Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
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docs/examples/web/shaders_basic_lighting.c
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docs/examples/web/shaders_basic_lighting.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Basic lighting: Blinn-Phong (adapted for HTML5 platform)
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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#define SHININESS_SPEED 1.0f
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#define LIGHT_SPEED 0.25f
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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// Light type
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typedef struct Light {
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Vector3 position;
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Vector3 direction;
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float intensity;
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float specIntensity;
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Color diffuse;
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Color ambient;
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Color specular;
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} Light;
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// Camera initialization
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Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Model model;
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Shader shader;
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int lIntensityLoc;
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int lAmbientLoc;
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int lDiffuseLoc;
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int lSpecularLoc;
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int lSpecIntensityLoc;
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int mAmbientLoc;
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int mSpecularLoc;
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int mGlossLoc;
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// Camera and light vectors shader locations
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int cameraLoc;
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int lightLoc;
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// Model and View matrix locations (required for lighting)
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int modelLoc;
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// Light and material definitions
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Light light;
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Material matBlinn;
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//----------------------------------------------------------------------------------
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// Module Functions Declaration
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//----------------------------------------------------------------------------------
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void UpdateDrawFrame(void); // Update and Draw one frame
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//----------------------------------------------------------------------------------
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// Main Enry Point
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//----------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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// Model initialization
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model = LoadModel("resources/model/dwarf.obj");
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shader = LoadShader("resources/shaders/phong.vs",
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"resources/shaders/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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lIntensityLoc = GetShaderLocation(shader, "light_intensity");
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lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
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lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
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lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
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lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
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mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
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mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
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mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
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// Camera and light vectors shader locations
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cameraLoc = GetShaderLocation(shader, "cameraPos");
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lightLoc = GetShaderLocation(shader, "lightPos");
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// Model and View matrix locations (required for lighting)
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modelLoc = GetShaderLocation(shader, "modelMatrix");
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//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
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// Light initialization
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light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
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light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
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light.intensity = 1.0f;
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light.diffuse = WHITE;
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light.ambient = (Color){ 150, 75, 0, 255 };
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light.specular = WHITE;
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light.specIntensity = 1.0f;
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// Material initialization
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matBlinn.colDiffuse = WHITE;
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matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
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matBlinn.colSpecular = WHITE;
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matBlinn.glossiness = 50.0f;
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// Setup camera
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SetCameraMode(CAMERA_FREE); // Set camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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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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UpdateDrawFrame();
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader); // Unload shader
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UnloadModel(model); // Unload model
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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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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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void UpdateDrawFrame(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update camera position
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// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
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SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
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//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
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// Glossiness input control
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if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
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else if(IsKeyDown(KEY_DOWN))
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{
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matBlinn.glossiness -= SHININESS_SPEED;
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if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
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}
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// Light X movement
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if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
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else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
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// Light Y movement
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if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
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else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
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// Light Z movement
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if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
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else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
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// Send light values to shader
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SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
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SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
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SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
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SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
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SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
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// Send material values to shader
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SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
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SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
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SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
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// Send camera and light transform values to shader
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SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
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SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
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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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Begin3dMode(camera);
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DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
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DrawSphere(light.position, 0.5f, GOLD);
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DrawGrid(20, 1.0f);
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End3dMode();
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DrawFPS(10, 10); // Draw FPS
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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