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.
This commit is contained in:
victorfisac 2016-05-21 18:16:39 +02:00
parent 80eb4f3f50
commit c320a21f2b
6 changed files with 389 additions and 150 deletions

View file

@ -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;
@ -430,22 +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 coneAngle; // SpotLight
float coneAngle; // Spot light max angle
} LightData, *Light;
// Light types
@ -805,6 +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
@ -874,6 +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

@ -1773,6 +1773,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// 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);
@ -1782,8 +1785,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
// 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 glossiness
//glUniform1f(???, material.glossiness);
// Upload to shader glossiness
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
}
// Set shader textures (diffuse, normal, specular)
@ -2245,7 +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
@ -2257,10 +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;
@ -2271,6 +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));
}
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)
{
@ -2488,15 +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";
@ -2513,87 +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;
// Vertex shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char vShaderStr[] = "#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec3 vertexNormal; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
"out vec3 fragNormal; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char vShaderStr[] = "#version 100 \n"
"attribute vec3 vertexPosition; \n"
"attribute vec3 vertexNormal; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"varying vec3 fragNormal; \n"
#endif
"uniform mat4 mvpMatrix; \n"
"uniform mat4 modelMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); \n"
" fragNormal = normalize(normalMatrix*vertexNormal); \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// TODO: add specular calculation, multi-lights structs and light type calculations (directional, point, spot)
// Fragment shader directly defined, no external file required
#if defined(GRAPHICS_API_OPENGL_33)
char fShaderStr[] = "#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"in vec3 fragNormal; \n"
"out vec4 finalColor; \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
char fShaderStr[] = "#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
"varying vec3 fragNormal; \n"
#endif
"uniform sampler2D texture0; \n"
"uniform vec4 fragTintColor; \n"
"uniform vec4 colAmbient; \n"
"uniform vec4 colSpecular; \n"
"uniform vec3 lightDir; \n"
"vec3 LambertLighting(in vec3 n, in vec3 l) \n"
"{ \n"
" return clamp(dot(n, l), 0, 1)*fragTintColor.rgb; \n"
"} \n"
"void main() \n"
"{ \n"
" vec3 n = normalize(fragNormal); \n"
" vec3 l = normalize(lightDir); \n"
#if defined(GRAPHICS_API_OPENGL_33)
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
" finalColor = vec4(texelColor.rgb*(colAmbient.rgb + LambertLighting(n, l)) - colSpecular.rgb + colSpecular.rgb, texelColor.a*fragTintColor.a); \n" // Stupid specular color operation to avoid shader location errors
#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"
#endif
"} \n";
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;
}
@ -2622,7 +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");
@ -3098,62 +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: currently working with one light (index 0)
// TODO: add multi-lights feature (http://www.learnopengl.com/#!Lighting/Multiple-lights)
/*
// 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
}*/
int locPoint = GetShaderLocation(shader, "lightDir");
glUniform3f(locPoint, lights[0]->position.x, lights[0]->position.y, lights[0]->position.z);
}
}
// Read text data from file

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)