Merge pull request #120 from victorfisac/develop
Standard Lighting (2/3)
This commit is contained in:
commit
9811a37690
11 changed files with 479 additions and 419 deletions
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 fragTintColor;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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// Light uniform values
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uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
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uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
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uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
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uniform float lightIntensity = 1.0;
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uniform float lightSpecIntensity = 1.0;
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// Material uniform values
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uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
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uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
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uniform float matGlossiness = 50.0;
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// World uniform values
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uniform vec3 lightPosition;
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uniform vec3 cameraPosition;
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// Fragment shader output data
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out vec4 fragColor;
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// Calculate ambient lighting component
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vec3 AmbientLighting()
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{
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return (matAmbientColor*lightAmbientColor);
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}
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// Calculate diffuse lighting component
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vec3 DiffuseLighting(in vec3 N, in vec3 L)
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{
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// Lambertian reflection calculation
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float diffuse = clamp(dot(N, L), 0, 1);
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return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
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}
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// Calculate specular lighting component
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vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
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{
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float specular = 0.0;
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// Calculate specular reflection only if the surface is oriented to the light source
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if (dot(N, L) > 0)
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{
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// Calculate half vector
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vec3 H = normalize(L + V);
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// Calculate specular intensity
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specular = pow(dot(N, H), 3 + matGlossiness);
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}
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return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
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}
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void main()
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{
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// Normalize input vectors
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vec3 L = normalize(lightPosition);
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vec3 V = normalize(cameraPosition);
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vec3 N = normalize(fragNormal);
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// Calculate lighting components
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vec3 ambient = AmbientLighting();
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vec3 diffuse = DiffuseLighting(N, L);
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vec3 specular = SpecularLighting(N, L, V);
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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// Input uniform values
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uniform mat4 mvpMatrix;
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// Output vertex attributes (to fragment shader)
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out vec2 fragTexCoord;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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uniform mat4 modelMatrix;
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void main()
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{
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// Send vertex attributes to fragment shader
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fragTexCoord = vertexTexCoord;
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// Calculate view vector normal from model
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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// Calculate final vertex position
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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136
examples/resources/shaders/standard.fs
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examples/resources/shaders/standard.fs
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#version 330
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec3 fragNormal;
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out vec4 finalColor;
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uniform sampler2D texture0;
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uniform vec4 colAmbient;
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uniform vec4 colDiffuse;
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uniform vec4 colSpecular;
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uniform float glossiness;
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uniform mat4 modelMatrix;
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uniform vec3 viewDir;
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 direction;
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vec4 diffuse;
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float intensity;
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float attenuation;
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float coneAngle;
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};
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const int maxLights = 8;
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uniform int lightsCount;
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uniform Light lights[maxLights];
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vec3 CalcPointLight(Light l, vec3 n, vec3 v)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 surfaceToLight = l.position - surfacePos;
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// Diffuse shading
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float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
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float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(-l.direction + v);
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spec = pow(dot(n, h), 3 + glossiness);
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}
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return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
