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| author | Ray <raysan5@gmail.com> | 2017-04-09 23:46:47 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2017-04-09 23:46:47 +0200 |
| commit | f7bebf9861734c47d0840868f243b186a59a96ba (patch) | |
| tree | f5ca2d320c680ef5926b5455e4498646031cd5ac /docs/examples/web/shaders_basic_lighting.c | |
| parent | 8374460c3986b16c68a6dea0643e9af541987d52 (diff) | |
| download | raylib-f7bebf9861734c47d0840868f243b186a59a96ba.tar.gz raylib-f7bebf9861734c47d0840868f243b186a59a96ba.zip | |
Working on web examples
Reorganizing folders
Review examples
Work on makefile and loader.html
Diffstat (limited to 'docs/examples/web/shaders_basic_lighting.c')
| -rw-r--r-- | docs/examples/web/shaders_basic_lighting.c | 219 |
1 files changed, 0 insertions, 219 deletions
diff --git a/docs/examples/web/shaders_basic_lighting.c b/docs/examples/web/shaders_basic_lighting.c deleted file mode 100644 index 55cd3fe2..00000000 --- a/docs/examples/web/shaders_basic_lighting.c +++ /dev/null @@ -1,219 +0,0 @@ -/******************************************************************************************* -* -* 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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