |||
// Calculate half vector | |||
vec3 H = normalize(L + V); | |||
// Calculate specular intensity | |||
specular = pow(dot(N, H), 3 + mat_glossiness); | |||
} | |||
return mat_specularColor * light_specularColor * light_specIntensity * specular; | |||
} | |||
void main() | |||
{ | |||
// Normalize input vectors | |||
vec3 L = normalize(lightPos); | |||
vec3 V = normalize(cameraPos); | |||
vec3 N = normalize(fragNormal); | |||
vec3 ambient = AmbientLighting(); | |||
vec3 diffuse = DiffuseLighting(N, L); | |||
vec3 specular = SpecularLighting(N, L, V); | |||
// Get base color from texture | |||
vec4 textureColor = texture(texture0, fragTexCoord); | |||
vec3 finalColor = textureColor.rgb; | |||
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a); | |||
} |
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#version 330 | |||
// Vertex input data | |||
in vec3 vertexPosition; | |||
in vec2 vertexTexCoord; | |||
in vec3 vertexNormal; | |||
// Projection and model data | |||
uniform mat4 projectionMatrix; | |||
uniform mat4 modelviewMatrix; | |||
uniform mat4 modelMatrix; | |||
// Attributes to fragment shader | |||
out vec2 fragTexCoord; | |||
out vec3 fragNormal; | |||
void main() | |||
{ | |||
// Send texture coord to fragment shader | |||
fragTexCoord = vertexTexCoord; | |||
// Calculate view vector normal from model | |||
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); | |||
fragNormal = normalize(normalMatrix * vertexNormal); | |||
// Calculate final vertex position | |||
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0); | |||
} |
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/********************************************************************************************** | |||
* | |||
* raylib lighting engine module - Lighting and materials management functions | |||
* | |||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria | |||
* | |||
* 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. | |||
* | |||
**********************************************************************************************/ | |||
//#define LIGHTING_STANDALONE // NOTE: To use the lighting module as standalone lib, just uncomment this line | |||
#if defined(LIGHTING_STANDALONE) | |||
#include "lighting.h" | |||
#else | |||
#include "raylib.h" | |||
#endif | |||
#include <string.h> | |||
//---------------------------------------------------------------------------------- | |||
// Defines and Macros | |||
//---------------------------------------------------------------------------------- | |||
//... | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definitions | |||
//---------------------------------------------------------------------------------- | |||
//... | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Declarations | |||
//---------------------------------------------------------------------------------- | |||
// Lights functions | |||
void SetLightPosition(Light *light, Vector3 position) | |||
{ | |||
light->position[0] = position.x; | |||
light->position[1] = position.y; | |||
light->position[2] = position.z; | |||
} | |||
void SetLightRotation(Light *light, Vector3 rotation) | |||
{ | |||
light->rotation[0] = rotation.x; | |||
light->rotation[1] = rotation.y; | |||
light->rotation[2] = rotation.z; | |||
} | |||
void SetLightIntensity(Light *light, float intensity) | |||
{ | |||
light->intensity[0] = intensity; | |||
} | |||
void SetLightAmbientColor(Light *light, Vector3 color) | |||
{ | |||
light->ambientColor[0] = color.x; | |||
light->ambientColor[1] = color.y; | |||
light->ambientColor[2] = color.z; | |||
} | |||
void SetLightDiffuseColor(Light *light, Vector3 color) | |||
{ | |||
light->diffuseColor[0] = color.x; | |||
light->diffuseColor[1] = color.y; | |||
light->diffuseColor[2] = color.z; | |||
} | |||
void SetLightSpecularColor(Light *light, Vector3 color) | |||
{ | |||
light->specularColor[0] = color.x; | |||
light->specularColor[1] = color.y; | |||
light->specularColor[2] = color.z; | |||
