| /******************************************************************************************* | |
| * | |
| *   raylib [shaders] example - Standard lighting (materials and lights) | |
| * | |
| *   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), to test this example | |
| *         on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders | |
| *         raylib comes with shaders ready for both versions, check raylib/shaders install folder | |
| * | |
| *   This example has been created using raylib 1.7 (www.raylib.com) | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
| * | |
| *   Copyright (c) 2016-2017 Ramon Santamaria (@raysan5) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
|  | |
| #include <stdlib.h>         // Required for: NULL | |
| #include <string.h>         // Required for: strcpy() | |
| #include <math.h>           // Required for: vector math | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Defines and Macros | |
| //---------------------------------------------------------------------------------- | |
| #define MAX_LIGHTS      8   // Max lights supported by standard shader | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Types and Structures Definition | |
| //---------------------------------------------------------------------------------- | |
|  | |
| // Light type | |
| typedef struct LightData { | |
|     unsigned int id;        // Light unique id | |
|     bool enabled;           // Light enabled | |
|     int type;               // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT | |
|  | |
|     Vector3 position;       // Light position | |
|     Vector3 target;         // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) | |
|     float radius;           // Light attenuation radius light intensity reduced with distance (world distance) | |
|  | |
|     Color diffuse;          // Light diffuse color | |
|     float intensity;        // Light intensity level | |
|  | |
|     float coneAngle;        // Light cone max angle: LIGHT_SPOT | |
| } LightData, *Light; | |
| 
 | |
| // Light types | |
| typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType; | |
| 
 | |
| //---------------------------------------------------------------------------------- | |
| // Global Variables Definition | |
| //---------------------------------------------------------------------------------- | |
| static Light lights[MAX_LIGHTS];            // Lights pool | |
| static int lightsCount = 0;                 // Enabled lights counter | |
| static int lightsLocs[MAX_LIGHTS][8];       // Lights location points in shader: 8 possible points per light:  | |
|                                             // enabled, type, position, target, radius, diffuse, intensity, coneAngle | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Module Functions Declaration | |
| //---------------------------------------------------------------------------------- | |
| static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool | |
| static void DestroyLight(Light light);     // Destroy a light and take it out of the list | |
| static void DrawLight(Light light);        // Draw light in 3D world | |
|  | |
| static void GetShaderLightsLocations(Shader shader);    // Get shader locations for lights (up to MAX_LIGHTS) | |
| static void SetShaderLightsValues(Shader shader);       // Set shader uniform values for lights | |
|  | |
| // Vector3 math functions | |
| static float VectorLength(const Vector3 v);             // Calculate vector length | |
| static void VectorNormalize(Vector3 *v);                // Normalize provided vector | |
| static Vector3 VectorSubtract(Vector3 v1, Vector3 v2);  // Substract two vectors | |
|  | |
| 
 | |
| //https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/ | |
| //https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/ | |
| //http://cg.alexandra.dk/?p=3778 - AZDO | |
| //https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html | |
|  | |
| //------------------------------------------------------------------------------------ | |
| // Program main entry point | |
| //------------------------------------------------------------------------------------ | |
| int main() | |
| { | |
|     // Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     int screenWidth = 800; | |
|     int screenHeight = 450; | |
|      | |
|     SetConfigFlags(FLAG_MSAA_4X_HINT);      // Enable Multi Sampling Anti Aliasing 4x (if available) | |
|  | |
|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader"); | |
| 
 | |
|     // Define the camera to look into our 3d world | |
|     Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; | |
|     Vector3 position = { 0.0f, 0.0f, 0.0f };   // Set model position | |
|      | |
|     Model dwarf = LoadModel("resources/model/dwarf.obj");                     // Load OBJ model | |
|  | |
|     Material material;// = LoadStandardMaterial(); | |
