summaryrefslogtreecommitdiffhomepage
path: root/examples/others/standard_lighting.c
diff options
context:
space:
mode:
Diffstat (limited to 'examples/others/standard_lighting.c')
-rw-r--r--examples/others/standard_lighting.c483
1 files changed, 483 insertions, 0 deletions
diff --git a/examples/others/standard_lighting.c b/examples/others/standard_lighting.c
new file mode 100644
index 00000000..14fda32e
--- /dev/null
+++ b/examples/others/standard_lighting.c
@@ -0,0 +1,483 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Standard lighting (materials and lights)
+*
+* 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), to test this example
+* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
+* raylib comes with shaders ready for both versions, check raylib/shaders install folder
+*
+* This example has been created using raylib 1.7 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2016-2017 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include <stdlib.h> // Required for: NULL
+#include <string.h> // Required for: strcpy()
+#include <math.h> // Required for: vector math
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define MAX_LIGHTS 8 // Max lights supported by standard shader
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Light type
+typedef struct LightData {
+ unsigned int id; // Light unique id
+ bool enabled; // Light enabled
+ int type; // Light type: LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT
+
+ Vector3 position; // Light position
+ Vector3 target; // Light direction: LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target)
+ float radius; // Light attenuation radius light intensity reduced with distance (world distance)
+
+ Color diffuse; // Light diffuse color
+ float intensity; // Light intensity level
+
+ float coneAngle; // Light cone max angle: LIGHT_SPOT
+} LightData, *Light;
+
+// Light types
+typedef enum { LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT } LightType;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static Light lights[MAX_LIGHTS]; // Lights pool
+static int lightsCount = 0; // Enabled lights counter
+static int lightsLocs[MAX_LIGHTS][8]; // Lights location points in shader: 8 possible points per light:
+ // enabled, type, position, target, radius, diffuse, intensity, coneAngle
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+static Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool
+static void DestroyLight(Light light); // Destroy a light and take it out of the list
+static void DrawLight(Light light); // Draw light in 3D world
+
+static void GetShaderLightsLocations(Shader shader); // Get shader locations for lights (up to MAX_LIGHTS)
+static void SetShaderLightsValues(Shader shader); // Set shader uniform values for lights
+
+// Vector3 math functions
+static float VectorLength(const Vector3 v); // Calculate vector lenght
+static void VectorNormalize(Vector3 *v); // Normalize provided vector
+static Vector3 VectorSubtract(Vector3 v1, Vector3 v2); // Substract two vectors
+
+
+//https://www.gamedev.net/topic/655969-speed-gluniform-vs-uniform-buffer-objects/
+//https://www.reddit.com/r/opengl/comments/4ri20g/is_gluniform_more_expensive_than_glprogramuniform/
+//http://cg.alexandra.dk/?p=3778 - AZDO
+//https://developer.apple.com/library/content/documentation/3DDrawing/Conceptual/OpenGLES_ProgrammingGuide/BestPracticesforShaders/BestPracticesforShaders.html
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
+
+ // Define the camera to look into our 3d world
+ Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
+
+ Material material;// = LoadStandardMaterial();
+
+ material.shader = LoadShader("resources/shaders/glsl330/standard.vs",
+ "resources/shaders/glsl330/standard.fs");
+
+ // Try to get lights location points (if available)
+ GetShaderLightsLocations(material.shader);
+
+ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
+ material.texNormal = LoadTexture("resources/model/dwarf_normal.png"); // Load model normal texture
+ material.texSpecular = LoadTexture("resources/model/dwarf_specular.png"); // Load model specular texture
+ material.colDiffuse = WHITE;
+ material.colAmbient = (Color){0, 0, 10, 255};
+ material.colSpecular = WHITE;
+ material.glossiness = 50.0f;
+
+ dwarf.material = material; // Apply material to model
+
+ Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
+ spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
+ spotLight->intensity = 2.0f;
+ spotLight->diffuse = (Color){255, 100, 100, 255};
+ spotLight->coneAngle = 60.0f;
+
+ Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
+ dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
+ dirLight->intensity = 2.0f;
+ dirLight->diffuse = (Color){100, 255, 100, 255};
+
+ Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
+ pointLight->intensity = 2.0f;
+ pointLight->diffuse = (Color){100, 100, 255, 255};
+ pointLight->radius = 3.0f;
+
+ // Set shader lights values for enabled lights
+ // NOTE: If values are not changed in real time, they can be set at initialization!!!
