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Diffstat (limited to 'docs/examples/web/shaders_basic_lighting.c')
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diff --git a/docs/examples/web/shaders_basic_lighting.c b/docs/examples/web/shaders_basic_lighting.c new file mode 100644 index 00000000..55cd3fe2 --- /dev/null +++ b/docs/examples/web/shaders_basic_lighting.c @@ -0,0 +1,219 @@ +/******************************************************************************************* +* +* 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(); + //---------------------------------------------------------------------------------- +}
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