} | |||
void SetLightSpecIntensity(Light *light, float specIntensity) | |||
{ | |||
light->specularIntensity[0] = specIntensity; | |||
} | |||
// Materials functions | |||
void SetMaterialAmbientColor(Material *material, Vector3 color) | |||
{ | |||
material->ambientColor[0] = color.x; | |||
material->ambientColor[1] = color.y; | |||
material->ambientColor[2] = color.z; | |||
} | |||
void SetMaterialDiffuseColor(Material *material, Vector3 color) | |||
{ | |||
material->diffuseColor[0] = color.x; | |||
material->diffuseColor[1] = color.y; | |||
material->diffuseColor[2] = color.z; | |||
} | |||
void SetMaterialSpecularColor(Material *material, Vector3 color) | |||
{ | |||
material->specularColor[0] = color.x; | |||
material->specularColor[1] = color.y; | |||
material->specularColor[2] = color.z; | |||
} | |||
void SetMaterialGlossiness(Material *material, float glossiness) | |||
{ | |||
material->glossiness[0] = glossiness; | |||
} | |||
void SetMaterialNormalDepth(Material *material, float depth) | |||
{ | |||
material->normalDepth[0] = depth; | |||
} |
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/******************************************************************************************* | |||
* | |||
* raylib lighting engine module - Lighting and materials management functions | |||
* | |||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria | |||
* | |||
* 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 LIGHTING_H | |||
#define LIGHTING_H | |||
//---------------------------------------------------------------------------------- | |||
// Defines and Macros | |||
//---------------------------------------------------------------------------------- | |||
//... | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
// NOTE: Below types are required for LIGHTING_STANDALONE usage | |||
//---------------------------------------------------------------------------------- | |||
// Vector3 type | |||
typedef struct Vector3 { | |||
float x; | |||
float y; | |||
float z; | |||
} Vector3; | |||
// Light type | |||
typedef struct Light { | |||
float position[3]; | |||
float rotation[3]; | |||
float intensity[1]; | |||
float ambientColor[3]; | |||
float diffuseColor[3]; | |||
float specularColor[3]; | |||
float specularIntensity[1]; | |||
} Light; | |||
// Material type | |||
typedef struct Material { | |||
float ambientColor[3]; | |||
float diffuseColor[3]; | |||
float specularColor[3]; | |||
float glossiness[1]; | |||
float normalDepth[1]; | |||
} Material; | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Definitions | |||
// NOTE: light and material structs uses float pointers instead of vectors to be compatible with SetShaderValue() | |||
//---------------------------------------------------------------------------------- | |||
// Lights functions | |||
void SetLightPosition(Light *light, Vector3 position); // Set light position converting position vector to float pointer | |||
void SetLightRotation(Light *light, Vector3 rotation); // Set light rotation converting rotation vector to float pointer | |||
void SetLightIntensity(Light *light, float intensity); // Set light intensity value | |||
void SetLightAmbientColor(Light *light, Vector3 color); // Set light ambient color value (it will be multiplied by material ambient color) | |||
void SetLightDiffuseColor(Light *light, Vector3 color); // Set light diffuse color (light color) | |||
void SetLightSpecularColor(Light *light, Vector3 color); // Set light specular color (it will be multiplied by material specular color) | |||
void SetLightSpecIntensity(Light *light, float specIntensity); // Set light specular intensity (specular color scalar multiplier) | |||
// Materials functions | |||
void SetMaterialAmbientColor(Material *material, Vector3 color); // Set material ambient color value (it will be multiplied by light ambient color) | |||
void SetMaterialDiffuseColor(Material *material, Vector3 color); // Set material diffuse color (material color, should use DrawModel() tint parameter) | |||
