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:
parent
4db2da9185
commit
1bcb5ddd50
12 changed files with 7078 additions and 1 deletions
76
examples/resources/shaders/phong.fs
Normal file
76
examples/resources/shaders/phong.fs
Normal file
|
@ -0,0 +1,76 @@
|
|||
#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);
|
||||
}
|
28
examples/resources/shaders/phong.vs
Normal file
28
examples/resources/shaders/phong.vs
Normal file
|
@ -0,0 +1,28 @@
|
|||
#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);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue