make lighting example EVEN MORE OO
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968d095b0c
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a3d83f134d
1 changed files with 89 additions and 69 deletions
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@ -109,40 +109,71 @@ def MatrixMultiply(left, right):
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#// Types and Structures Definition
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#//----------------------------------------------------------------------------------
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class LightSystem:
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MAX_LIGHTS = 4 #// Max dynamic lights supported by shader
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lightsCount = 0
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lights = []
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def __init__(self, ambient = [ 0.2, 0.2, 0.2, 1.0 ], *ls):
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self.shader = LoadShader(b"resources/shaders/glsl330/basic_lighting.vs",
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b"resources/shaders/glsl330/basic_lighting.fs");
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#// Get some shader loactions
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self.shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(self.shader, b"matModel");
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self.shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(self.shader, b"viewPos");
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#// ambient light level
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self.ambientLoc = GetShaderLocation(self.shader, b"ambient");
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v = ffi.new("struct Vector4 *", ambient)
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SetShaderValue(self.shader, self.ambientLoc, v, UNIFORM_VEC4);
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for light in ls:
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self.add(light)
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def add(self, light):
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light.configure(len(self.lights), self.shader)
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self.lights.append(light)
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if len(self.lights) > self.MAX_LIGHTS:
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raise Exception("Too many lights")
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def update(self, cameraPos):
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SetShaderValue(self.shader, self.shader.locs[LOC_VECTOR_VIEW], ffi.new("struct Vector3 *",cameraPos), UNIFORM_VEC3)
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for light in self.lights:
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light.UpdateLightValues()
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def draw(self):
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for light in self.lights:
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if light.enabled:
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DrawSphereEx(light.position[0], 0.2, 8, 8, light.color)
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#// Light type
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LIGHT_DIRECTIONAL=0
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LIGHT_POINT=1
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class Light:
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def __init__(self, type, position, target, color, shader):
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global lightsCount
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if lightsCount >= MAX_LIGHTS:
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raise Exception("Too many lights")
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def __init__(self, type, position, target, color):
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self.enabled = True
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self.type = type
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self.position = position
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self.position = ffi.new("struct Vector3 *",position)
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self.target = target
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self.color = color
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self.shader = shader
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def configure(self, id, shader):
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self.shader = shader
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#// TODO: Below code doesn't look good to me,
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# // it assumes a specific shader naming and structure
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# // Probably this implementation could be improved
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self.enabledName = f"lights[{lightsCount}].enabled"
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self.typeName = f"lights[{lightsCount}].type"
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self.posName = f"lights[{lightsCount}].position"
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self.targetName = f"lights[{lightsCount}].target"
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self.colorName = f"lights[{lightsCount}].color"
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# enabledName = '0' + str(lightsCount)
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# typeName = '0' + str(lightsCount)
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# posName = '0' + str(lightsCount)
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# targetName = '0' + str(lightsCount)
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# colorName = '0' + str(lightsCount)
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self.enabledName = f"lights[{id}].enabled"
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self.typeName = f"lights[{id}].type"
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self.posName = f"lights[{id}].position"
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self.targetName = f"lights[{id}].target"
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self.colorName = f"lights[{id}].color"
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self.enabledLoc = GetShaderLocation(shader, self.enabledName.encode('utf-8'))
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self.typeLoc = GetShaderLocation(shader, self.typeName.encode('utf-8'))
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@ -152,26 +183,25 @@ class Light:
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self.UpdateLightValues()
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lightsCount += 1
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#// Send light properties to shader
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#// NOTE: Light shader locations should be available
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def UpdateLightValues(self):
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#// Send to shader light enabled state and type
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SetShaderValue(shader, self.enabledLoc, ffi.new("int *",self.enabled), UNIFORM_INT)
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SetShaderValue(shader, self.typeLoc, ffi.new("int *",self.type), UNIFORM_INT)
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SetShaderValue(self.shader, self.enabledLoc, ffi.new("int *",self.enabled), UNIFORM_INT)
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SetShaderValue(self.shader, self.typeLoc, ffi.new("int *",self.type), UNIFORM_INT)
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#// Send to shader light position values
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position = [ self.position.x, self.position.y, self.position.z]
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SetShaderValue(shader, self.posLoc, ffi.new("struct Vector3 *",position), UNIFORM_VEC3)
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SetShaderValue(self.shader, self.posLoc, ffi.new("struct Vector3 *",position), UNIFORM_VEC3)
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#// Send to shader light target position values
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target =[ self.target.x, self.target.y, self.target.z ]
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SetShaderValue(shader, self.targetLoc, ffi.new("struct Vector3 *",target), UNIFORM_VEC3)
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SetShaderValue(self.shader, self.targetLoc, ffi.new("struct Vector3 *",target), UNIFORM_VEC3)
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#// Send to shader light color values
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color = [self.color[0]/255.0, self.color[1]/255.0, self.color[2]/255.0, self.color[3]/255.0]
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SetShaderValue(shader, self.colorLoc, ffi.new("struct Vector4 *",color), UNIFORM_VEC4)
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SetShaderValue(self.shader, self.colorLoc, ffi.new("struct Vector4 *",color), UNIFORM_VEC4)