void SetMaterialSpecularColor(Material *material, Vector3 color); // Set material specular color (it will be multiplied by light specular color) | |||
void SetMaterialGlossiness(Material *material, float glossiness); // Set material glossiness value (recommended values: 0 - 100) | |||
void SetMaterialNormalDepth(Material *material, float depth); // Set normal map depth (B component from RGB type map scalar multiplier) | |||
#ifdef __cplusplus | |||
} | |||
#endif | |||
#endif // LIGHTING_H |
@ -0,0 +1,272 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib physics engine module - Basic functions to apply physics to 2D objects | |||
* | |||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria | |||
* | |||
* 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. | |||
* | |||
**********************************************************************************************/ | |||
//#define PHYSICS_STANDALONE // NOTE: To use the physics module as standalone lib, just uncomment this line | |||
#if defined(PHYSICS_STANDALONE) | |||
#include "physics.h" | |||
#else | |||
#include "raylib.h" | |||
#endif | |||
#include <math.h> | |||
#include <stdio.h> | |||
//---------------------------------------------------------------------------------- | |||
// Defines and Macros | |||
//---------------------------------------------------------------------------------- | |||
#define MAX_ELEMENTS 1024 // Stored rigidbodies and colliders array length | |||
#define DECIMAL_FIX 0.01f // Decimal margin for collision checks (avoid rigidbodies shake) | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
//---------------------------------------------------------------------------------- | |||
// ... | |||
//---------------------------------------------------------------------------------- | |||
// Global Variables Definition | |||
//---------------------------------------------------------------------------------- | |||
static Physics physics; | |||
static Collider colliders[MAX_ELEMENTS]; | |||
static Rigidbody rigidbodies[MAX_ELEMENTS]; | |||
static bool collisionChecker = false; | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Definition | |||
//---------------------------------------------------------------------------------- | |||
void InitPhysics() | |||
{ | |||
for (int i = 0; i < MAX_ELEMENTS; i++) | |||
{ | |||
rigidbodies[i].enabled = false; | |||
rigidbodies[i].mass = 0.0f; | |||
rigidbodies[i].velocity = (Vector2){0, 0}; | |||
rigidbodies[i].acceleration = (Vector2){0, 0}; | |||
rigidbodies[i].isGrounded = false; | |||
rigidbodies[i].isContact = false; | |||
rigidbodies[i].friction = 0.0f; | |||
colliders[i].enabled = false; | |||
colliders[i].bounds = (Rectangle){0, 0, 0, 0}; | |||
colliders[i].radius = 0; | |||
} | |||
} | |||
void SetPhysics(Physics settings) | |||
{ | |||
physics = settings; | |||
// To get good results, gravity needs to be 1:10 from original parameter | |||
physics.gravity = (Vector2){physics.gravity.x / 10, physics.gravity.y / 10}; | |||
} | |||
void AddCollider(int index, Collider collider) | |||
{ | |||
colliders[index] = collider; | |||
} | |||
void AddRigidbody(int index, Rigidbody rigidbody) | |||
{ | |||
rigidbodies[index] = rigidbody; | |||
} | |||
void ApplyPhysics(int index, Vector2 *position) | |||
{ | |||
if (rigidbodies[index].enabled) | |||
{ | |||
// Apply gravity | |||
rigidbodies[index].velocity.y += rigidbodies[index].acceleration.y; | |||
rigidbodies[index].velocity.x += rigidbodies[index].acceleration.x; | |||
rigidbodies[index].velocity.y += physics.gravity.y; | |||
rigidbodies[index].velocity.x += physics.gravity.x; | |||
// Apply friction to velocity | |||
if (rigidbodies[index].isGrounded) | |||
{ | |||
if (rigidbodies[index].velocity.x > DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].velocity.x -= rigidbodies[index].friction; | |||
} | |||