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{
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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// Specular shading
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float spec = 0.0;
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if (diff > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3 + glossiness);
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}
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// Combine results
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return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
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}
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vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
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{
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vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
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vec3 lightToSurface = normalize(surfacePos - l.position);
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vec3 lightDir = normalize(-l.direction);
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// Diffuse shading
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float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
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// Spot attenuation
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float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
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attenuation = dot(lightToSurface, -lightDir);
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float lightToSurfaceAngle = degrees(acos(attenuation));
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if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
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float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
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// Combine diffuse and attenuation
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float diffAttenuation = diff*attenuation;
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// Specular shading
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float spec = 0.0;
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if (diffAttenuation > 0.0)
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{
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vec3 h = normalize(lightDir + v);
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spec = pow(dot(n, h), 3 + glossiness);
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}
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return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
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}
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void main()
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{
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// Calculate fragment normal in screen space
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mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
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vec3 normal = normalize(normalMatrix*fragNormal);
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// Normalize normal and view direction vectors
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vec3 n = normalize(normal);
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vec3 v = normalize(viewDir);
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// Calculate diffuse texture color fetching
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lighting = colAmbient.rgb;
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for (int i = 0; i < lightsCount; i++)
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{
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// Check if light is enabled
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if (lights[i].enabled == 1)
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{
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// Calculate lighting based on light type
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switch (lights[i].type)
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{
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case 0: lighting += CalcPointLight(lights[i], n, v); break;
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case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;
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case 2: lighting += CalcSpotLight(lights[i], n, v); break;
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default: break;
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}
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}
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}
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// Calculate final fragment color
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finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
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}
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23
examples/resources/shaders/standard.vs
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23
examples/resources/shaders/standard.vs
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#version 330
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in vec3 vertexPosition;
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in vec3 vertexNormal;
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in vec2 vertexTexCoord;
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in vec4 vertexColor;
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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uniform mat4 mvpMatrix;
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void main()
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{
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fragPosition = vertexPosition;
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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fragNormal = vertexNormal;
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gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
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}
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/*******************************************************************************************
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*
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* raylib [shaders] example - Basic lighting: Blinn-Phong
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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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#define SHININESS_SPEED 1.0f
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#define LIGHT_SPEED 0.25f
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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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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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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 }, 45.0f };
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// Model initialization
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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Model model = LoadModel("resources/model/dwarf.obj");
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Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
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SetModelShader(&model, shader);
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// Shader locations initialization
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int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
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int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
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int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
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int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
