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/*******************************************************************************************
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*
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* raylib [shaders] example - normalmap
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Jeremy Montgomery (@Sir_Irk) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025-2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
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*k
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********************************************************************************************/
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#include <raylib.h>
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#include <raymath.h>
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(800, 450, "Normal Map");
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Camera camera = {0};
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camera.position = (Vector3){0.0f, 2.0f, -4.0f};
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camera.target = (Vector3){0.0f, 0.0f, 0.0f};
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camera.up = (Vector3){0.0f, 1.0f, 0.0f};
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load basic normal map lighting shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/normalmap.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/normalmap.fs", GLSL_VERSION));
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// Get some required shader locations
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shader.locs[SHADER_LOC_MAP_NORMAL] = GetShaderLocation(shader, "normalMap");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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// shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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// This example uses just 1 point light.
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Vector3 lightPosition = {0.0f, 1.0f, 0.0f};
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int lightPosLoc = GetShaderLocation(shader, "lightPos");
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// Load a plane model that has proper normals and tangents
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Model plane = LoadModel("resources/models/plane.glb");
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// Set the plane model's shader and texture maps
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plane.materials[0].shader = shader;
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plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture("resources/tiles_diffuse.png");
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plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture("resources/tiles_normal.png");
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// Generate Mipmaps and use TRILINEAR filtering to help with texture aliasing
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GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
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GenTextureMipmaps(&plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture);
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SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture, TEXTURE_FILTER_TRILINEAR);
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SetTextureFilter(plane.materials[0].maps[MATERIAL_MAP_NORMAL].texture, TEXTURE_FILTER_TRILINEAR);
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// Specular exponent AKA shininess of the material.
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float specularExponent = 8.0f;
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int specularExponentLoc = GetShaderLocation(shader, "specularExponent");
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// Allow toggling the normal map on and off for comparison purposes
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int useNormalMap = 1;
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int useNormalMapLoc = GetShaderLocation(shader, "useNormalMap");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Move the light around on the X and Z axis using WASD keys
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Vector3 direction = {0};
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if (IsKeyDown(KEY_W)) direction = Vector3Add(direction, (Vector3){0.0f, 0.0f, 1.0f});
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if (IsKeyDown(KEY_S)) direction = Vector3Add(direction, (Vector3){0.0f, 0.0f, -1.0f});
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if (IsKeyDown(KEY_D)) direction = Vector3Add(direction, (Vector3){-1.0f, 0.0f, 0.0f});
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if (IsKeyDown(KEY_A)) direction = Vector3Add(direction, (Vector3){1.0f, 0.0f, 0.0f});
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direction = Vector3Normalize(direction);
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lightPosition = Vector3Add(lightPosition, Vector3Scale(direction, GetFrameTime() * 3.0f));
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// Increase/Decrease the specular exponent(shininess)
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if (IsKeyDown(KEY_UP)) specularExponent = Clamp(specularExponent + 40.0f * GetFrameTime(), 2.0f, 128.0f);
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if (IsKeyDown(KEY_DOWN)) specularExponent = Clamp(specularExponent - 40.0f * GetFrameTime(), 2.0f, 128.0f);
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// Toggle normal map on and off
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if (IsKeyPressed(KEY_N)) useNormalMap = !useNormalMap;
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// Spin plane model at a constant rate
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plane.transform = MatrixRotateY(GetTime() * 0.5f);
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// Update shader values
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float lightPos[3] = {lightPosition.x, lightPosition.y, lightPosition.z};
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SetShaderValue(shader, lightPosLoc, lightPos, SHADER_UNIFORM_VEC3);
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float camPos[3] = {camera.position.x, camera.position.y, camera.position.z};
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], camPos, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, specularExponentLoc, &specularExponent, SHADER_UNIFORM_FLOAT);
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SetShaderValue(shader, useNormalMapLoc, &useNormalMap, SHADER_UNIFORM_INT);
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//--------------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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BeginShaderMode(shader);
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DrawModel(plane, Vector3Zero(), 2.0f, WHITE);
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EndShaderMode();
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//Draw sphere to show light position
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DrawSphereWires(lightPosition, 0.2f, 8, 8, ORANGE);
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EndMode3D();
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Color textColor = (useNormalMap) ? DARKGREEN : RED;
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const char *toggleStr = (useNormalMap) ? "On" : "Off";
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DrawText(TextFormat("Use key [N] to toggle normal map: %s", toggleStr), 10, 30, 20, textColor);
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int yOffset = 24;
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DrawText("Use keys [W][A][S][D] to move the light", 10, 30 + yOffset * 1, 20, BLACK);
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DrawText("Use keys [Up][Down] to change specular exponent", 10, 30 + yOffset * 2, 20, BLACK);
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DrawText(TextFormat("Specular Exponent: %.2f", specularExponent), 10, 30 + yOffset * 3, 20, BLUE);
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DrawFPS(10, 10);
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EndDrawing();
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//--------------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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UnloadModel(plane);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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