else if (rigidbodies[index].velocity.x < -DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].velocity.x += rigidbodies[index].friction; | |||
} | |||
else | |||
{ | |||
rigidbodies[index].velocity.x = 0; | |||
} | |||
} | |||
if (rigidbodies[index].velocity.y > DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].velocity.y -= rigidbodies[index].friction; | |||
} | |||
else if (rigidbodies[index].velocity.y < -DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].velocity.y += rigidbodies[index].friction; | |||
} | |||
else | |||
{ | |||
rigidbodies[index].velocity.y = 0; | |||
} | |||
// Apply friction to acceleration | |||
if (rigidbodies[index].isGrounded) | |||
{ | |||
if (rigidbodies[index].acceleration.x > DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].acceleration.x -= rigidbodies[index].friction; | |||
} | |||
else if (rigidbodies[index].acceleration.x < -DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].acceleration.x += rigidbodies[index].friction; | |||
} | |||
else | |||
{ | |||
rigidbodies[index].acceleration.x = 0; | |||
} | |||
} | |||
if (rigidbodies[index].acceleration.y > DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].acceleration.y -= rigidbodies[index].friction; | |||
} | |||
else if (rigidbodies[index].acceleration.y < -DECIMAL_FIX) | |||
{ | |||
rigidbodies[index].acceleration.y += rigidbodies[index].friction; | |||
} | |||
else | |||
{ | |||
rigidbodies[index].acceleration.y = 0; | |||
} | |||
// Update position vector | |||
position->x += rigidbodies[index].velocity.x; | |||
position->y -= rigidbodies[index].velocity.y; | |||
// Update collider bounds | |||
colliders[index].bounds.x = position->x; | |||
colliders[index].bounds.y = position->y; | |||
// Check collision with other colliders | |||
collisionChecker = false; | |||
rigidbodies[index].isContact = false; | |||
for (int j = 0; j < MAX_ELEMENTS; j++) | |||
{ | |||
if (index != j) | |||
{ | |||
if (colliders[index].enabled && colliders[j].enabled) | |||
{ | |||
if (colliders[index].type == RectangleCollider) | |||
{ | |||
if (colliders[j].type == RectangleCollider) | |||
{ | |||
if (CheckCollisionRecs(colliders[index].bounds, colliders[j].bounds)) | |||
{ | |||
collisionChecker = true; | |||
if ((colliders[index].bounds.y + colliders[index].bounds.height <= colliders[j].bounds.y) == false) | |||
{ | |||
rigidbodies[index].isContact = true; | |||
} | |||
} | |||
} | |||
else | |||
{ | |||
if (CheckCollisionCircleRec((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, colliders[index].bounds)) | |||
{ | |||
collisionChecker = true; | |||
} | |||
} | |||
} | |||
else | |||
{ | |||
if (colliders[j].type == RectangleCollider) | |||
{ | |||
if (CheckCollisionCircleRec((Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius, colliders[j].bounds)) | |||
{ | |||
collisionChecker = true; | |||
} | |||
} | |||
else | |||
{ | |||
if (CheckCollisionCircles((Vector2){colliders[j].bounds.x, colliders[j].bounds.y}, colliders[j].radius, (Vector2){colliders[index].bounds.x, colliders[index].bounds.y}, colliders[index].radius)) | |||
{ | |||
collisionChecker = true; | |||
} | |||
} | |||
} | |||
} | |||
} | |||
} | |||
// Update grounded rigidbody state | |||
rigidbodies[index].isGrounded = collisionChecker; | |||
// Set grounded state if needed (fix overlap and set y velocity) | |||
if (collisionChecker && rigidbodies[index].velocity.y != 0) | |||
{ | |||
position->y += rigidbodies[index].velocity.y; | |||
rigidbodies[index].velocity.y = -rigidbodies[index].velocity.y * rigidbodies[index].bounciness; | |||
} | |||
if (rigidbodies[index].isContact) | |||
{ | |||
position->x -= rigidbodies[index].velocity.x; | |||
rigidbodies[index].velocity.x = rigidbodies[index].velocity.x; | |||
} | |||
} | |||
} | |||
void SetRigidbodyEnabled(int index, bool state) | |||
{ | |||
rigidbodies[index].enabled = state; | |||
} | |||
void SetRigidbodyVelocity(int index, Vector2 velocity) | |||
{ | |||
rigidbodies[index].velocity.x = velocity.x; | |||
rigidbodies[index].velocity.y = velocity.y; | |||