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int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
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int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
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int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
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int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
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// Camera and light vectors shader locations
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int cameraLoc = GetShaderLocation(shader, "cameraPosition");
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int lightLoc = GetShaderLocation(shader, "lightPosition");
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// Model and View matrix locations (required for lighting)
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int modelLoc = GetShaderLocation(shader, "modelMatrix");
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//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
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// Light and material definitions
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Light light;
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Material matBlinn;
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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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SetTargetFPS(60);
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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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// 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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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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UnloadModel(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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118
examples/shaders_standard_lighting.c
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118
examples/shaders_standard_lighting.c
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/*******************************************************************************************
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*
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* raylib [shaders] example - Standard lighting (materials and lights)
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
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*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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*
|
||||
********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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int main()
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{
|
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// Initialization
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||||
//--------------------------------------------------------------------------------------
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||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
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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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||||
// Define the camera to look into our 3d world
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Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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||||
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
|
||||
Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
|
||||
|
||||
Material material = LoadStandardMaterial();
|
||||
material.texDiffuse = texDiffuse;
|
||||
material.colDiffuse = (Color){255, 255, 255, 255};
|
||||
material.colAmbient = (Color){0, 0, 10, 255};
|
||||
material.colSpecular = (Color){255, 255, 255, 255};
|
||||
material.glossiness = 50.0f;
|
||||
dwarf.material = material; // Apply material to model
|
||||
|
||||
Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
|
||||
spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
|
||||
spotLight->intensity = 2.0f;
|
||||
spotLight->diffuse = (Color){255, 100, 100, 255};
|
||||
spotLight->coneAngle = 60.0f;
|
||||
|
||||
Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
|
||||
dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
|
||||
dirLight->intensity = 2.0f;
|
||||
dirLight->diffuse = (Color){100, 255, 100, 255};
|
||||
|
||||
Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
|
||||
pointLight->intensity = 2.0f;
|
||||
pointLight->diffuse = (Color){100, 100, 255, 255};
|
||||
pointLight->attenuation = 3.0f;
|
||||
|
||||
// Setup orbital camera
|
||||
SetCameraMode(CAMERA_ORBITAL); // Set a orbital 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
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera); // Update internal camera and our camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
Begin3dMode(camera);
|
||||
|
||||
DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
|
||||
|
||||
DrawLights(); // Draw all created lights in 3D world
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
End3dMode();
|
||||
|
||||
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadMaterial(material); // Unload material and assigned textures
|
||||
UnloadModel(dwarf); // Unload model
|
||||
|
||||
// Destroy all created lights
|
||||
DestroyLight(pointLight);
|
||||
DestroyLight(dirLight);
|
||||
DestroyLight(spotLight);
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -384,7 +384,7 @@ RawAudioContext InitRawAudioContext(int sampleRate, int channels, bool floatingP
|
|||
for(mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
|
||||
{
|
||||
if(mixChannelsActive_g[mixIndex] == NULL) break;
|
||||
else if(mixIndex = MAX_MIX_CHANNELS - 1) return -1; // error
|
||||
else if(mixIndex == MAX_MIX_CHANNELS - 1) return -1; // error
|
||||
}
|
||||
|
||||
if(InitMixChannel(sampleRate, mixIndex, channels, floatingPoint))
|
||||
|
@ -772,7 +772,7 @@ int PlayMusicStream(int musicIndex, char *fileName)
|
|||
for(mixIndex = 0; mixIndex < MAX_MIX_CHANNELS; mixIndex++) // find empty mix channel slot
|
||||
{
|
||||
if(mixChannelsActive_g[mixIndex] == NULL) break;
|
||||
else if(mixIndex = MAX_MIX_CHANNELS - 1) return 2; // error
|
||||
else if(mixIndex == MAX_MIX_CHANNELS - 1) return 2; // error
|
||||
}
|
||||
|
||||
if (strcmp(GetExtension(fileName),"ogg") == 0)
|
||||
|
@ -956,7 +956,7 @@ float GetMusicTimeLength(int index)
|
|||
// Get current music time played (in seconds)
|
||||
float GetMusicTimePlayed(int index)
|
||||
{
|
||||
float secondsPlayed;
|
||||
float secondsPlayed = 0.0f;
|
||||
if(index < MAX_MUSIC_STREAMS && currentMusic[index].mixc)
|
||||
{
|
||||
if (currentMusic[index].chipTune)
|
||||
|
@ -972,7 +972,6 @@ float GetMusicTimePlayed(int index)
|
|||
secondsPlayed = (float)samplesPlayed / (currentMusic[index].mixc->sampleRate * currentMusic[index].mixc->channels);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
return secondsPlayed;
|
||||
}
|
||||
|
|
65
src/models.c
65
src/models.c
|
@ -65,6 +65,16 @@ static Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);
|
|||
// Module Functions Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw a line in 3D world space
|
||||
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color)
|
||||
{
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex3f(startPos.x, startPos.y, startPos.z);
|
||||
rlVertex3f(endPos.x, endPos.y, endPos.z);
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
// NOTE: Cube position is the center position
|
||||
void DrawCube(Vector3 position, float width, float height, float length, Color color)
|
||||
|
@ -292,9 +302,9 @@ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color
|
|||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for(int i = 0; i < (rings + 2); i++)
|
||||
for (int i = 0; i < (rings + 2); i++)
|
||||
{
|
||||
for(int j = 0; j < slices; j++)
|
||||
