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| author | Ray <[email protected]> | 2020-01-30 13:52:46 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2020-01-30 13:52:46 +0100 |
| commit | 68675c6a606cd85b522bd4024d3ea519d0119568 (patch) | |
| tree | a718002f263f824c59f78ea33a70ad856cd05cdb /examples/web/shaders/shaders_basic_lighting.c | |
| parent | a80f304e208ae23571769344b5bae3e78eb48812 (diff) | |
| download | raylib.com-68675c6a606cd85b522bd4024d3ea519d0119568.tar.gz raylib.com-68675c6a606cd85b522bd4024d3ea519d0119568.zip | |
Updated web examples to latest raylib
Diffstat (limited to 'examples/web/shaders/shaders_basic_lighting.c')
| -rw-r--r-- | examples/web/shaders/shaders_basic_lighting.c | 223 |
1 files changed, 223 insertions, 0 deletions
diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c new file mode 100644 index 0000000..6428663 --- /dev/null +++ b/examples/web/shaders/shaders_basic_lighting.c @@ -0,0 +1,223 @@ +/******************************************************************************************* +* +* raylib [shaders] example - basic lighting +* +* 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). +* +* This example has been created using raylib 2.5 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5) +* +* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes: +* +* This is based on the PBR lighting example, but greatly simplified to aid learning... +* actually there is very little of the PBR example left! +* When I first looked at the bewildering complexity of the PBR example I feared +* I would never understand how I could do simple lighting with raylib however its +* a testement to the authors of raylib (including rlights.h) that the example +* came together fairly quickly. +* +* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include "raymath.h" + +#define RLIGHTS_IMPLEMENTATION +#include "rlights.h" + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +const int screenWidth = 800; +const int screenHeight = 450; + +static Camera camera = { 0 }; + +static Model modelA = { 0 }; +static Model modelB = { 0 }; +static Model modelC = { 0 }; +static Texture texture = { 0 }; +static Shader shader = { 0 }; +static int ambientLoc = 0; +static float angle = 6.282f; + +static Light lights[MAX_LIGHTS] = { 0 }; + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Program Main Entry Point +//---------------------------------------------------------------------------------- + +int main(void) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); + + // Define the camera to look into our 3d world + camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position + camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target) + camera.fovy = 45.0f; // Camera field-of-view Y + camera.type = CAMERA_PERSPECTIVE; // Camera mode type + + // Load models + modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32)); + modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f)); + modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32)); + + // Load models texture + texture = LoadTexture("resources/texel_checker.png"); + + // Assign texture to default model material + modelA.materials[0].maps[MAP_DIFFUSE].texture = texture; + modelB.materials[0].maps[MAP_DIFFUSE].texture = texture; + modelC.materials[0].maps[MAP_DIFFUSE].texture = texture; + + shader = LoadShader(FormatText("resources/shaders/glsl%i/basic_lighting.vs", GLSL_VERSION), + FormatText("resources/shaders/glsl%i/basic_lighting.fs", GLSL_VERSION)); + + // Get some shader loactions + shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); + shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); + + // ambient light level + ambientLoc = GetShaderLocation(shader, "ambient"); + SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); + + // All models use the same shader + modelA.materials[0].shader = shader; + modelB.materials[0].shader = shader; + modelC.materials[0].shader = shader; + + // Using 4 point lights, white, red, green and blue + lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader); + lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader); + lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader); + lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader); + + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + UpdateDrawFrame(); + } +#endif + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadModel(modelA); // Unload the modelA + UnloadModel(modelB); // Unload the modelB + UnloadModel(modelC); // Unload the modelC + + UnloadTexture(texture); // Unload the texture + UnloadShader(shader); // Unload shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definitions +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; } + if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; } + if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; } + if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; } + + UpdateCamera(&camera); // Update camera + + // Make the lights do differing orbits + angle -= 0.02; + lights[0].position.x = cosf(angle)*4.0f; + lights[0].position.z = sinf(angle)*4.0f; + lights[1].position.x = cosf(-angle*0.6f)*4.0f; + lights[1].position.z = sinf(-angle*0.6f)*4.0f; + lights[2].position.y = cosf(angle*0.2f)*4.0f; + lights[2].position.z = sinf(angle*0.2f)*4.0f; + lights[3].position.y = cosf(-angle*0.35f)*4.0f; + lights[3].position.z = sinf(-angle*0.35f)*4.0f; + + UpdateLightValues(shader, lights[0]); + UpdateLightValues(shader, lights[1]); + UpdateLightValues(shader, lights[2]); + UpdateLightValues(shader, lights[3]); + + // Rotate the torus + modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025)); + modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012)); + + // Update the light shader with the camera view position + float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; + SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + BeginMode3D(camera); + + // Draw the three models + DrawModel(modelA, Vector3Zero(), 1.0f, WHITE); + DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE); + DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE); + + // Draw markers to show where the lights are + if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); } + if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); } + if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); } + if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); } + + DrawGrid(10, 1.0f); + + EndMode3D(); + + DrawFPS(10, 10); + + DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY); + + EndDrawing(); + //---------------------------------------------------------------------------------- +} + |