} | |||
void AddRigidbodyForce(int index, Vector2 force) | |||
{ | |||
rigidbodies[index].acceleration.x = force.x * rigidbodies[index].mass; | |||
rigidbodies[index].acceleration.y = force.y * rigidbodies[index].mass; | |||
} | |||
void SetColliderEnabled(int index, bool state) | |||
{ | |||
colliders[index].enabled = state; | |||
} | |||
Collider GetCollider(int index) | |||
{ | |||
return colliders[index]; | |||
} | |||
Rigidbody GetRigidbody(int index) | |||
{ | |||
return rigidbodies[index]; | |||
} |
@ -0,0 +1,99 @@ | |||
/********************************************************************************************** | |||
* | |||
* raylib physics engine module - Basic functions to apply physics to 2D objects | |||
* | |||
* Copyright (c) 2015 Victor Fisac and Ramon Santamaria | |||
* | |||
* 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 PHYSICS_H | |||
#define PHYSICS_H | |||
//---------------------------------------------------------------------------------- | |||
// Defines and Macros | |||
//---------------------------------------------------------------------------------- | |||
// ... | |||
//---------------------------------------------------------------------------------- | |||
// Types and Structures Definition | |||
//---------------------------------------------------------------------------------- | |||
typedef enum { RectangleCollider, CircleCollider } ColliderType; | |||
// Physics struct | |||
typedef struct Physics { | |||
bool enabled; | |||
bool debug; // Should be used by programmer for testing purposes | |||
Vector2 gravity; | |||
} Physics; | |||
// Transform struct | |||
typedef struct Transform { | |||
Vector2 position; | |||
float rotation; | |||
Vector2 scale; | |||
} Transform; | |||
// Rigidbody struct | |||
typedef struct Rigidbody { | |||
bool enabled; | |||
float mass; | |||
Vector2 acceleration; | |||
Vector2 velocity; | |||
bool isGrounded; | |||
bool isContact; // Avoid freeze player when touching floor | |||
bool applyGravity; | |||
float friction; // 0.0f to 1.0f | |||
float bounciness; // 0.0f to 1.0f | |||
} Rigidbody; | |||
// Collider struct | |||
typedef struct Collider { | |||
bool enabled; | |||
ColliderType type; | |||
Rectangle bounds; // Just used for RectangleCollider type | |||
int radius; // Just used for CircleCollider type | |||
} Collider; | |||
#ifdef __cplusplus | |||
extern "C" { // Prevents name mangling of functions | |||
#endif | |||
//---------------------------------------------------------------------------------- | |||
// Module Functions Declaration | |||
//---------------------------------------------------------------------------------- | |||
void InitPhysics(); // Initialize all internal physics values | |||
void SetPhysics(Physics settings); // Set physics settings values using Physics data type to overwrite internal physics settings | |||
void AddRigidbody(int index, Rigidbody rigidbody); // Initialize a new rigidbody with parameters to internal index slot | |||
void AddCollider(int index, Collider collider); // Initialize a new Collider with parameters to internal index slot | |||
void ApplyPhysics(int index, Vector2 *position); // Apply physics to internal rigidbody, physics calculations are applied to position pointer parameter | |||
void SetRigidbodyEnabled(int index, bool state); // Set enabled state to a defined rigidbody | |||
void SetRigidbodyVelocity(int index, Vector2 velocity); // Set velocity of rigidbody (without considering of mass value) | |||
void AddRigidbodyForce(int index, Vector2 force); // Set rigidbody force (considering mass value) | |||
void SetColliderEnabled(int index, bool state); // Set enabled state to a defined collider | |||
Rigidbody GetRigidbody(int index); // Returns the internal rigidbody data defined by index parameter | |||
Collider GetCollider(int index); // Returns the internal collider data defined by index parameter | |||
#ifdef __cplusplus | |||
} | |||
#endif | |||
#endif // PHYSICS_H |