for (int j = 0; j < slices; j++)
|
||||
{
|
||||
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
|
||||
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
|
@ -331,9 +341,9 @@ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Col
|
|||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for(int i = 0; i < (rings + 2); i++)
|
||||
for (int i = 0; i < (rings + 2); i++)
|
||||
{
|
||||
for(int j = 0; j < slices; j++)
|
||||
for (int j = 0; j < slices; j++)
|
||||
{
|
||||
rlVertex3f(cos(DEG2RAD*(270+(180/(rings + 1))*i)) * sin(DEG2RAD*(j*360/slices)),
|
||||
sin(DEG2RAD*(270+(180/(rings + 1))*i)),
|
||||
|
@ -376,7 +386,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
|
|||
if (radiusTop > 0)
|
||||
{
|
||||
// Draw Body -------------------------------------------------------------------------------------
|
||||
for(int i = 0; i < 360; i += 360/sides)
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
|
||||
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right
|
||||
|
@ -388,7 +398,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
|
|||
}
|
||||
|
||||
// Draw Cap --------------------------------------------------------------------------------------
|
||||
for(int i = 0; i < 360; i += 360/sides)
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(0, height, 0);
|
||||
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
|
||||
|
@ -398,7 +408,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
|
|||
else
|
||||
{
|
||||
// Draw Cone -------------------------------------------------------------------------------------
|
||||
for(int i = 0; i < 360; i += 360/sides)
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(0, height, 0);
|
||||
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
|
||||
|
@ -407,7 +417,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
|
|||
}
|
||||
|
||||
// Draw Base -----------------------------------------------------------------------------------------
|
||||
for(int i = 0; i < 360; i += 360/sides)
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(0, 0, 0);
|
||||
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
|
||||
|
@ -421,7 +431,7 @@ void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float h
|
|||
// NOTE: It could be also used for pyramid and cone
|
||||
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
|
||||
{
|
||||
if(sides < 3) sides = 3;
|
||||
if (sides < 3) sides = 3;
|
||||
|
||||
rlPushMatrix();
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
|
@ -429,7 +439,7 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
|
|||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for(int i = 0; i < 360; i += 360/sides)
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
|
||||
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
|
||||
|
@ -490,7 +500,7 @@ void DrawGrid(int slices, float spacing)
|
|||
int halfSlices = slices / 2;
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
for(int i = -halfSlices; i <= halfSlices; i++)
|
||||
for (int i = -halfSlices; i <= halfSlices; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
|
@ -732,13 +742,13 @@ Material LoadDefaultMaterial(void)
|
|||
return material;
|
||||
}
|
||||
|
||||
// Load standard material (uses standard models shader)
|
||||
// Load standard material (uses material attributes and lighting shader)
|
||||
// NOTE: Standard shader supports multiple maps and lights
|
||||
Material LoadStandardMaterial(void)
|
||||
{
|
||||
Material material = LoadDefaultMaterial();
|
||||
|
||||
//material.shader = GetStandardShader();
|
||||
material.shader = GetStandardShader();
|
||||
|
||||
return material;
|
||||
}
|
||||
|
@ -788,9 +798,9 @@ static Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
|
|||
|
||||
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
|
||||
|
||||
for(int z = 0; z < mapZ-1; z++)
|
||||
for (int z = 0; z < mapZ-1; z++)
|
||||
{
|
||||
for(int x = 0; x < mapX-1; x++)
|
||||
for (int x = 0; x < mapX-1; x++)
|
||||
{
|
||||
// Fill vertices array with data
|
||||
//----------------------------------------------------------
|
||||
|
@ -1240,7 +1250,7 @@ void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rota
|
|||
//Matrix matModel = MatrixMultiply(model.transform, matTransform); // Transform to world-space coordinates
|
||||
|
||||
model.transform = MatrixMultiply(MatrixMultiply(matScale, matRotation), matTranslation);
|
||||
model.material.colDiffuse = tint;
|
||||
// model.material.colDiffuse = tint;
|
||||
|
||||
rlglDrawMesh(model.mesh, model.material, model.transform);
|
||||
}
|
||||
|
@ -1407,7 +1417,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius
|
|||
float vector = VectorDotProduct(raySpherePos, ray.direction);
|
||||
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
|
||||
|
||||
if(d >= 0.0f) collision = true;
|
||||
if (d >= 0.0f) collision = true;
|
||||
|
||||
return collision;
|
||||
}
|
||||
|
@ -1422,14 +1432,14 @@ bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadi
|
|||
float vector = VectorDotProduct(raySpherePos, ray.direction);
|
||||
float d = sphereRadius*sphereRadius - (distance*distance - vector*vector);
|
||||
|
||||
if(d >= 0.0f) collision = true;
|
||||
if (d >= 0.0f) collision = true;
|
||||
|
||||
// Calculate collision point
|
||||
Vector3 offset = ray.direction;
|
||||
float collisionDistance = 0;
|
||||
|
||||
// Check if ray origin is inside the sphere to calculate the correct collision point
|
||||
if(distance < sphereRadius) collisionDistance = vector + sqrt(d);
|
||||
if (distance < sphereRadius) collisionDistance = vector + sqrt(d);
|
||||
else collisionDistance = vector - sqrt(d);
|
||||
|
||||
VectorScale(&offset, collisionDistance);
|
||||
|
@ -1767,11 +1777,11 @@ static Mesh LoadOBJ(const char *fileName)
|
|||
// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
|
||||
// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
|
||||
// NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
|
||||
while(!feof(objFile))
|
||||
while (!feof(objFile))
|
||||
{
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
switch(dataType)
|
||||
switch (dataType)
|
||||
{
|
||||
case '#': // Comments
|
||||
case 'o': // Object name (One OBJ file can contain multible named meshes)
|
||||
|
@ -1832,11 +1842,11 @@ static Mesh LoadOBJ(const char *fileName)
|
|||
// Second reading pass: Get vertex data to fill intermediate arrays
|
||||
// NOTE: This second pass is required in case of multiple meshes defined in same OBJ
|
||||
// TODO: Consider that different meshes can have different vertex data available (position, texcoords, normals)
|
||||
while(!feof(objFile))
|
||||
while (!feof(objFile))
|
||||
{
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
switch(dataType)
|
||||
switch (dataType)
|
||||
{
|
||||
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'f': fgets(comments, 200, objFile); break;
|
||||
case 'v':
|
||||
|
@ -1893,11 +1903,11 @@ static Mesh LoadOBJ(const char *fileName)
|
|||
if (numNormals == 0) TraceLog(INFO, "[%s] No normals data on OBJ, normals will be generated from faces data", fileName);
|
||||
|
||||
// Third reading pass: Get faces (triangles) data and fill VertexArray
|
||||
while(!feof(objFile))
|
||||
while (!feof(objFile))
|
||||
{
|
||||
fscanf(objFile, "%c", &dataType);
|
||||
|
||||
switch(dataType)
|
||||
switch (dataType)
|
||||
{
|
||||
case '#': case 'o': case 'g': case 's': case 'm': case 'u': case 'v': fgets(comments, 200, objFile); break;
|
||||
case 'f':
|
||||
|
@ -2013,7 +2023,7 @@ static Material LoadMTL(const char *fileName)
|
|||
return material;
|
||||
}
|
||||
|
||||
while(!feof(mtlFile))
|
||||
while (!feof(mtlFile))
|
||||
{
|
||||
fgets(buffer, MAX_BUFFER_SIZE, mtlFile);
|
||||
|
||||
|
@ -2071,8 +2081,7 @@ static Material LoadMTL(const char *fileName)
|
|||
int shininess = 0;
|
||||
sscanf(buffer, "Ns %i", &shininess);
|
||||
|
||||
// Normalize shininess value to material glossiness attribute
|
||||
material.glossiness = (float)shininess/1000;
|
||||
material.glossiness = (float)shininess;
|
||||
}
|
||||
else if (buffer[1] == 'i') // Ni int Refraction index.
|
||||
{
|
||||
|
|
22
src/raylib.h
22
src/raylib.h
|
@ -398,7 +398,7 @@ typedef struct Shader {
|
|||
|
||||
// Uniform locations
|
||||
int mvpLoc; // ModelView-Projection matrix uniform location point (vertex shader)
|
||||
int tintColorLoc; // Color uniform location point (fragment shader)
|
||||
int tintColorLoc; // Diffuse color uniform location point (fragment shader)
|
||||
|
||||
// Texture map locations
|
||||
int mapDiffuseLoc; // Diffuse map texture uniform location point (fragment shader)
|
||||
|
@ -418,7 +418,7 @@ typedef struct Material {
|
|||
Color colAmbient; // Ambient color
|
||||
Color colSpecular; // Specular color
|
||||
|
||||
float glossiness; // Glossiness level
|
||||
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
||||
float normalDepth; // Normal map depth
|
||||
} Material;
|
||||
|
||||
|
@ -430,25 +430,19 @@ typedef struct Model {
|
|||
} Model;
|
||||
|
||||
// Light type
|
||||
// TODO: Review contained data to support different light types and features
|
||||
typedef struct LightData {
|
||||
int id;
|
||||
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||
bool enabled;
|
||||
|
||||
Vector3 position;
|
||||
Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
|
||||
float attenuation; // Lost of light intensity with distance (use radius?)
|
||||
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||
float attenuation; // Lost of light intensity with distance (world distance)
|
||||
|
||||
Color diffuse; // Use Vector3 diffuse (including intensities)?
|
||||
Color diffuse; // Use Vector3 diffuse
|
||||
float intensity;
|
||||
|
||||
Color specular;
|
||||
//float specFactor; // Specular intensity ?
|
||||
|
||||
//Color ambient; // Required?
|
||||
|
||||
float coneAngle; // SpotLight
|
||||
float coneAngle; // Spot light max angle
|
||||
} LightData, *Light;
|
||||
|
||||
// Light types
|
||||
|
@ -808,6 +802,7 @@ const char *SubText(const char *text, int position, int length);
|
|||
//------------------------------------------------------------------------------------
|
||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
||||
//------------------------------------------------------------------------------------
|
||||
void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
|
||||
void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube
|
||||
void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
|
||||
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires
|
||||
|
@ -836,6 +831,7 @@ void SetModelTexture(Model *model, Texture2D texture); // Link a textur
|
|||
|
||||
Material LoadMaterial(const char *fileName); // Load material data (from file)
|
||||
Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
|
||||
Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
|
||||
void UnloadMaterial(Material material); // Unload material textures from VRAM
|
||||
|
||||
void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
|
||||
|
@ -865,6 +861,7 @@ void UnloadShader(Shader shader); // Unload a
|
|||
void SetDefaultShader(void); // Set default shader to be used in batch draw
|
||||
void SetCustomShader(Shader shader); // Set custom shader to be used in batch draw
|
||||
Shader GetDefaultShader(void); // Get default shader
|
||||
Shader GetStandardShader(void); // Get default shader
|
||||
Texture2D GetDefaultTexture(void); // Get default texture
|
||||
|
||||
int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
|
||||
|
@ -875,6 +872,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S
|
|||
void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied)
|
||||
|
||||
Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
|
||||
void DrawLights(void); // Draw all created lights in 3D world
|
||||
void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
210
src/rlgl.c
210
src/rlgl.c
|
@ -191,6 +191,7 @@ static bool useTempBuffer = false;
|
|||
|
||||
// Shader Programs
|
||||
static Shader defaultShader;
|
||||
static Shader standardShader;
|
||||
static Shader currentShader; // By default, defaultShader
|
||||
|
||||
// Flags for supported extensions
|
||||
|
@ -236,6 +237,7 @@ static Shader LoadDefaultShader(void); // Load default shader (just vertex
|
|||
static Shader LoadStandardShader(void); // Load standard shader (support materials and lighting)
|
||||
static void LoadDefaultShaderLocations(Shader *shader); // Bind default shader locations (attributes and uniforms)
|
||||
static void UnloadDefaultShader(void); // Unload default shader
|
||||
static void UnloadStandardShader(void); // Unload standard shader
|
||||
|
||||
static void LoadDefaultBuffers(void); // Load default internal buffers (lines, triangles, quads)
|
||||
static void UpdateDefaultBuffers(void); // Update default internal buffers (VAOs/VBOs) with vertex data
|
||||
|
@ -1018,6 +1020,7 @@ void rlglInit(void)
|
|||
|
||||
// Init default Shader (customized for GL 3.3 and ES2)
|
||||
defaultShader = LoadDefaultShader();
|
||||
standardShader = LoadStandardShader();
|
||||
currentShader = defaultShader;
|
||||
|
||||
LoadDefaultBuffers(); // Initialize default vertex arrays buffers (lines, triangles, quads)
|
||||
|
@ -1046,6 +1049,7 @@ void rlglClose(void)
|
|||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
UnloadDefaultShader();
|
||||
UnloadStandardShader();
|
||||
UnloadDefaultBuffers();
|
||||
|
||||
// Delete default white texture
|
||||
|
@ -1393,7 +1397,7 @@ RenderTexture2D rlglLoadRenderTexture(int width, int height)
|
|||
{
|
||||
TraceLog(WARNING, "Framebuffer object could not be created...");
|
||||
|
||||
switch(status)
|
||||
switch (status)
|
||||
{
|
||||
case GL_FRAMEBUFFER_UNSUPPORTED: TraceLog(WARNING, "Framebuffer is unsupported"); break;
|
||||
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: TraceLog(WARNING, "Framebuffer incomplete attachment"); break;
|
||||
|
@ -1757,19 +1761,33 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|||
|
||||
// Send combined model-view-projection matrix to shader
|
||||
glUniformMatrix4fv(material.shader.mvpLoc, 1, false, MatrixToFloat(matMVP));
|
||||
|
||||
// Setup shader uniforms for material related data
|
||||
// TODO: Check if using standard shader to get location points
|
||||
|
||||
// Upload to shader material.colDiffuse
|
||||
float vColorDiffuse[4] = { (float)material.colDiffuse.r/255, (float)material.colDiffuse.g/255, (float)material.colDiffuse.b/255, (float)material.colDiffuse.a/255 };
|
||||
glUniform4fv(material.shader.tintColorLoc, 1, vColorDiffuse);
|
||||
|
||||
// Check if using standard shader to get location points
|
||||
// NOTE: standard shader specific locations are got at render time to keep Shader struct as simple as possible (with just default shader locations)
|
||||
if (material.shader.id == standardShader.id)
|
||||
{
|
||||
// Send model transformations matrix to shader
|
||||
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
|
||||
|
||||
// Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position)
|
||||
glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10);
|
||||
|
||||
// Setup shader uniforms for lights
|
||||
SetShaderLights(material.shader);
|
||||
|
||||
// Upload to shader material.colAmbient
|
||||
glUniform4f(glGetUniformLocation(material.shader.id, "colAmbient"), (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
|
||||
|
||||
// Upload to shader material.colSpecular
|
||||
glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
|
||||
|
||||
// TODO: Upload to shader material.colAmbient
|
||||
// glUniform4f(???, (float)material.colAmbient.r/255, (float)material.colAmbient.g/255, (float)material.colAmbient.b/255, (float)material.colAmbient.a/255);
|
||||
|
||||
// TODO: Upload to shader material.colSpecular
|
||||
// glUniform4f(???, (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255);
|
||||
// Upload to shader glossiness
|
||||
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
|
||||
}
|
||||
|
||||
// Set shader textures (diffuse, normal, specular)
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
@ -1791,13 +1809,7 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
|||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, material.texSpecular.id);
|
||||
glUniform1i(material.shader.mapSpecularLoc, 2); // Texture fits in active texture unit 2
|
||||
|
||||
// TODO: Upload to shader glossiness
|
||||
//glUniform1f(???, material.glossiness);
|
||||
}
|
||||
|
||||
// Setup shader uniforms for lights
|
||||
//SetShaderLights(material.shader);
|
||||
|
||||
if (vaoSupported)
|
||||
{
|
||||
|
@ -2148,6 +2160,17 @@ Shader GetDefaultShader(void)
|
|||
#endif
|
||||
}
|
||||
|
||||
// Get default shader
|
||||
Shader GetStandardShader(void)
|
||||
{
|
||||
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
|
||||
return standardShader;
|
||||
#else
|
||||
Shader shader = { 0 };
|
||||
return shader;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Get shader uniform location
|
||||
int GetShaderLocation(Shader shader, const char *uniformName)
|
||||
{
|
||||
|
@ -2225,7 +2248,6 @@ void SetBlendMode(int mode)
|
|||
}
|
||||
|
||||
// Create a new light, initialize it and add to pool
|
||||
// TODO: Review creation parameters (only generic ones)
|
||||
Light CreateLight(int type, Vector3 position, Color diffuse)
|
||||
{
|
||||
// Allocate dynamic memory
|
||||
|
@ -2237,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
|
|||
light->enabled = true;
|
||||
|
||||
light->position = position;
|
||||
light->direction = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
light->intensity = 1.0f;
|
||||
light->diffuse = diffuse;
|
||||
light->specular = WHITE;
|
||||
|
||||
// Add new light to the array
|
||||
lights[lightsCount] = light;
|
||||
|
@ -2251,6 +2272,31 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
|
|||
return light;
|
||||
}
|
||||
|
||||
// Draw all created lights in 3D world
|
||||
void DrawLights(void)
|
