Add standard lighting (2/3)
- 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl.
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examples/shaders_standard_lighting.c
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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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*
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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) 2016 Ramon Santamaria (@raysan5)
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*
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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;
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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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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
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Material material = LoadStandardMaterial();
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material.texDiffuse = texDiffuse;
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material.colDiffuse = (Color){255, 255, 255, 255};
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material.colAmbient = (Color){0, 0, 10, 255};
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material.colSpecular = (Color){255, 255, 255, 255};
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material.glossiness = 50.0f;
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dwarf.material = material; // Apply material to model
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Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
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spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
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spotLight->intensity = 2.0f;
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spotLight->diffuse = (Color){255, 100, 100, 255};
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spotLight->coneAngle = 60.0f;
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Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
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dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
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dirLight->intensity = 2.0f;
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dirLight->diffuse = (Color){100, 255, 100, 255};
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Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
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pointLight->intensity = 2.0f;
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pointLight->diffuse = (Color){100, 100, 255, 255};
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pointLight->attenuation = 3.0f;
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// Setup orbital camera
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SetCameraMode(CAMERA_ORBITAL); // Set a orbital 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); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera); // Update internal camera and our camera
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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(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
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DrawLights(); // Draw all created lights in 3D world
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DrawGrid(10, 1.0f); // Draw a grid
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End3dMode();
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DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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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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UnloadMaterial(material); // Unload material and assigned textures
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UnloadModel(dwarf); // Unload model
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// Destroy all created lights
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DestroyLight(pointLight);
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DestroyLight(dirLight);
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DestroyLight(spotLight);
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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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