#!/usr/bin/env python3 # /******************************************************************************************* # * # * raylib [shaders] example - basic lighting # * # * 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). # * # * This example has been created using raylib 2.5 (www.raylib.com) # * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) # * # * Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) # * # * Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes: # * # * This is based on the PBR lighting example, but greatly simplified to aid learning... # * actually there is very little of the PBR example left! # * When I first looked at the bewildering complexity of the PBR example I feared # * I would never understand how I could do simple lighting with raylib however its # * a testement to the authors of raylib (including rlights.h) that the example # * came together fairly quickly. # * # * Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) # * # * # ********************************************************************************************/ import raylib as rl from raylib.colors import * from dataclasses import dataclass from enum import Enum from typing import Any import math # a few functions ported from raymath from rlmath import * # lighting system from light_system import * # Initialization # -------------------------------------------------------------------------------------- screenWidth = 1200 screenHeight = 720 rl.SetConfigFlags( rl.FLAG_MSAA_4X_HINT | rl.FLAG_WINDOW_RESIZABLE) # Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, b"raylib [shaders] example - basic lighting") camera = rl.ffi.new('struct Camera3D *', [ [2, 2, 6], [0, .5, 0], [0, 1, 0], 45, rl.CAMERA_PERSPECTIVE ]) # Load models modelA = rl.LoadModelFromMesh(rl.GenMeshTorus(0.4, 1.0, 16, 32)) modelB = rl.LoadModelFromMesh(rl.GenMeshCube(1.0, 1.0, 1.0)) modelC = rl.LoadModelFromMesh(rl.GenMeshSphere(0.5, 32, 32)) # Load models texture texture = rl.LoadTexture(b"resources/texel_checker.png") # Assign texture to default model material modelA.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture modelB.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture modelC.materials[0].maps[rl.MATERIAL_MAP_ALBEDO].texture = texture angle = 6.282 # Using 4 point lights, white, red, green and blue lights0 = Light(LIGHT_POINT, [4, 2, 4], Vector3Zero(), WHITE) lights1 = Light(LIGHT_POINT, [4, 2, 4], Vector3Zero(), RED) lights2 = Light(LIGHT_POINT, [0, 4, 2], Vector3Zero(), GREEN) lights3 = Light(LIGHT_POINT, [0, 4, 2], Vector3Zero(), BLUE) lightSystem = LightSystem([0.2, 0.2, 0.2, 1.0], lights0, lights1, lights2, lights3) fogD = rl.GetShaderLocation(lightSystem.shader, b'FogDensity') fogDensity = 0.0 # All models use the same shader - which lights them modelA.materials[0].shader = lightSystem.shader modelB.materials[0].shader = lightSystem.shader modelC.materials[0].shader = lightSystem.shader rl.SetTargetFPS(60) # // Set our game to run at 60 frames-per-second # -------------------------------------------------------------------------------------- # Main game loop while not rl.WindowShouldClose(): # Detect window close button or ESC key # Update # ---------------------------------------------------------------------------------- if rl.IsKeyPressed(rl.KEY_W): lights0.enabled = not lights0.enabled if rl.IsKeyPressed(rl.KEY_R): lights1.enabled = not lights1.enabled if rl.IsKeyPressed(rl.KEY_G): lights2.enabled = not lights2.enabled if rl.IsKeyPressed(rl.KEY_B): lights3.enabled = not lights3.enabled rl.UpdateCamera(camera, rl.CAMERA_ORBITAL) # Update camera # Make the lights do differing orbits angle -= 0.02 lights0.position.x = math.cos(angle) * 4.0 lights0.position.z = math.sin(angle) * 4.0 lights1.position.x = math.cos(-angle * 0.6) * 4.0 lights1.position.z = math.sin(-angle * 0.6) * 4.0 lights2.position.y = math.cos(angle * 0.2) * 4.0 lights2.position.z = math.sin(angle * 0.2) * 4.0 lights3.position.y = math.cos(-angle * 0.35) * 4.0 lights3.position.z = math.sin(-angle * 0.35) * 4.0 # Update the light shader with the camera view position lightSystem.update(camera.position) # ffi.cast('wchar_t', x) # modelA.transform = ffi.cast('Matrix *', MatrixRotateY(angle*1.7))[0] # modelA.transform = MatrixRotateY(angle*1.7) # Rotate the torus # modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)[0])[0] # modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)[0])[0] modelA.transform = rl.ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)))[0] modelA.transform = rl.ffi.cast('Matrix *', MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)))[0] if (rl.IsKeyPressed(rl.KEY_F)): rl.ToggleFullscreen() # ---------------------------------------------------------------------------------- # Draw # ---------------------------------------------------------------------------------- rl.BeginDrawing() rl.ClearBackground(RAYWHITE) rl.BeginMode3D(camera[0]) # Draw the three models rl.DrawModel(modelA, [0, 0, 0], 1.0, WHITE) rl.DrawModel(modelB, [-1.6, 0, 0], 1.0, WHITE) rl.DrawModel(modelC, [1.6, 0, 0], 1.0, WHITE) # Draw markers to show where the lights are lightSystem.draw() rl.DrawGrid(10, 1.0) rl.EndMode3D() rl.DrawFPS(10, 10) rl.DrawText(b"Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY) rl.EndDrawing() # ---------------------------------------------------------------------------------- # De-Initialization # -------------------------------------------------------------------------------------- rl.UnloadModel(modelA) # Unload the modelA rl.UnloadModel(modelB) # Unload the modelB rl.UnloadModel(modelC) # Unload the modelC rl.UnloadTexture(texture) # Unload the texture rl.UnloadShader(lightSystem.shader) rl.CloseWindow() # Close window and OpenGL context