Added lighting engine module

- New lighting engine module which contains new data types Light and
Material. These data types and functions facilitates making a basic 3D
iluminated program with a light and a model.

- Added lighting engine module example (currently included in raylib.h;
it might be compiled by separate and include lighting.h in game source C
file).

- Corrected some opengl defines control structures and added some TODO
to fix raylib-opengl 1.1 source build (note: now source can be compiled
without errors, but rlglReadPixels() won't work properly).

Note: most of functions of phong version 330 shader are not in v100
shaders, so I couldn't write a version 100 phong shader. These functions
are included from version 150.
This commit is contained in:
victorfisac 2015-12-21 17:25:22 +01:00
parent 4db2da9185
commit 1bcb5ddd50
12 changed files with 7078 additions and 1 deletions

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/*******************************************************************************************
*
* raylib - Phong lighting shader example
*
* This example has been created using raylib v1.3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#define SHININESS_SPEED 1.0f
#define LIGHT_SPEED 0.25f
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [lighting] example - basic blinn-phong lighting");
SetTargetFPS(60);
// Camera initialization
Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
// Model initialization
Vector3 position = { 0.0, 0.0, 0.0 };
Model model = LoadModel("resources/model/dwarf.obj");
// Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
// Camera and light vectors shader locations
int cameraLoc = GetShaderLocation(shader, "cameraPos");
int lightLoc = GetShaderLocation(shader, "lightPos");
// Light and material definitions
Light directionalLight;
Material blinnMaterial;
// Light initialization
SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f});
SetLightIntensity(&directionalLight, 1);
SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0});
SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1});
SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1});
SetLightSpecIntensity(&directionalLight, 1);
// Material initialization
SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f});
SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f});
SetMaterialGlossiness(&blinnMaterial, 50);
// 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
float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z }; // Camera position vector in float array
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update camera position and its float array for shader
UpdateCamera(&camera);
cameraPosition[0] = camera.position.x;
cameraPosition[1] = camera.position.y;
cameraPosition[2] = camera.position.z;
// Glossiness input control
if(IsKeyDown(KEY_UP))
{
blinnMaterial.glossiness[0] += SHININESS_SPEED;
}
else if(IsKeyDown(KEY_DOWN))
{
blinnMaterial.glossiness[0] -= SHININESS_SPEED;
if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0;
}
// Light X movement
if(IsKeyDown(KEY_D))
{
directionalLight.position[0] += LIGHT_SPEED;
}
else if(IsKeyDown(KEY_A))
{
directionalLight.position[0] -= LIGHT_SPEED;
}
// Light Y movement
if(IsKeyDown(KEY_LEFT_SHIFT))
{
directionalLight.position[1] += LIGHT_SPEED;
}
else if(IsKeyDown(KEY_LEFT_CONTROL))
{
directionalLight.position[1] -= LIGHT_SPEED;
}
// Light Z movement
if(IsKeyDown(KEY_S))
{
directionalLight.position[2] += LIGHT_SPEED;
}
else if(IsKeyDown(KEY_W))
{
directionalLight.position[2] -= LIGHT_SPEED;
}
// Send light values to shader
SetShaderValue(shader, lIntensityLoc, directionalLight.intensity, 1);
SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3);
SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3);
SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3);
SetShaderValue(shader, lSpecIntensityLoc, directionalLight.specularIntensity, 1);
// Send material values to shader
SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3);
SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3);
SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1);
// Send camera and light transform values to shader
SetShaderValue(shader, cameraLoc, cameraPosition, 3);
SetShaderValue(shader, lightLoc, directionalLight.position, 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 0.1f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255});
DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW);
End3dMode();
// Draw FPS
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload all loaded data
UnloadShader(shader);
UnloadModel(model);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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#version 330
// Vertex shader input data
in vec2 fragTexCoord;
in vec3 fragNormal;
// Diffuse data
uniform sampler2D texture0;
uniform vec4 tintColor;
// Light attributes
uniform vec3 light_ambientColor = vec3(0.6, 0.3, 0);
uniform vec3 light_diffuseColor = vec3(1, 0.5, 0);
uniform vec3 light_specularColor = vec3(0, 1, 0);
uniform float light_intensity = 1;
uniform float light_specIntensity = 1;
// Material attributes
uniform vec3 mat_ambientColor = vec3(1, 1, 1);
uniform vec3 mat_specularColor = vec3(1, 1, 1);
uniform float mat_glossiness = 50;
// World attributes
uniform vec3 lightPos;
uniform vec3 cameraPos;
// Fragment shader output data
out vec4 fragColor;
vec3 AmbientLighting()
{
return mat_ambientColor * light_ambientColor;
}
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return tintColor.xyz * light_diffuseColor * light_intensity * diffuse;
}
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0;
// Calculate specular reflection only if the surface is oriented to the light source
if(dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + mat_glossiness);
}
return mat_specularColor * light_specularColor * light_specIntensity * specular;
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPos);
vec3 V = normalize(cameraPos);
vec3 N = normalize(fragNormal);
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Get base color from texture
vec4 textureColor = texture(texture0, fragTexCoord);
vec3 finalColor = textureColor.rgb;
fragColor = vec4(finalColor * (ambient + diffuse + specular), textureColor.a);
}

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#version 330
// Vertex input data
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Projection and model data
uniform mat4 projectionMatrix;
uniform mat4 modelviewMatrix;
uniform mat4 modelMatrix;
// Attributes to fragment shader
out vec2 fragTexCoord;
out vec3 fragNormal;
void main()
{
// Send texture coord to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix * vertexNormal);
// Calculate final vertex position
gl_Position = projectionMatrix * modelviewMatrix * vec4(vertexPosition, 1.0);
}