|      | |
|     material.shader = LoadShader("resources/shaders/glsl330/standard.vs",  | |
|                                  "resources/shaders/glsl330/standard.fs"); | |
|      | |
|     // Try to get lights location points (if available) | |
|     GetShaderLightsLocations(material.shader); | |
|      | |
|     material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png");   // Load model diffuse texture | |
|     material.texNormal = LoadTexture("resources/model/dwarf_normal.png");     // Load model normal texture | |
|     material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture | |
|     material.colDiffuse = WHITE; | |
|     material.colAmbient = (Color){0, 0, 10, 255}; | |
|     material.colSpecular = WHITE; | |
|     material.glossiness = 50.0f; | |
|      | |
|     dwarf.material = material;      // Apply material to model | |
|  | |
|     Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255}); | |
|     spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}; | |
|     spotLight->intensity = 2.0f; | |
|     spotLight->diffuse = (Color){255, 100, 100, 255}; | |
|     spotLight->coneAngle = 60.0f; | |
| 
 | |
|     Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255}); | |
|     dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}; | |
|     dirLight->intensity = 2.0f; | |
|     dirLight->diffuse = (Color){100, 255, 100, 255}; | |
| 
 | |
|     Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255}); | |
|     pointLight->intensity = 2.0f; | |
|     pointLight->diffuse = (Color){100, 100, 255, 255}; | |
|     pointLight->radius = 3.0f; | |
|      | |
|     // Set shader lights values for enabled lights | |
|     // NOTE: If values are not changed in real time, they can be set at initialization!!! | |
|     SetShaderLightsValues(material.shader); | |
|      | |
|     //SetShaderActive(0); | |
|  | |
|     // Setup orbital camera | |
|     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 | |
|         //---------------------------------------------------------------------------------- | |
|         UpdateCamera(&camera);              // Update camera | |
|         //---------------------------------------------------------------------------------- | |
|  | |
|         // Draw | |
|         //---------------------------------------------------------------------------------- | |
|         BeginDrawing(); | |
| 
 | |
|             ClearBackground(RAYWHITE); | |
| 
 | |
|             Begin3dMode(camera); | |
|                  | |
|                 DrawModel(dwarf, position, 2.0f, WHITE);   // Draw 3d model with texture | |
|                  | |
|                 DrawLight(spotLight);   // Draw spot light | |
|                 DrawLight(dirLight);    // Draw directional light | |
|                 DrawLight(pointLight);  // Draw point light | |
|  | |
|                 DrawGrid(10, 1.0f);     // Draw a grid | |
|  | |
|             End3dMode(); | |
|              | |
|             DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY); | |
|              | |
|             DrawFPS(10, 10); | |
| 
 | |
|         EndDrawing(); | |
|         //---------------------------------------------------------------------------------- | |
|     } | |
| 
 | |
|     // De-Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     UnloadMaterial(material);   // Unload material and assigned textures | |
|     UnloadModel(dwarf);         // Unload model | |
|      | |
|     // Destroy all created lights | |
|     DestroyLight(pointLight); | |
|     DestroyLight(dirLight); | |
|     DestroyLight(spotLight); | |
| 
 | |
|     // Unload lights | |
|     if (lightsCount > 0) | |
|     { | |
|         for (int i = 0; i < lightsCount; i++) free(lights[i]); | |
|         lightsCount = 0; | |
|     } | |
| 
 | |
|     CloseWindow();              // Close window and OpenGL context | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     return 0; | |
| } | |
| 
 | |
| //-------------------------------------------------------------------------------------------- | |
| // Module Functions Definitions | |
| //-------------------------------------------------------------------------------------------- | |
|  | |
| // Create a new light, initialize it and add to pool | |
| Light CreateLight(int type, Vector3 position, Color diffuse) | |
| { | |
|     Light light = NULL; | |
|      | |
|     if (lightsCount < MAX_LIGHTS) | |
|     { | |
|         // Allocate dynamic memory | |
|         light = (Light)malloc(sizeof(LightData)); | |
|          | |
|         // Initialize light values with generic values | |
|         light->id = lightsCount; | |
|         light->type = type; | |
|         light->enabled = true; | |
|          | |
|         light->position = position; | |
|         light->target = (Vector3){ 0.0f, 0.0f, 0.0f }; | |
|         light->intensity = 1.0f; | |
|         light->diffuse = diffuse; | |
|          | |
