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authorRay <[email protected]>2020-01-30 13:52:46 +0100
committerRay <[email protected]>2020-01-30 13:52:46 +0100
commit68675c6a606cd85b522bd4024d3ea519d0119568 (patch)
treea718002f263f824c59f78ea33a70ad856cd05cdb /examples/web/shaders/shaders_basic_lighting.c
parenta80f304e208ae23571769344b5bae3e78eb48812 (diff)
downloadraylib.com-68675c6a606cd85b522bd4024d3ea519d0119568.tar.gz
raylib.com-68675c6a606cd85b522bd4024d3ea519d0119568.zip
Updated web examples to latest raylib
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+/*******************************************************************************************
+*
+* 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();
+ //----------------------------------------------------------------------------------
+}
+