+ SetShaderLightsValues(material.shader);
+
+ //SetShaderActive(0);
+
+ // Setup orbital camera
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera); // Update camera
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+
+ DrawLight(spotLight); // Draw spot light
+ DrawLight(dirLight); // Draw directional light
+ DrawLight(pointLight); // Draw point light
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ End3dMode();
+
+ DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadMaterial(material); // Unload material and assigned textures
+ UnloadModel(dwarf); // Unload model
+
+ // Destroy all created lights
+ DestroyLight(pointLight);
+ DestroyLight(dirLight);
+ DestroyLight(spotLight);
+
+ // Unload lights
+ if (lightsCount > 0)
+ {
+ for (int i = 0; i < lightsCount; i++) free(lights[i]);
+ lightsCount = 0;
+ }
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//--------------------------------------------------------------------------------------------
+// Module Functions Definitions
+//--------------------------------------------------------------------------------------------
+
+// Create a new light, initialize it and add to pool
+Light CreateLight(int type, Vector3 position, Color diffuse)
+{
+ Light light = NULL;
+
+ if (lightsCount < MAX_LIGHTS)
+ {
+ // Allocate dynamic memory
+ light = (Light)malloc(sizeof(LightData));
+
+ // Initialize light values with generic values
+ light->id = lightsCount;
+ light->type = type;
+ light->enabled = true;
+
+ light->position = position;
+ light->target = (Vector3){ 0.0f, 0.0f, 0.0f };
+ light->intensity = 1.0f;
+ light->diffuse = diffuse;
+
+ // Add new light to the array
+ lights[lightsCount] = light;
+
+ // Increase enabled lights count
+ lightsCount++;
+ }
+ else
+ {
+ // NOTE: Returning latest created light to avoid crashes
+ light = lights[lightsCount];
+ }
+
+ return light;
+}
+
+// Destroy a light and take it out of the list
+void DestroyLight(Light light)
+{
+ if (light != NULL)
+ {
+ int lightId = light->id;
+
+ // Free dynamic memory allocation
+ free(lights[lightId]);
+
+ // Remove *obj from the pointers array
+ for (int i = lightId; i < lightsCount; i++)
+ {
+ // Resort all the following pointers of the array
+ if ((i + 1) < lightsCount)
+ {
+ lights[i] = lights[i + 1];
+ lights[i]->id = lights[i + 1]->id;
+ }
+ }
+
+ // Decrease enabled physic objects count
+ lightsCount--;
+ }
+}
+
+// Draw light in 3D world
+void DrawLight(Light light)
+{
+ switch (light->type)
+ {
+ case LIGHT_POINT:
+ {
+ DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
+
+ DrawCircle3D(light->position, light->radius, (Vector3){ 0, 0, 0 }, 0.0f, (light->enabled ? light->diffuse : GRAY));
+ DrawCircle3D(light->position, light->radius, (Vector3){ 1, 0, 0 }, 90.0f, (light->enabled ? light->diffuse : GRAY));
+ DrawCircle3D(light->position, light->radius, (Vector3){ 0, 1, 0 },90.0f, (light->enabled ? light->diffuse : GRAY));
+ } break;
+ case LIGHT_DIRECTIONAL:
+ {
+ DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
+
+ DrawSphereWires(light->position, 0.3f*light->intensity, 8, 8, (light->enabled ? light->diffuse : GRAY));
+ DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
+ } break;
+ case LIGHT_SPOT:
+ {
+ DrawLine3D(light->position, light->target, (light->enabled ? light->diffuse : GRAY));
+
+ Vector3 dir = VectorSubtract(light->target, light->position);
+ VectorNormalize(&dir);
+
+ DrawCircle3D(light->position, 0.5f, dir, 0.0f, (light->enabled ? light->diffuse : GRAY));
+
+ //DrawCylinderWires(light->position, 0.0f, 0.3f*light->coneAngle/50, 0.6f, 5, (light->enabled ? light->diffuse : GRAY));
+ DrawCubeWires(light->target, 0.3f, 0.3f, 0.3f, (light->enabled ? light->diffuse : GRAY));
+ } break;
+ default: break;
+ }
+}
+
+// Get shader locations for lights (up to MAX_LIGHTS)
+static void GetShaderLightsLocations(Shader shader)
+{
+ char locName[32] = "lights[x].\0";
+ char locNameUpdated[64];
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ locName[7] = '0' + i;
+
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "enabled\0");
+ lightsLocs[i][0] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "type\0");
+ lightsLocs[i][1] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "position\0");
