Merge pull request #120 from victorfisac/develop

Standard Lighting (2/3)
This commit is contained in:
Ray 2016-05-21 20:11:23 +02:00
commit 9811a37690
11 changed files with 479 additions and 419 deletions

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@ -1,85 +0,0 @@
#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec3 fragNormal;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 fragTintColor;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
// Light uniform values
uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0);
uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0);
uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0);
uniform float lightIntensity = 1.0;
uniform float lightSpecIntensity = 1.0;
// Material uniform values
uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0);
uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0);
uniform float matGlossiness = 50.0;
// World uniform values
uniform vec3 lightPosition;
uniform vec3 cameraPosition;
// Fragment shader output data
out vec4 fragColor;
// Calculate ambient lighting component
vec3 AmbientLighting()
{
return (matAmbientColor*lightAmbientColor);
}
// Calculate diffuse lighting component
vec3 DiffuseLighting(in vec3 N, in vec3 L)
{
// Lambertian reflection calculation
float diffuse = clamp(dot(N, L), 0, 1);
return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse);
}
// Calculate specular lighting component
vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V)
{
float specular = 0.0;
// Calculate specular reflection only if the surface is oriented to the light source
if (dot(N, L) > 0)
{
// Calculate half vector
vec3 H = normalize(L + V);
// Calculate specular intensity
specular = pow(dot(N, H), 3 + matGlossiness);
}
return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular);
}
void main()
{
// Normalize input vectors
vec3 L = normalize(lightPosition);
vec3 V = normalize(cameraPosition);
vec3 N = normalize(fragNormal);
// Calculate lighting components
vec3 ambient = AmbientLighting();
vec3 diffuse = DiffuseLighting(N, L);
vec3 specular = SpecularLighting(N, L, V);
// Texel color fetching from texture sampler
vec4 texelColor = texture(texture0, fragTexCoord);
// Calculate final fragment color
finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a);
}

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@ -1,29 +0,0 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
// Input uniform values
uniform mat4 mvpMatrix;
// Output vertex attributes (to fragment shader)
out vec2 fragTexCoord;
out vec3 fragNormal;
// NOTE: Add here your custom variables
uniform mat4 modelMatrix;
void main()
{
// Send vertex attributes to fragment shader
fragTexCoord = vertexTexCoord;
// Calculate view vector normal from model
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
fragNormal = normalize(normalMatrix*vertexNormal);
// Calculate final vertex position
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

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@ -0,0 +1,136 @@
#version 330
in vec3 fragPosition;
in vec2 fragTexCoord;
in vec4 fragColor;
in vec3 fragNormal;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec4 colAmbient;
uniform vec4 colDiffuse;
uniform vec4 colSpecular;
uniform float glossiness;
uniform mat4 modelMatrix;
uniform vec3 viewDir;
struct Light {
int enabled;
int type;
vec3 position;
vec3 direction;
vec4 diffuse;
float intensity;
float attenuation;
float coneAngle;
};
const int maxLights = 8;
uniform int lightsCount;
uniform Light lights[maxLights];
vec3 CalcPointLight(Light l, vec3 n, vec3 v)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 surfaceToLight = l.position - surfacePos;
// Diffuse shading
float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
spec = pow(dot(n, h), 3 + glossiness);
}
return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
{
vec3 lightDir = normalize(-l.direction);
// Diffuse shading
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
}
// Combine results
return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 lightToSurface = normalize(surfacePos - l.position);
vec3 lightDir = normalize(-l.direction);
// Diffuse shading
float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
// Spot attenuation
float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
attenuation = dot(lightToSurface, -lightDir);
float lightToSurfaceAngle = degrees(acos(attenuation));
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
// Combine diffuse and attenuation
float diffAttenuation = diff*attenuation;
// Specular shading
float spec = 0.0;
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
spec = pow(dot(n, h), 3 + glossiness);
}
return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
}
void main()
{
// Calculate fragment normal in screen space
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
vec3 normal = normalize(normalMatrix*fragNormal);
// Normalize normal and view direction vectors
vec3 n = normalize(normal);
vec3 v = normalize(viewDir);
// Calculate diffuse texture color fetching
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
for (int i = 0; i < lightsCount; i++)
{
// Check if light is enabled
if (lights[i].enabled == 1)
{
// Calculate lighting based on light type
switch (lights[i].type)
{
case 0: lighting += CalcPointLight(lights[i], n, v); break;
case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;
case 2: lighting += CalcSpotLight(lights[i], n, v); break;
default: break;
}
}
}
// Calculate final fragment color
finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
}