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@ -208,34 +238,28 @@ modelA.materials[0].maps[MAP_DIFFUSE].texture = texture
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modelB.materials[0].maps[MAP_DIFFUSE].texture = texture
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modelC.materials[0].maps[MAP_DIFFUSE].texture = texture
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shader = LoadShader(b"resources/shaders/glsl330/basic_lighting.vs",
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b"resources/shaders/glsl330/basic_lighting.fs");
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#// Get some shader loactions
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, b"matModel");
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, b"viewPos");
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#// ambient light level
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ambientLoc = GetShaderLocation(shader, b"ambient");
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v = ffi.new("struct Vector4 *", [ 0.2, 0.2, 0.2, 1.0 ])
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SetShaderValue(shader, ambientLoc, v, UNIFORM_VEC4);
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angle = 6.282;
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#// All models use the same shader
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modelA.materials[0].shader = shader
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modelB.materials[0].shader = shader
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modelC.materials[0].shader = shader
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#// Using 4 point lights, white, red, green and blue
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lights = [0] * 4
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#lights[0] = Light(LIGHT_POINT, ffi.new("struct Vector3 *",[ 400, 400, 400 ]), Vector3Zero(), WHITE, shader)
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lights[0] = Light(LIGHT_POINT, ffi.new("struct Vector3 *",[ 4, 2, 4 ]), Vector3Zero(), WHITE, shader)
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lights[1] = Light(LIGHT_POINT, ffi.new("struct Vector3 *",[4, 2, 4 ]), Vector3Zero(), RED, shader)
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lights[2] = Light(LIGHT_POINT, ffi.new("struct Vector3 *",[ 0, 4, 2 ]), Vector3Zero(), GREEN, shader)
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lights[3] = Light(LIGHT_POINT, ffi.new("struct Vector3 *",[ 0, 4, 2 ]), Vector3Zero(), BLUE, shader)
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lights0 = Light(LIGHT_POINT, [ 4, 2, 4 ], Vector3Zero(), WHITE)
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lights1 = Light(LIGHT_POINT, [4, 2, 4 ], Vector3Zero(), RED)
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lights2 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), GREEN)
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lights3 = Light(LIGHT_POINT, [ 0, 4, 2 ], Vector3Zero(), BLUE)
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lightSystem = LightSystem([ 0.2, 0.2, 0.2, 1.0 ], lights0, lights1, lights2, lights3)
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#// All models use the same shader
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modelA.materials[0].shader = lightSystem.shader
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modelB.materials[0].shader = lightSystem.shader
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modelC.materials[0].shader = lightSystem.shader
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SetCameraMode(camera, CAMERA_ORBITAL) #// Set an orbital camera mode
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@ -246,28 +270,28 @@ SetTargetFPS(60) # // Set our game to run at 60 frames-per-
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while not WindowShouldClose(): #// Detect window close button or ESC key
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#// Update
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#//----------------------------------------------------------------------------------
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if IsKeyPressed(KEY_W): lights[0].enabled = not lights[0].enabled
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if IsKeyPressed(KEY_R): lights[1].enabled = not lights[1].enabled
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if IsKeyPressed(KEY_G): lights[2].enabled = not lights[2].enabled
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if IsKeyPressed(KEY_B): lights[3].enabled = not lights[3].enabled
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if IsKeyPressed(KEY_W): lights0.enabled = not lights0.enabled
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if IsKeyPressed(KEY_R): lights1.enabled = not lights1.enabled
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if IsKeyPressed(KEY_G): lights2.enabled = not lights2.enabled
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if IsKeyPressed(KEY_B): lights3.enabled = not lights3.enabled
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UpdateCamera(cameraPtr); #// Update camera
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#// Make the lights do differing orbits
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angle -= 0.02
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lights[0].position.x = math.cos(angle)*4.0
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lights[0].position.z = math.sin(angle)*4.0
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lights[1].position.x = math.cos(-angle*0.6)*4.0
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lights[1].position.z = math.sin(-angle*0.6)*4.0
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lights[2].position.y = math.cos(angle*0.2)*4.0
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lights[2].position.z = math.sin(angle*0.2)*4.0
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lights[3].position.y = math.cos(-angle*0.35)*4.0
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lights[3].position.z = math.sin(-angle*0.35)*4.0
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lights0.position.x = math.cos(angle)*4.0
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lights0.position.z = math.sin(angle)*4.0
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lights1.position.x = math.cos(-angle*0.6)*4.0
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lights1.position.z = math.sin(-angle*0.6)*4.0
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lights2.position.y = math.cos(angle*0.2)*4.0
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lights2.position.z = math.sin(angle*0.2)*4.0
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lights3.position.y = math.cos(-angle*0.35)*4.0
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lights3.position.z = math.sin(-angle*0.35)*4.0
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#// Update the light shader with the camera view position
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lightSystem.update(camera.position)
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lights[0].UpdateLightValues()
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lights[1].UpdateLightValues()
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lights[2].UpdateLightValues()
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lights[3].UpdateLightValues()
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#// Rotate the torus
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@ -277,9 +301,7 @@ while not WindowShouldClose(): #// Detect window close button or ESC
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#// Update the light shader with the camera view position
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cameraPos = [ camera.position.x, camera.position.y, camera.position.z ]
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SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], ffi.new("struct Vector3 *",cameraPos), UNIFORM_VEC3)
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#//----------------------------------------------------------------------------------
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#// Draw
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@ -296,10 +318,8 @@ while not WindowShouldClose(): #// Detect window close button or ESC
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DrawModel(modelC, [ 1.6,0,0], 1.0, WHITE)
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#// Draw markers to show where the lights are
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if lights[0].enabled: DrawSphereEx(lights[0].position[0], 0.2, 8, 8, WHITE)
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if lights[1].enabled: DrawSphereEx(lights[1].position[0], 0.2, 8, 8, RED)
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if lights[2].enabled: DrawSphereEx(lights[2].position[0], 0.2, 8, 8, GREEN)
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if lights[3].enabled: DrawSphereEx(lights[3].position[0], 0.2, 8, 8, BLUE)
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lightSystem.draw()
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DrawGrid(10, 1.0)
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