+ lightsLocs[i][2] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "direction\0");
+ lightsLocs[i][3] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "radius\0");
+ lightsLocs[i][4] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "diffuse\0");
+ lightsLocs[i][5] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "intensity\0");
+ lightsLocs[i][6] = GetShaderLocation(shader, locNameUpdated);
+
+ locNameUpdated[0] = '\0';
+ strcpy(locNameUpdated, locName);
+ strcat(locNameUpdated, "coneAngle\0");
+ lightsLocs[i][7] = GetShaderLocation(shader, locNameUpdated);
+ }
+}
+
+// Set shader uniform values for lights
+// NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0
+// TODO: Replace glUniform1i(), glUniform1f(), glUniform3f(), glUniform4f():
+//SetShaderValue(Shader shader, int uniformLoc, float *value, int size)
+//SetShaderValuei(Shader shader, int uniformLoc, int *value, int size)
+static void SetShaderLightsValues(Shader shader)
+{
+ int tempInt[8] = { 0 };
+ float tempFloat[8] = { 0.0f };
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (i < lightsCount)
+ {
+ tempInt[0] = lights[i]->enabled;
+ SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], lights[i]->enabled);
+
+ tempInt[0] = lights[i]->type;
+ SetShaderValuei(shader, lightsLocs[i][1], tempInt, 1); //glUniform1i(lightsLocs[i][1], lights[i]->type);
+
+ tempFloat[0] = (float)lights[i]->diffuse.r/255.0f;
+ tempFloat[1] = (float)lights[i]->diffuse.g/255.0f;
+ tempFloat[2] = (float)lights[i]->diffuse.b/255.0f;
+ tempFloat[3] = (float)lights[i]->diffuse.a/255.0f;
+ SetShaderValue(shader, lightsLocs[i][5], tempFloat, 4);
+ //glUniform4f(lightsLocs[i][5], (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255);
+
+ tempFloat[0] = lights[i]->intensity;
+ SetShaderValue(shader, lightsLocs[i][6], tempFloat, 1);
+
+ switch (lights[i]->type)
+ {
+ case LIGHT_POINT:
+ {
+ tempFloat[0] = lights[i]->position.x;
+ tempFloat[1] = lights[i]->position.y;
+ tempFloat[2] = lights[i]->position.z;
+ SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
+
+ tempFloat[0] = lights[i]->radius;
+ SetShaderValue(shader, lightsLocs[i][4], tempFloat, 1);
+
+ //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+ //glUniform1f(lightsLocs[i][4], lights[i]->radius);
+ } break;
+ case LIGHT_DIRECTIONAL:
+ {
+ Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
+ VectorNormalize(&direction);
+
+ tempFloat[0] = direction.x;
+ tempFloat[1] = direction.y;
+ tempFloat[2] = direction.z;
+ SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
+
+ //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
+ } break;
+ case LIGHT_SPOT:
+ {
+ tempFloat[0] = lights[i]->position.x;
+ tempFloat[1] = lights[i]->position.y;
+ tempFloat[2] = lights[i]->position.z;
+ SetShaderValue(shader, lightsLocs[i][2], tempFloat, 3);
+
+ //glUniform3f(lightsLocs[i][2], lights[i]->position.x, lights[i]->position.y, lights[i]->position.z);
+
+ Vector3 direction = VectorSubtract(lights[i]->target, lights[i]->position);
+ VectorNormalize(&direction);
+
+ tempFloat[0] = direction.x;
+ tempFloat[1] = direction.y;
+ tempFloat[2] = direction.z;
+ SetShaderValue(shader, lightsLocs[i][3], tempFloat, 3);
+ //glUniform3f(lightsLocs[i][3], direction.x, direction.y, direction.z);
+
+ tempFloat[0] = lights[i]->coneAngle;
+ SetShaderValue(shader, lightsLocs[i][7], tempFloat, 1);
+ //glUniform1f(lightsLocs[i][7], lights[i]->coneAngle);
+ } break;
+ default: break;
+ }
+ }
+ else
+ {
+ tempInt[0] = 0;
+ SetShaderValuei(shader, lightsLocs[i][0], tempInt, 1); //glUniform1i(lightsLocs[i][0], 0); // Light disabled
+ }
+ }
+}
+
+// Calculate vector lenght
+float VectorLength(const Vector3 v)
+{
+ float length;
+
+ length = sqrtf(v.x*v.x + v.y*v.y + v.z*v.z);
+
+ return length;
+}
+
+// Normalize provided vector
+void VectorNormalize(Vector3 *v)
+{
+ float length, ilength;
+
+ length = VectorLength(*v);
+
+ if (length == 0.0f) length = 1.0f;
+
+ ilength = 1.0f/length;
+
+ v->x *= ilength;
+ v->y *= ilength;
+ v->z *= ilength;
+}
+
+// Substract two vectors
+Vector3 VectorSubtract(Vector3 v1, Vector3 v2)
+{
+ Vector3 result;
+
+ result.x = v1.x - v2.x;
+ result.y = v1.y - v2.y;
+ result.z = v1.z - v2.z;
+
+ return result;
+}