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:
parent
80eb4f3f50
commit
c320a21f2b
6 changed files with 389 additions and 150 deletions
136
examples/resources/shaders/standard.fs
Normal file
136
examples/resources/shaders/standard.fs
Normal file
|
@ -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);
|
||||||
|
}
|
23
examples/resources/shaders/standard.vs
Normal file
23
examples/resources/shaders/standard.vs
Normal file
|
@ -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);
|
||||||
|
}
|
118
examples/shaders_standard_lighting.c
Normal file
118
examples/shaders_standard_lighting.c
Normal file
|
@ -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;
|
||||||
|
}
|
15
src/raylib.h
15
src/raylib.h
|
@ -418,7 +418,7 @@ typedef struct Material {
|
||||||
Color colAmbient; // Ambient color
|
Color colAmbient; // Ambient color
|
||||||
Color colSpecular; // Specular color
|
Color colSpecular; // Specular color
|
||||||
|
|
||||||
float glossiness; // Glossiness level
|
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
||||||
float normalDepth; // Normal map depth
|
float normalDepth; // Normal map depth
|
||||||
} Material;
|
} Material;
|
||||||
|
|
||||||
|
@ -430,22 +430,19 @@ typedef struct Model {
|
||||||
} Model;
|
} Model;
|
||||||
|
|
||||||
// Light type
|
// Light type
|
||||||
// TODO: Review contained data to support different light types and features
|
|
||||||
typedef struct LightData {
|
typedef struct LightData {
|
||||||
int id;
|
int id;
|
||||||
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||||
bool enabled;
|
bool enabled;
|
||||||
|
|
||||||
Vector3 position;
|
Vector3 position;
|
||||||
Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
|
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||||
float attenuation; // Lost of light intensity with distance (use radius?)
|
float attenuation; // Lost of light intensity with distance (world distance)
|
||||||
|
|
||||||
Color diffuse; // Use Vector3 diffuse (including intensities)?
|
Color diffuse; // Use Vector3 diffuse
|
||||||
float intensity;
|
float intensity;
|
||||||
|
|
||||||
Color specular;
|
float coneAngle; // Spot light max angle
|
||||||
|
|
||||||
float coneAngle; // SpotLight
|
|
||||||
} LightData, *Light;
|
} LightData, *Light;
|
||||||
|
|
||||||
// Light types
|
// Light types
|
||||||
|
@ -805,6 +802,7 @@ const char *SubText(const char *text, int position, int length);
|
||||||
//------------------------------------------------------------------------------------
|
//------------------------------------------------------------------------------------
|
||||||
// Basic 3d Shapes Drawing Functions (Module: models)
|
// 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 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 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
|
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)
|
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
|
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
|
void DestroyLight(Light light); // Destroy a light and take it out of the list
|
||||||
|
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
215
src/rlgl.c
215
src/rlgl.c
|
@ -1773,6 +1773,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||||
// Send model transformations matrix to shader
|
// Send model transformations matrix to shader
|
||||||
glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform));
|
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
|
// Setup shader uniforms for lights
|
||||||
SetShaderLights(material.shader);
|
SetShaderLights(material.shader);
|
||||||
|
|
||||||
|
@ -1782,8 +1785,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform)
|
||||||
// Upload to shader material.colSpecular
|
// 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);
|
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
|
// Upload to shader glossiness
|
||||||
//glUniform1f(???, material.glossiness);
|
glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set shader textures (diffuse, normal, specular)
|
// Set shader textures (diffuse, normal, specular)
|
||||||
|
@ -2245,7 +2248,6 @@ void SetBlendMode(int mode)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Create a new light, initialize it and add to pool
|
// 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)
|
Light CreateLight(int type, Vector3 position, Color diffuse)
|
||||||
{
|
{
|
||||||
// Allocate dynamic memory
|
// Allocate dynamic memory
|
||||||
|
@ -2257,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
|
||||||
light->enabled = true;
|
light->enabled = true;
|
||||||
|
|
||||||
light->position = position;
|
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->intensity = 1.0f;
|
||||||
light->diffuse = diffuse;
|
light->diffuse = diffuse;
|
||||||
light->specular = WHITE;
|
|
||||||
|
|
||||||
// Add new light to the array
|
// Add new light to the array
|
||||||
lights[lightsCount] = light;
|
lights[lightsCount] = light;
|
||||||
|
@ -2271,6 +2272,31 @@ Light CreateLight(int type, Vector3 position, Color diffuse)
|
||||||
return light;
|
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
|
// Destroy a light and take it out of the list
|
||||||
void DestroyLight(Light light)
|
void DestroyLight(Light light)
|
||||||
{
|
{
|
||||||
|
@ -2488,15 +2514,15 @@ static Shader LoadDefaultShader(void)
|
||||||
"varying vec4 fragColor; \n"
|
"varying vec4 fragColor; \n"
|
||||||
#endif
|
#endif
|
||||||
"uniform sampler2D texture0; \n"
|
"uniform sampler2D texture0; \n"
|
||||||
"uniform vec4 fragTintColor; \n"
|
"uniform vec4 colDiffuse; \n"
|
||||||
"void main() \n"
|
"void main() \n"
|
||||||
"{ \n"
|
"{ \n"
|
||||||
#if defined(GRAPHICS_API_OPENGL_33)
|
#if defined(GRAPHICS_API_OPENGL_33)
|
||||||
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
" vec4 texelColor = texture(texture0, fragTexCoord); \n"
|
||||||
" finalColor = texelColor*fragTintColor*fragColor; \n"
|
" finalColor = texelColor*colDiffuse*fragColor; \n"
|
||||||
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
#elif defined(GRAPHICS_API_OPENGL_ES2)
|
||||||
" vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0
|
" 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
|
#endif
|
||||||
"} \n";
|
"} \n";
|
||||||
|
|
||||||
|
@ -2513,87 +2539,17 @@ static Shader LoadDefaultShader(void)
|
||||||
// Load standard shader
|
// Load standard shader
|
||||||
// NOTE: This shader supports:
|
// NOTE: This shader supports:
|
||||||
// - Up to 3 different maps: diffuse, normal, specular
|
// - 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
|
// - Up to 8 lights: Point, Directional or Spot
|
||||||
static Shader LoadStandardShader(void)
|
static Shader LoadStandardShader(void)
|
||||||
{
|
{
|
||||||
Shader shader;
|
// Load standard shader (TODO: rewrite as char pointers)
|
||||||
|
Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs");
|
||||||
// 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);
|
|
||||||
|
|
||||||
if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id);
|
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);
|
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;
|
return shader;
|
||||||
}
|
}
|
||||||
|
@ -2622,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader)
|
||||||
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix");
|
||||||
|
|
||||||
// Get handles to GLSL uniform locations (fragment shader)
|
// 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->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0");
|
||||||
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
|
shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1");
|
||||||
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
|
shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2");
|
||||||
|
@ -3098,62 +3054,75 @@ static void UnloadDefaultBuffers(void)
|
||||||
|
|
||||||
// Sets shader uniform values for lights array
|
// 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
|
// 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)
|
static void SetShaderLights(Shader shader)
|
||||||
{
|
{
|
||||||
// Note: currently working with one light (index 0)
|
int locPoint = glGetUniformLocation(shader.id, "lightsCount");
|
||||||
// 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");
|
|
||||||
glUniform1i(locPoint, lightsCount);
|
glUniform1i(locPoint, lightsCount);
|
||||||
|
|
||||||
|
char locName[32] = "lights[x].position\0";
|
||||||
|
|
||||||
for (int i = 0; i < lightsCount; i++)
|
for (int i = 0; i < lightsCount; i++)
|
||||||
{
|
{
|
||||||
locName[7] = '0' + i;
|
locName[7] = '0' + i;
|
||||||
|
|
||||||
memcpy(&locName[10], "position\0", strlen("position\0"));
|
memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1);
|
||||||
locPoint = glGetUniformLocation(shader.id, locName);
|
locPoint = GetShaderLocation(shader, locName);
|
||||||
glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
|
glUniform1i(locPoint, lights[i]->enabled);
|
||||||
|
|
||||||
memcpy(&locName[10], "direction\0", strlen("direction\0"));
|
memcpy(&locName[10], "type\0", strlen("type\0") + 1);
|
||||||
locPoint = glGetUniformLocation(shader.id, locName);
|
locPoint = GetShaderLocation(shader, locName);
|
||||||
glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z);
|
glUniform1i(locPoint, lights[i]->type);
|
||||||
|
|
||||||
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0"));
|
memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2);
|
||||||
locPoint = glGetUniformLocation(shader.id, locName);
|
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"));
|
memcpy(&locName[10], "intensity\0", strlen("intensity\0"));
|
||||||
locPoint = glGetUniformLocation(shader.id, locName);
|
locPoint = glGetUniformLocation(shader.id, locName);
|
||||||
glUniform1f(locPoint, lights[i]->intensity);
|
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
|
// 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
|
// Read text data from file
|
||||||
|
|
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
|
// Material type
|
||||||
typedef struct Material {
|
typedef struct Material {
|
||||||
Shader shader;
|
Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular)
|
||||||
|
|
||||||
Texture2D texDiffuse; // Diffuse texture
|
Texture2D texDiffuse; // Diffuse texture
|
||||||
Texture2D texNormal; // Normal texture
|
Texture2D texNormal; // Normal texture
|
||||||
Texture2D texSpecular; // Specular texture
|
Texture2D texSpecular; // Specular texture
|
||||||
|
|
||||||
Color colDiffuse;
|
Color colDiffuse; // Diffuse color
|
||||||
Color colAmbient;
|
Color colAmbient; // Ambient color
|
||||||
Color colSpecular;
|
Color colSpecular; // Specular color
|
||||||
|
|
||||||
float glossiness;
|
float glossiness; // Glossiness level (Ranges from 0 to 1000)
|
||||||
float normalDepth;
|
float normalDepth; // Normal map depth
|
||||||
} Material;
|
} Material;
|
||||||
|
|
||||||
// Light type
|
// Light type
|
||||||
// TODO: Review contained data to support different light types and features
|
|
||||||
typedef struct LightData {
|
typedef struct LightData {
|
||||||
int id;
|
int id;
|
||||||
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
|
||||||
bool enabled;
|
bool enabled;
|
||||||
|
|
||||||
Vector3 position;
|
Vector3 position;
|
||||||
Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction)
|
Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
|
||||||
float attenuation; // Lost of light intensity with distance (use radius?)
|
float attenuation; // Lost of light intensity with distance (world distance)
|
||||||
|
|
||||||
Color diffuse; // Use Vector3 diffuse (including intensities)?
|
Color diffuse; // Use Vector3 diffuse
|
||||||
float intensity;
|
float intensity;
|
||||||
|
|
||||||
Color specular;
|
float coneAngle; // Spot light max angle
|
||||||
//float specFactor; // Specular intensity ?
|
|
||||||
|
|
||||||
//Color ambient; // Required?
|
|
||||||
|
|
||||||
float coneAngle; // SpotLight
|
|
||||||
} LightData, *Light;
|
} LightData, *Light;
|
||||||
|
|
||||||
// Color blending modes (pre-defined)
|
// Color blending modes (pre-defined)
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue