|
/*******************************************************************************************
|
|
*
|
|
* 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).
|
|
*
|
|
* Example originally created with raylib 3.0, last time updated with raylib 4.2
|
|
*
|
|
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
|
|
*
|
|
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
|
* BSD-like license that allows static linking with closed source software
|
|
*
|
|
* Copyright (c) 2019-2024 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_ANDROID, PLATFORM_WEB
|
|
#define GLSL_VERSION 100
|
|
#endif
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Program main entry point
|
|
//------------------------------------------------------------------------------------
|
|
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, 4.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera projection type
|
|
|
|
// Load basic lighting shader
|
|
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting.vs", GLSL_VERSION),
|
|
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
|
|
// Get some required shader locations
|
|
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
|
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
|
// no need to get the location again if using that uniform name
|
|
//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
|
|
|
|
// Ambient light level (some basic lighting)
|
|
int ambientLoc = GetShaderLocation(shader, "ambient");
|
|
SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
|
|
|
|
// Create lights
|
|
Light lights[MAX_LIGHTS] = { 0 };
|
|
lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
|
|
lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
|
|
lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
|
|
lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
|
|
|
|
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
|
|
//----------------------------------------------------------------------------------
|
|
UpdateCamera(&camera, CAMERA_ORBITAL);
|
|
|
|
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
|
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
|
|
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
|
|
|
// Check key inputs to enable/disable lights
|
|
if (IsKeyPressed(KEY_Y)) { 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; }
|
|
|
|
// Update light values (actually, only enable/disable them)
|
|
for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]);
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
BeginMode3D(camera);
|
|
|
|
BeginShaderMode(shader);
|
|
|
|
DrawPlane(Vector3Zero(), (Vector2) { 10.0, 10.0 }, WHITE);
|
|
DrawCube(Vector3Zero(), 2.0, 4.0, 2.0, WHITE);
|
|
|
|
EndShaderMode();
|
|
|
|
// Draw spheres to show where the lights are
|
|
for (int i = 0; i < MAX_LIGHTS; i++)
|
|
{
|
|
if (lights[i].enabled) DrawSphereEx(lights[i].position, 0.2f, 8, 8, lights[i].color);
|
|
else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
|
|
}
|
|
|
|
DrawGrid(10, 1.0f);
|
|
|
|
EndMode3D();
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadShader(shader); // Unload shader
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
|