||||
{
|
||||
for (int i = 0; i < lightsCount; i++)
|
||||
{
|
||||
switch (lights[i]->type)
|
||||
{
|
||||
case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break;
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
||||
DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
||||
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
||||
} break;
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
||||
DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
||||
DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK));
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Destroy a light and take it out of the list
|
||||
void DestroyLight(Light light)
|
||||
{
|
||||
|
@ -2468,15 +2514,15 @@ static Shader LoadDefaultShader(void)
|
|||
"varying vec4 fragColor; \n"
|
||||
#endif
|
||||
"uniform sampler2D texture0; \n"
|
||||
"uniform vec4 fragTintColor; \n"
|
||||
"uniform vec4 colDiffuse; \n"
|
||||
"void main() \n"
|
||||
"{ \n"
|
||||
#if defined(GRAPHICS_API_OPENGL_33)
|
||||
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
||||
" finalColor = texelColor*fragTintColor*fragColor; \n"
|
||||
" finalColor = texelColor*colDiffuse*fragColor; \n"
|
||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
||||
" gl_FragColor = texelColor*fragTintColor*fragColor; \n"
|
||||
" gl_FragColor = texelColor*colDiffuse*fragColor; \n"
|
||||
#endif
|
||||
"} \n";
|
||||
|
||||
|
@ -2493,25 +2539,17 @@ static Shader LoadDefaultShader(void)
|
|||
// Load standard shader
|
||||
// NOTE: This shader supports:
|
||||
// - Up to 3 different maps: diffuse, normal, specular
|
||||
// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth
|
||||
// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth
|
||||
// - Up to 8 lights: Point, Directional or Spot
|
||||
static Shader LoadStandardShader(void)
|
||||
{
|
||||
Shader shader;
|
||||
|
||||
char *vShaderStr;
|
||||
char *fShaderStr;
|
||||
|
||||
// TODO: Implement standard uber-shader, supporting all features (GLSL 100 / GLSL 330)
|
||||
|
||||
// NOTE: Shader could be quite extensive so it could be implemented in external files (standard.vs/standard.fs)
|
||||
|
||||
shader.id = LoadShaderProgram(vShaderStr, fShaderStr);
|
||||
// Load standard shader (TODO: rewrite as char pointers)
|
||||
Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
|
||||
|
||||
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
|
||||
else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id);
|
||||
|
||||
if (shader.id != 0) LoadDefaultShaderLocations(&shader); // TODO: Review locations fetching
|
||||
if (shader.id != 0) LoadDefaultShaderLocations(&shader);
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
@ -2540,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader)
|
|||
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
||||
|
||||
// Get handles to GLSL uniform locations (fragment shader)
|
||||
shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor");
|
||||
shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse");
|
||||
shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
|
||||
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
|
||||
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
|
||||
|
@ -2554,10 +2592,23 @@ static void UnloadDefaultShader(void)
|
|||
//glDetachShader(defaultShader, vertexShader);
|
||||
//glDetachShader(defaultShader, fragmentShader);
|
||||
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
||||
//glDeleteShader(fragmentShader); // Already deleted on sahder compilation
|
||||
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
||||
glDeleteProgram(defaultShader.id);
|
||||
}
|
||||
|
||||
// Unload standard shader
|
||||
static void UnloadStandardShader(void)
|
||||
{
|
||||
glUseProgram(0);
|
||||
|
||||
//glDetachShader(defaultShader, vertexShader);
|
||||
//glDetachShader(defaultShader, fragmentShader);
|
||||
//glDeleteShader(vertexShader); // Already deleted on shader compilation
|
||||
//glDeleteShader(fragmentShader); // Already deleted on shader compilation
|
||||
glDeleteProgram(standardShader.id);
|
||||
}
|
||||
|
||||
|
||||
// Load default internal buffers (lines, triangles, quads)
|
||||
static void LoadDefaultBuffers(void)
|
||||
{
|
||||
|
@ -3003,58 +3054,75 @@ static void UnloadDefaultBuffers(void)
|
|||
|
||||
// Sets shader uniform values for lights array
|
||||
// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f
|
||||
// TODO: Review memcpy() and parameters pass
|
||||
static void SetShaderLights(Shader shader)
|
||||
{
|
||||
/*
|
||||
// NOTE: Standard Shader must include the following data:
|
||||
|
||||
// Shader Light struct
|
||||
struct Light {
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
|
||||
vec3 diffuse;
|
||||
float intensity;
|
||||
}
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform int lightsCount; // Number of lights
|
||||
uniform Light lights[maxLights];
|
||||
*/
|
||||
|
||||
int locPoint;
|