|         // Add new light to the array | |
|         lights[lightsCount] = light; | |
|          | |
|         // Increase enabled lights count | |
|         lightsCount++; | |
|     } | |
|     else | |
|     { | |
|         // NOTE: Returning latest created light to avoid crashes | |
|         light = lights[lightsCount]; | |
|     } | |
| 
 | |
|     return light; | |
| } | |
| 
 | |
| // Destroy a light and take it out of the list | |
| void DestroyLight(Light light) | |
| { | |
|     if (light != NULL) | |
|     { | |
|         int lightId = light->id; | |
| 
 | |
|         // Free dynamic memory allocation | |
|         free(lights[lightId]); | |
| 
 | |
|         // Remove *obj from the pointers array | |
|         for (int i = lightId; i < lightsCount; i++) | |
|         { | |
|             // Resort all the following pointers of the array | |
|             if ((i + 1) < lightsCount) | |
|             { | |
|                 lights[i] = lights[i + 1]; | |
|                 lights[i]->id = lights[i + 1]->id; | |
|             } | |
|         } | |
|          | |
|         // Decrease enabled physic objects count | |
|         lightsCount--; | |
|     } | |
| } | |
| 
 | |
| // Draw light in 3D world | |
| void DrawLight(Light light) | |
| { | |
|     switch (light->type) | |
|     { | |
|         case LIGHT_POINT: | |
|         { | |
|             DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); | |
|              | |
|             DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY)); | |
|             DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY)); | |
|             DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY)); | |
|         } break; | |
|         case LIGHT_DIRECTIONAL: | |
|         { | |
|             DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY)); | |
|              | |
|             DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY)); | |
|             DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); | |
|         } break; | |
|         case LIGHT_SPOT: | |
|         { | |
|             DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY)); | |
|              | |
|             Vector3 dir = VectorSubtract(light->target, light->position); | |
|             VectorNormalize(&dir); | |
|              | |
|             DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY)); | |
|              | |
|             //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY)); | |
|             DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY)); | |
|         } break; | |
|         default: break; | |
|     } | |
| } | |
| 
 | |
| // Get shader locations for lights (up to MAX_LIGHTS) | |
| static void GetShaderLightsLocations(Shader shader) | |
| { | |
|     char locName[32] = "lights[x].\0"; | |
|     char locNameUpdated[64]; | |
|      | |
|     for (int i = 0; i < MAX_LIGHTS; i++) | |
|     { | |
|         locName[7] = '0' + i; | |
|          | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "enabled\0"); | |
|         lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated); | |
|          | |
|         locNameUpdated[0] = '\0'; | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "type\0"); | |
|         lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated); | |
| 
 | |
|         locNameUpdated[0] = '\0'; | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "position\0"); | |
|         lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated); | |
|          | |
|         locNameUpdated[0] = '\0'; | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "direction\0"); | |
|         lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated); | |
|          | |
|         locNameUpdated[0] = '\0'; | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "radius\0"); | |
|         lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated); | |
|          | |
|         locNameUpdated[0] = '\0'; | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "diffuse\0"); | |
|         lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated); | |
|          | |
|         locNameUpdated[0] = '\0'; | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "intensity\0"); | |
|         lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated); | |
|          | |
|         locNameUpdated[0] = '\0'; | |
|         strcpy(locNameUpdated, locName); | |
|         strcat(locNameUpdated, "coneAngle\0"); | |
|         lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated); | |
|     } | |
| } | |
| 
 | |
| // Set shader uniform values for lights | |
| // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0 | |
| // TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f(): | |
| //SetShaderValue(Shader shader, int uniformLoc, float *value, int size) | |
| //SetShaderValuei(Shader shader, int uniformLoc, int *value, int size) | |
| static void SetShaderLightsValues(Shader shader) | |
