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authorraysan5 <[email protected]>2021-07-16 17:18:32 +0200
committerraysan5 <[email protected]>2021-07-16 17:18:32 +0200
commit56cab4b6a9ce6680c205f38836a2c2a52c507408 (patch)
tree14531e73ca6e4b472c809bbc425ade8c1473c0e8 /examples
parentc4804c4c0cc3f20545fd2280a3501a463c8f92e7 (diff)
downloadraylib-56cab4b6a9ce6680c205f38836a2c2a52c507408.tar.gz
raylib-56cab4b6a9ce6680c205f38836a2c2a52c507408.zip
REVIEWED: shaders_basic_lighting #1865
Simplified the example
Diffstat (limited to 'examples')
-rw-r--r--examples/shaders/shaders_basic_lighting.c126
-rw-r--r--examples/shaders/shaders_basic_lighting.pngbin82736 -> 170325 bytes
2 files changed, 47 insertions, 79 deletions
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
index 6ef09e4a..347096fd 100644
--- a/examples/shaders/shaders_basic_lighting.c
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -7,21 +7,13 @@
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
*
-* This example has been created using raylib 2.5 (www.raylib.com)
+* This example has been created using raylib 3.8 (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)
+* Example contributed by Chris Camacho (@codifies, http://bedroomcoders.co.uk/) 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)
+* Copyright (c) 2019-2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -50,49 +42,39 @@ int main(void)
// Define the camera to look into our 3d world
Camera camera = { 0 };
- camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
+ camera.position = (Vector3){ 2.0f, 4.0f, 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
- Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
- Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
- Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
-
- // Load models texture
- 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;
+ camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
+ // Load plane model from a generated mesh
+ Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
+ Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
+
Shader 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");
+ // Get some required shader loactions
shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
-
- // ambient light level
+ // NOTE: "matModel" location name is automatically assigned on shader loading,
+ // no need to get the location again if using that uniform name
+ //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+
+ // Ambient light level (some basic lighting)
int ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
-
- float angle = 6.282f;
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 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;
+ // Assign out lighting shader to model
+ model.materials[0].shader = shader;
+ cube.materials[0].shader = shader;
- // Using 4 point lights, white, red, green and blue
+ // Using 4 point lights: gold, red, green and blue
Light lights[MAX_LIGHTS] = { 0 };
- 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);
+ lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
+ lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
+ lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
+ lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -2 }, Vector3Zero(), BLUE, shader);
SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
@@ -104,34 +86,21 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
+ UpdateCamera(&camera); // Update camera
+
+ // Check key inputs to enable/disable lights
+ if (IsKeyPressed(KEY_Y)) { 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 -= 0.02f;
- 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;
-
+
+ // Update light values (actually, only enable/disable them)
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(-0.025f));
- modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
-
- // Update the light shader with the camera view position
+ // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
@@ -144,16 +113,18 @@ int main(void)
BeginMode3D(camera);
- // Draw the three models
- DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
- DrawModel(modelB, (Vector3){-1.6f,0.0f,0.0f}, 1.0f, WHITE);
- DrawModel(modelC, (Vector3){ 1.6f,0.0f,0.0f}, 1.0f, WHITE);
+ DrawModel(model, Vector3Zero(), 1.0f, WHITE);
+ DrawModel(cube, Vector3Zero(), 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); }
+ if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW);
+ else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
+ if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
+ else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
+ if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
+ else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
+ if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
+ else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
DrawGrid(10, 1.0f);
@@ -161,7 +132,7 @@ int main(void)
DrawFPS(10, 10);
- DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
+ DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
@@ -169,14 +140,11 @@ int main(void)
// 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
+ UnloadModel(model); // Unload the model
+ UnloadModel(cube); // Unload the model
+ UnloadShader(shader); // Unload shader
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/examples/shaders/shaders_basic_lighting.png b/examples/shaders/shaders_basic_lighting.png
index bae869a9..b88b8cf4 100644
--- a/examples/shaders/shaders_basic_lighting.png
+++ b/examples/shaders/shaders_basic_lighting.png
Binary files differ