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2 changed files with 47 additions and 79 deletions
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@ -7,21 +7,13 @@
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*
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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*
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*
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* This example has been created using raylib 2.5 (www.raylib.com)
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* This example has been created using raylib 3.8 (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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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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* Example contributed by Chris Camacho (@codifies, http://bedroomcoders.co.uk/) and
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* reviewed by Ramon Santamaria (@raysan5)
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*
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*
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* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
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* Copyright (c) 2019-2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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* This is based on the PBR lighting example, but greatly simplified to aid learning...
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* actually there is very little of the PBR example left!
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* When I first looked at the bewildering complexity of the PBR example I feared
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* I would never understand how I could do simple lighting with raylib however its
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* a testement to the authors of raylib (including rlights.h) that the example
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* came together fairly quickly.
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*
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* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -50,49 +42,39 @@ int main(void)
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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Camera camera = { 0 };
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camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
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camera.position = (Vector3){ 2.0f, 4.0f, 6.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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// Load models
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// Load plane model from a generated mesh
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Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
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// Load models texture
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Texture texture = LoadTexture("resources/texel_checker.png");
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// Assign texture to default model material
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modelA.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some shader loactions
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// Get some required shader loactions
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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// NOTE: "matModel" location name is automatically assigned on shader loading,
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// no need to get the location again if using that uniform name
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//shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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// ambient light level
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// Ambient light level (some basic lighting)
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int ambientLoc = GetShaderLocation(shader, "ambient");
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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float angle = 6.282f;
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// Assign out lighting shader to model
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model.materials[0].shader = shader;
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cube.materials[0].shader = shader;
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// All models use the same shader
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// Using 4 point lights: gold, red, green and blue
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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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Light lights[MAX_LIGHTS] = { 0 };
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Light lights[MAX_LIGHTS] = { 0 };
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader);
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lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader);
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lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader);
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lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader);
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lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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@ -104,34 +86,21 @@ int main(void)
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
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UpdateCamera(&camera); // Update camera
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KEY_Y)) { lights[0].enabled = !lights[0].enabled; }
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if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
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if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
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if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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UpdateCamera(&camera); // Update camera
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// Update light values (actually, only enable/disable them)
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// Make the lights do differing orbits
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angle -= 0.02f;
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lights[0].position.x = cosf(angle)*4.0f;
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lights[0].position.z = sinf(angle)*4.0f;
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lights[1].position.x = cosf(-angle*0.6f)*4.0f;
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lights[1].position.z = sinf(-angle*0.6f)*4.0f;
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lights[2].position.y = cosf(angle*0.2f)*4.0f;
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lights[2].position.z = sinf(angle*0.2f)*4.0f;
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lights[3].position.y = cosf(-angle*0.35f)*4.0f;
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lights[3].position.z = sinf(-angle*0.35f)*4.0f;
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UpdateLightValues(shader, lights[0]);
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UpdateLightValues(shader, lights[0]);
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UpdateLightValues(shader, lights[1]);
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UpdateLightValues(shader, lights[1]);
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UpdateLightValues(shader, lights[2]);
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UpdateLightValues(shader, lights[2]);
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UpdateLightValues(shader, lights[3]);
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UpdateLightValues(shader, lights[3]);
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// Rotate the torus
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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
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modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -144,16 +113,18 @@ int main(void)
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BeginMode3D(camera);
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BeginMode3D(camera);
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// Draw the three models
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
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DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
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DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
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// Draw markers to show where the lights are
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// Draw markers to show where the lights are
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if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
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if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW);
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if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); }
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else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
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if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); }
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if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
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if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); }
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else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
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if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
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else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
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if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
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else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f);
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@ -161,7 +132,7 @@ int main(void)
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
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DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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UnloadModel(modelA); // Unload the modelA
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UnloadModel(model); // Unload the model
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UnloadModel(modelB); // Unload the modelB
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UnloadModel(cube); // Unload the model
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UnloadModel(modelC); // Unload the modelC
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UnloadTexture(texture); // Unload the texture
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UnloadShader(shader); // Unload shader
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UnloadShader(shader); // Unload shader
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CloseWindow(); // Close window and OpenGL context
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CloseWindow(); // Close window and OpenGL context
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