| { | |
|     int tempInt[8] = { 0 }; | |
|     float tempFloat[8] = { 0.0f }; | |
|      | |
|     for (int i = 0; i < MAX_LIGHTS; i++) | |
|     { | |
|         if (i < lightsCount) | |
|         { | |
|             tempInt[0] = lights[i]->enabled; | |
|             SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled); | |
|              | |
|             tempInt[0] = lights[i]->type; | |
|             SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type); | |
|              | |
|             tempFloat[0] = (float)lights[i]->diffuse.r/255.0f; | |
|             tempFloat[1] = (float)lights[i]->diffuse.g/255.0f; | |
|             tempFloat[2] = (float)lights[i]->diffuse.b/255.0f; | |
|             tempFloat[3] = (float)lights[i]->diffuse.a/255.0f; | |
|             SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4); | |
|             //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); | |
|              | |
|             tempFloat[0] = lights[i]->intensity; | |
|             SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1); | |
|              | |
|             switch (lights[i]->type) | |
|             { | |
|                 case LIGHT_POINT: | |
|                 { | |
|                     tempFloat[0] = lights[i]->position.x; | |
|                     tempFloat[1] = lights[i]->position.y; | |
|                     tempFloat[2] = lights[i]->position.z; | |
|                     SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); | |
| 
 | |
|                     tempFloat[0] = lights[i]->radius; | |
|                     SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1); | |
|              | |
|                     //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); | |
|                     //glUniform1f(lightsLocs[i][4], lights[i]->radius); | |
|                 } break; | |
|                 case LIGHT_DIRECTIONAL: | |
|                 { | |
|                     Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); | |
|                     VectorNormalize(&direction); | |
|                      | |
|                     tempFloat[0] = direction.x; | |
|                     tempFloat[1] = direction.y; | |
|                     tempFloat[2] = direction.z; | |
|                     SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); | |
|                      | |
|                     //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); | |
|                 } break; | |
|                 case LIGHT_SPOT: | |
|                 { | |
|                     tempFloat[0] = lights[i]->position.x; | |
|                     tempFloat[1] = lights[i]->position.y; | |
|                     tempFloat[2] = lights[i]->position.z; | |
|                     SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3); | |
|                      | |
|                     //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); | |
|                      | |
|                     Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position); | |
|                     VectorNormalize(&direction); | |
|                      | |
|                     tempFloat[0] = direction.x; | |
|                     tempFloat[1] = direction.y; | |
|                     tempFloat[2] = direction.z; | |
|                     SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3); | |
|                     //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z); | |
|                      | |
|                     tempFloat[0] = lights[i]->coneAngle; | |
|                     SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1); | |
|                     //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle); | |
|                 } break; | |
|                 default: break; | |
|             } | |
|         } | |
|         else | |
|         { | |
|             tempInt[0] = 0; | |
|             SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0);   // Light disabled | |
|         } | |
|     } | |
| } | |
| 
 | |
| // Calculate vector length | |
| float VectorLength(const Vector3 v) | |
| { | |
|     float length; | |
| 
 | |
|     length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z); | |
| 
 | |
|     return length; | |
| } | |
| 
 | |
| // Normalize provided vector | |
| void VectorNormalize(Vector3 *v) | |
| { | |
|     float length, ilength; | |
| 
 | |
|     length = VectorLength(*v); | |
| 
 | |
|     if (length == 0.0f) length = 1.0f; | |
| 
 | |
|     ilength = 1.0f/length; | |
| 
 | |
|     v->x *= ilength; | |
|     v->y *= ilength; | |
|     v->z *= ilength; | |
| } | |
| 
 | |
| // Substract two vectors | |
| Vector3 VectorSubtract(Vector3 v1, Vector3 v2) | |
| { | |
|     Vector3 result; | |
| 
 | |
|     result.x = v1.x - v2.x; | |
|     result.y = v1.y - v2.y; | |
|     result.z = v1.z - v2.z; | |
| 
 | |
|     return result; | |
| }
 |