||||
char locName[32] = "lights[x].position\0";
|
||||
|
||||
glUseProgram(shader.id);
|
||||
|
||||
locPoint = glGetUniformLocation(shader.id, "lightsCount");
|
||||
int locPoint = glGetUniformLocation(shader.id, "lightsCount");
|
||||
glUniform1i(locPoint, lightsCount);
|
||||
|
||||
char locName[32] = "lights[x].position\0";
|
||||
|
||||
for (int i = 0; i < lightsCount; i++)
|
||||
{
|
||||
locName[7] = '0' + i;
|
||||
|
||||
memcpy(&locName[10], "position\0", strlen("position\0"));
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1i(locPoint, lights[i]->enabled);
|
||||
|
||||
memcpy(&locName[10], "direction\0", strlen("direction\0"));
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z);
|
||||
|
||||
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0"));
|
||||
memcpy(&locName[10], "type\0", strlen("type\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1i(locPoint, lights[i]->type);
|
||||
|
||||
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255 );
|
||||
glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
|
||||
|
||||
memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
|
||||
locPoint = glGetUniformLocation(shader.id, locName);
|
||||
glUniform1f(locPoint, lights[i]->intensity);
|
||||
|
||||
switch (lights[i]->type)
|
||||
{
|
||||
case LIGHT_POINT:
|
||||
{
|
||||
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
|
||||
memcpy(&locName[10], "attenuation\0", strlen("attenuation\0"));
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1f(locPoint, lights[i]->attenuation);
|
||||
} break;
|
||||
case LIGHT_DIRECTIONAL:
|
||||
{
|
||||
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
||||
VectorNormalize(&direction);
|
||||
glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
||||
} break;
|
||||
case LIGHT_SPOT:
|
||||
{
|
||||
memcpy(&locName[10], "position\0", strlen("position\0") + 1);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
||||
|
||||
memcpy(&locName[10], "direction\0", strlen("direction\0") + 2);
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
|
||||
Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z };
|
||||
VectorNormalize(&direction);
|
||||
glUniform3f(locPoint, direction.x, direction.y, direction.z);
|
||||
|
||||
memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0"));
|
||||
locPoint = GetShaderLocation(shader, locName);
|
||||
glUniform1f(locPoint, lights[i]->coneAngle);
|
||||
} break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
// TODO: Pass to the shader any other required data from LightData struct
|
||||
}
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
||||
// Read text data from file
|
||||
|
@ -3227,7 +3295,7 @@ static void TraceLog(int msgType, const char *text, ...)
|
|||
va_list args;
|
||||
va_start(args, text);
|
||||
|
||||
switch(msgType)
|
||||
switch (msgType)
|
||||
{
|
||||
case INFO: fprintf(stdout, "INFO: "); break;
|
||||
case ERROR: fprintf(stdout, "ERROR: "); break;
|
||||
|
|
32
src/rlgl.h
32
src/rlgl.h
|
@ -196,40 +196,34 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion;
|
|||
|
||||
// Material type
|
||||
typedef struct Material {
|
||||
Shader shader;
|
||||
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
|
||||
|
||||
Texture2D texDiffuse; // Diffuse texture
|
||||
Texture2D texNormal; // Normal texture
|
||||
Texture2D texSpecular; // Specular texture
|
||||
Texture2D texDiffuse; // Diffuse texture
|
||||
Texture2D texNormal; // Normal texture
|
||||
Texture2D texSpecular; // Specular texture
|
||||
|
||||
Color colDiffuse;
|
||||
Color colAmbient;
|
||||
Color colSpecular;
|
||||
Color colDiffuse; // Diffuse color
|
||||
Color colAmbient; // Ambient color
|
||||
Color colSpecular; // Specular color
|
||||
|
||||
float glossiness;
|
||||
float normalDepth;
|
||||
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
||||
float normalDepth; // Normal map depth
|
||||
} Material;
|
||||
|
||||
// Light type
|
||||
// TODO: Review contained data to support different light types and features
|
||||
typedef struct LightData {
|
||||
int id;
|
||||
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||
bool enabled;
|
||||
|
||||
Vector3 position;
|
||||
Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
|
||||
float attenuation; // Lost of light intensity with distance (use radius?)
|
||||
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||
float attenuation; // Lost of light intensity with distance (world distance)
|
||||
|
||||
Color diffuse; // Use Vector3 diffuse (including intensities)?
|
||||
Color diffuse; // Use Vector3 diffuse
|
||||
float intensity;
|
||||
|
||||
Color specular;
|
||||
//float specFactor; // Specular intensity ?
|
||||
|
||||
//Color ambient; // Required?
|
||||
|
||||
float coneAngle; // SpotLight
|
||||
float coneAngle; // Spot light max angle
|
||||
} LightData, *Light;
|
||||
|
||||
// Color blending modes (pre-defined)
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue