|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - basic lighting | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★★★★] 4/4 | 
						
						
							|  | * | 
						
						
							|  | *   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 (@chriscamacho) 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) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #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; | 
						
						
							|  | 
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							|  |     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available) | 
						
						
							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); | 
						
						
							|  | 
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							|  |     // 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); | 
						
						
							|  | 
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							|  |     // 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); | 
						
						
							|  | 
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							|  |     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); | 
						
						
							|  | 
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							|  |         // 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); | 
						
						
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							|  |         // 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; } | 
						
						
							|  | 
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							|  |         // Update light values (actually, only enable/disable them) | 
						
						
							|  |         for (int i = 0; i < MAX_LIGHTS; i++) UpdateLightValues(shader, lights[i]); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginMode3D(camera); | 
						
						
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							|  |                 BeginShaderMode(shader); | 
						
						
							|  | 
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							|  |                     DrawPlane(Vector3Zero(), (Vector2) { 10.0, 10.0 }, WHITE); | 
						
						
							|  |                     DrawCube(Vector3Zero(), 2.0, 4.0, 2.0, WHITE); | 
						
						
							|  | 
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							|  |                 EndShaderMode(); | 
						
						
							|  | 
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							|  |                 // 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)); | 
						
						
							|  |                 } | 
						
						
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							|  |                 DrawGrid(10, 1.0f); | 
						
						
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							|  |             EndMode3D(); | 
						
						
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							|  |             DrawFPS(10, 10); | 
						
						
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							|  |             DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadShader(shader);   // Unload shader | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();          // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
							|  | 
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