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@ -0,0 +1,23 @@
#version 330
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
in vec4 vertexColor;
out vec3 fragPosition;
out vec2 fragTexCoord;
out vec4 fragColor;
out vec3 fragNormal;
uniform mat4 mvpMatrix;
void main()
{
fragPosition = vertexPosition;
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
fragNormal = vertexNormal;
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
}

View file

@ -1,171 +0,0 @@
/*******************************************************************************************
*
* raylib [shaders] example - Basic lighting: Blinn-Phong
*
* 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)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#define SHININESS_SPEED 1.0f
#define LIGHT_SPEED 0.25f
// Light type
typedef struct Light {
Vector3 position;
Vector3 direction;
float intensity;
float specIntensity;
Color diffuse;
Color ambient;
Color specular;
} Light;
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
// Camera initialization
Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
// Model initialization
Vector3 position = { 0.0f, 0.0f, 0.0f };
Model model = LoadModel("resources/model/dwarf.obj");
Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs");
SetModelShader(&model, shader);
// Shader locations initialization
int lIntensityLoc = GetShaderLocation(shader, "lightIntensity");
int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor");
int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor");
int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor");
int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity");
int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor");
int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor");
int mGlossLoc = GetShaderLocation(shader, "matGlossiness");
// Camera and light vectors shader locations
int cameraLoc = GetShaderLocation(shader, "cameraPosition");
int lightLoc = GetShaderLocation(shader, "lightPosition");
// Model and View matrix locations (required for lighting)
int modelLoc = GetShaderLocation(shader, "modelMatrix");
//int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
// Light and material definitions
Light light;
Material matBlinn;
// Light initialization
light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
light.intensity = 1.0f;
light.diffuse = WHITE;
light.ambient = (Color){ 150, 75, 0, 255 };
light.specular = WHITE;
light.specIntensity = 1.0f;
// Material initialization
matBlinn.colDiffuse = WHITE;
matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
matBlinn.colSpecular = WHITE;
matBlinn.glossiness = 50.0f;
// Setup camera
SetCameraMode(CAMERA_FREE); // Set camera mode
SetCameraPosition(camera.position); // Set internal camera position to match our camera position
SetCameraTarget(camera.target); // Set internal camera target to match our camera target
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update camera position
// NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
//SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
// Glossiness input control
if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
else if(IsKeyDown(KEY_DOWN))
{
matBlinn.glossiness -= SHININESS_SPEED;
if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
}
// Light X movement
if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
// Light Y movement
if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
// Light Z movement
if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
// Send light values to shader
SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
// Send material values to shader
SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
// Send camera and light transform values to shader
SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
Begin3dMode(camera);
DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
DrawSphere(light.position, 0.5f, GOLD);
DrawGrid(20, 1.0f);
End3dMode();
DrawFPS(10, 10); // Draw FPS
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
UnloadModel(model);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -0,0 +1,118 @@
/*******************************************************************************************
*
* raylib [shaders] example - Standard lighting (materials and lights)
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* 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)
*
* Copyright (c) 2016 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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;
}

View file

@ -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;
}

View file

@ -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.
{

View file

@ -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
//----------------------------------------------------------------------------------

View file

@ -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;

View file

@ -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)