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/*******************************************************************************************
*
* raylib [shaders] example - Basic lighting: Blinn-Phong (adapted for HTML5 platform)
*
* 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) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#define SHININESS_SPEED 1.0f
#define LIGHT_SPEED 0.25f
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
// Light type
typedef struct Light {
Vector3 position;
Vector3 direction;
float intensity;
float specIntensity;
Color diffuse;
Color ambient;
Color specular;
} Light;
// Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
Model model;
Shader shader;
int lIntensityLoc;
int lAmbientLoc;
int lDiffuseLoc;
int lSpecularLoc;
int lSpecIntensityLoc;
int mAmbientLoc;
int mSpecularLoc;
int mGlossLoc;
// Camera and light vectors shader locations
int cameraLoc;
int lightLoc;
// Model and View matrix locations (required for lighting)
int modelLoc;
// Light and material definitions
Light light;
Material matBlinn;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Model initialization
model = LoadModel("resources/model/dwarf.obj");
shader = LoadShader("resources/shaders/phong.vs",
"resources/shaders/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
lIntensityLoc = GetShaderLocation(shader, "light_intensity");
lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
// Camera and light vectors shader locations
cameraLoc = GetShaderLocation(shader, "cameraPos");
lightLoc = GetShaderLocation(shader, "lightPos");
// Model and View matrix locations (required for lighting)
modelLoc = GetShaderLocation(shader, "modelMatrix");
//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
// Light initialization
light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
light.intensity = 1.0f;
light.diffuse = WHITE;
light.ambient = (Color){ 150, 75, 0, 255 };
light.specular = WHITE;
light.specIntensity = 1.0f;
// Material initialization
matBlinn.colDiffuse = WHITE;
matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
matBlinn.colSpecular = WHITE;
matBlinn.glossiness = 50.0f;
// 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
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera position
// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
// Glossiness input control
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
else if(IsKeyDown(KEY_DOWN))
{
matBlinn.glossiness -= SHININESS_SPEED;
if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
}
// Light X movement
if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
// Light Y movement
if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
// Light Z movement
if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
// Send light values to shader
SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
// Send material values to shader
SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
// Send camera and light transform values to shader
SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
DrawSphere(light.position, 0.5f, GOLD);
DrawGrid(20, 1.0f);
End3dMode();
DrawFPS(10, 10); // Draw FPS
EndDrawing();
//----------------------------------------------------------------------------------
}