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authorRay San <[email protected]>2017-02-06 18:48:56 +0100
committerRay San <[email protected]>2017-02-06 18:48:56 +0100
commit1f6eb1fc61d2cc0cca54a79c1516432f09c86313 (patch)
tree9ddff0e6ddba65004557c3628a3d56dfaf47ea4b /docs/examples/web/shaders_basic_lighting.c
parentf2f05a734d4999ffdc19629c838f46914650bbd0 (diff)
downloadraylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.tar.gz
raylib-1f6eb1fc61d2cc0cca54a79c1516432f09c86313.zip
Moved raylib webpage to docs folder
raylib webpage has been completely reorganized and moved from gh-pages (a pain to work with) to docs folder. Useless libs have been removed, webs have been renamed, etc. Now it would be easier (hopefully) to update webpage. :)
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+/*******************************************************************************************
+*
+* raylib [shaders] example - Basic lighting: Blinn-Phong (adapted for HTML5 platform)
+*
+* 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) 2014 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+#define SHININESS_SPEED 1.0f
+#define LIGHT_SPEED 0.25f
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int screenWidth = 800;
+int screenHeight = 450;
+
+// Light type
+typedef struct Light {
+ Vector3 position;
+ Vector3 direction;
+ float intensity;
+ float specIntensity;
+ Color diffuse;
+ Color ambient;
+ Color specular;
+} Light;
+
+// Camera initialization
+Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+
+Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+Model model;
+Shader shader;
+
+int lIntensityLoc;
+int lAmbientLoc;
+int lDiffuseLoc;
+int lSpecularLoc;
+int lSpecIntensityLoc;
+
+int mAmbientLoc;
+int mSpecularLoc;
+int mGlossLoc;
+
+// Camera and light vectors shader locations
+int cameraLoc;
+int lightLoc;
+
+// Model and View matrix locations (required for lighting)
+int modelLoc;
+
+// Light and material definitions
+Light light;
+Material matBlinn;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void); // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main Enry Point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
+
+ // Model initialization
+ model = LoadModel("resources/model/dwarf.obj");
+ shader = LoadShader("resources/shaders/phong.vs",
+ "resources/shaders/phong.fs");
+ SetModelShader(&model, shader);
+ // Shader locations initialization
+ lIntensityLoc = GetShaderLocation(shader, "light_intensity");
+ lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
+ lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
+ lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
+ lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
+
+ mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
+ mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
+ mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
+
+ // Camera and light vectors shader locations
+ cameraLoc = GetShaderLocation(shader, "cameraPos");
+ lightLoc = GetShaderLocation(shader, "lightPos");
+
+ // Model and View matrix locations (required for lighting)
+ modelLoc = GetShaderLocation(shader, "modelMatrix");
+ //int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
+
+ // Light initialization
+ light.position = (Vector3){ 4.0f, 2.0f, 0.0f };
+ light.direction = (Vector3){ 5.0f, 1.0f, 1.0f };
+ light.intensity = 1.0f;
+ light.diffuse = WHITE;
+ light.ambient = (Color){ 150, 75, 0, 255 };
+ light.specular = WHITE;
+ light.specIntensity = 1.0f;
+
+ // Material initialization
+ matBlinn.colDiffuse = WHITE;
+ matBlinn.colAmbient = (Color){ 50, 50, 50, 255 };
+ matBlinn.colSpecular = WHITE;
+ matBlinn.glossiness = 50.0f;
+
+ // Setup camera
+ SetCameraMode(CAMERA_FREE); // Set 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
+
+#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
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader); // Unload shader
+ UnloadModel(model); // Unload model
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera); // Update camera position
+
+ // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT!
+ SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader
+ //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used
+
+ // Glossiness input control
+ if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED;
+ else if(IsKeyDown(KEY_DOWN))
+ {
+ matBlinn.glossiness -= SHININESS_SPEED;
+ if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f;
+ }
+
+ // Light X movement
+ if (IsKeyDown(KEY_D)) light.position.x += LIGHT_SPEED;
+ else if(IsKeyDown(KEY_A)) light.position.x -= LIGHT_SPEED;
+
+ // Light Y movement
+ if (IsKeyDown(KEY_LEFT_SHIFT)) light.position.y += LIGHT_SPEED;
+ else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED;
+
+ // Light Z movement
+ if (IsKeyDown(KEY_S)) light.position.z += LIGHT_SPEED;
+ else if (IsKeyDown(KEY_W)) light.position.z -= LIGHT_SPEED;
+
+ // Send light values to shader
+ SetShaderValue(shader, lIntensityLoc, &light.intensity, 1);
+ SetShaderValue(shader, lAmbientLoc, ColorToFloat(light.ambient), 3);
+ SetShaderValue(shader, lDiffuseLoc, ColorToFloat(light.diffuse), 3);
+ SetShaderValue(shader, lSpecularLoc, ColorToFloat(light.specular), 3);
+ SetShaderValue(shader, lSpecIntensityLoc, &light.specIntensity, 1);
+
+ // Send material values to shader
+ SetShaderValue(shader, mAmbientLoc, ColorToFloat(matBlinn.colAmbient), 3);
+ SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3);
+ SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1);
+
+ // Send camera and light transform values to shader
+ SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3);
+ SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(model, position, 4.0f, matBlinn.colDiffuse);
+ DrawSphere(light.position, 0.5f, GOLD);
+
+ DrawGrid(20, 1.0f);
+
+ End3dMode();
+
+ DrawFPS(10, 10); // Draw FPS
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+} \ No newline at end of file