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Diffstat (limited to 'examples/web/shaders/shaders_basic_lighting.c')
| -rw-r--r-- | examples/web/shaders/shaders_basic_lighting.c | 222 |
1 files changed, 0 insertions, 222 deletions
diff --git a/examples/web/shaders/shaders_basic_lighting.c b/examples/web/shaders/shaders_basic_lighting.c deleted file mode 100644 index b290a19..0000000 --- a/examples/web/shaders/shaders_basic_lighting.c +++ /dev/null @@ -1,222 +0,0 @@ -/******************************************************************************************* -* -* 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.projection = 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[MATERIAL_MAP_DIFFUSE].texture = texture; - modelB.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; - modelC.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; - - shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), - TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); - - // Get some shader loactions - shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); - shader.locs[SHADER_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 }, SHADER_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, 60, 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[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_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(); - //---------------------------------------------------------------------------------- -} - |
