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authorRay <raysan5@gmail.com>2019-06-14 12:59:40 +0200
committerRay <raysan5@gmail.com>2019-06-14 12:59:40 +0200
commit81d8302d538d117277e1cfa3aa088d4d51937533 (patch)
tree2c4a9167dff2992770220bef7baa3126a95b35d3 /examples/shaders
parenta43d49ed72f41dddb5e71c26aa981076fe26f1f5 (diff)
downloadraylib-81d8302d538d117277e1cfa3aa088d4d51937533.tar.gz
raylib-81d8302d538d117277e1cfa3aa088d4d51937533.zip
ADDED: shaders_basic_lighting
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/shaders/glsl330/basic_lighting.fs82
-rw-r--r--examples/shaders/resources/shaders/glsl330/basic_lighting.vs33
-rw-r--r--examples/shaders/resources/texel_checker.pngbin0 -> 57153 bytes
-rw-r--r--examples/shaders/rlights.h187
-rw-r--r--examples/shaders/shaders_basic_lighting.c184
-rw-r--r--examples/shaders/shaders_basic_lighting.pngbin0 -> 82736 bytes
6 files changed, 486 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/basic_lighting.fs b/examples/shaders/resources/shaders/glsl330/basic_lighting.fs
new file mode 100644
index 00000000..50b41f09
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/basic_lighting.fs
@@ -0,0 +1,82 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec4 fragColor;
+in vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct MaterialProperty {
+ vec3 color;
+ int useSampler;
+ sampler2D sampler;
+};
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+uniform vec4 ambient;
+uniform vec3 viewPos;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+ vec3 lightDot = vec3(0.0);
+ vec3 normal = normalize(fragNormal);
+ vec3 viewD = normalize(viewPos - fragPosition);
+ vec3 specular = vec3(0.0);
+
+ // NOTE: Implement here your fragment shader code
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ vec3 light = vec3(0.0);
+
+ if (lights[i].type == LIGHT_DIRECTIONAL)
+ {
+ light = -normalize(lights[i].target - lights[i].position);
+ }
+
+ if (lights[i].type == LIGHT_POINT)
+ {
+ light = normalize(lights[i].position - fragPosition);
+ }
+
+ float NdotL = max(dot(normal, light), 0.0);
+ lightDot += lights[i].color.rgb*NdotL;
+
+ float specCo = 0.0;
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16); // 16 refers to shine
+ specular += specCo;
+ }
+ }
+
+ finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0);
+
+ // Gamma correction
+ finalColor = pow(finalColor, vec4(1.0/2.2));
+}
diff --git a/examples/shaders/resources/shaders/glsl330/basic_lighting.vs b/examples/shaders/resources/shaders/glsl330/basic_lighting.vs
new file mode 100644
index 00000000..509954dd
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/basic_lighting.vs
@@ -0,0 +1,33 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matModel;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(matModel*vec4(vertexPosition, 1.0f));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ mat3 normalMatrix = transpose(inverse(mat3(matModel)));
+ fragNormal = normalize(normalMatrix*vertexNormal);
+
+ // Calculate final vertex position
+ gl_Position = mvp*vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/resources/texel_checker.png b/examples/shaders/resources/texel_checker.png
new file mode 100644
index 00000000..0e03e3ed
--- /dev/null
+++ b/examples/shaders/resources/texel_checker.png
Binary files differ
diff --git a/examples/shaders/rlights.h b/examples/shaders/rlights.h
new file mode 100644
index 00000000..b564efc3
--- /dev/null
+++ b/examples/shaders/rlights.h
@@ -0,0 +1,187 @@
+/**********************************************************************************************
+*
+* raylib.lights - Some useful functions to deal with lights data
+*
+* CONFIGURATION:
+*
+* #define RLIGHTS_IMPLEMENTATION
+* Generates the implementation of the library into the included file.
+* If not defined, the library is in header only mode and can be included in other headers
+* or source files without problems. But only ONE file should hold the implementation.
+*
+* LICENSE: zlib/libpng
+*
+* Copyright (c) 2017-2019 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
+*
+* This software is provided "as-is", without any express or implied warranty. In no event
+* will the authors be held liable for any damages arising from the use of this software.
+*
+* Permission is granted to anyone to use this software for any purpose, including commercial
+* applications, and to alter it and redistribute it freely, subject to the following restrictions:
+*
+* 1. The origin of this software must not be misrepresented; you must not claim that you
+* wrote the original software. If you use this software in a product, an acknowledgment
+* in the product documentation would be appreciated but is not required.
+*
+* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
+* as being the original software.
+*
+* 3. This notice may not be removed or altered from any source distribution.
+*
+**********************************************************************************************/
+
+#ifndef RLIGHTS_H
+#define RLIGHTS_H
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+// Light data
+typedef struct {
+ int type;
+ Vector3 position;
+ Vector3 target;
+ Color color;
+ bool enabled;
+
+ // Shader locations
+ int enabledLoc;
+ int typeLoc;
+ int posLoc;
+ int targetLoc;
+ int colorLoc;
+} Light;
+
+// Light type
+typedef enum {
+ LIGHT_DIRECTIONAL,
+ LIGHT_POINT
+} LightType;
+
+#ifdef __cplusplus
+extern "C" { // Prevents name mangling of functions
+#endif
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+int lightsCount = 0; // Current amount of created lights
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader); // Create a light and get shader locations
+void UpdateLightValues(Shader shader, Light light); // Send light properties to shader
+//void InitLightLocations(Shader shader, Light *light); // Init light shader locations
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif // RLIGHTS_H
+
+
+/***********************************************************************************
+*
+* RLIGHTS IMPLEMENTATION
+*
+************************************************************************************/
+
+#if defined(RLIGHTS_IMPLEMENTATION)
+
+#include "raylib.h"
+
+//----------------------------------------------------------------------------------
+// Defines and Macros
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Declaration
+//----------------------------------------------------------------------------------
+// ...
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+
+// Create a light and get shader locations
+Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shader shader)
+{
+ Light light = { 0 };
+
+ if (lightsCount < MAX_LIGHTS)
+ {
+ light.enabled = true;
+ light.type = type;
+ light.position = position;
+ light.target = target;
+ light.color = color;
+
+ // TODO: Below code doesn't look good to me,
+ // it assumes a specific shader naming and structure
+ // Probably this implementation could be improved
+ char enabledName[32] = "lights[x].enabled\0";
+ char typeName[32] = "lights[x].type\0";
+ char posName[32] = "lights[x].position\0";
+ char targetName[32] = "lights[x].target\0";
+ char colorName[32] = "lights[x].color\0";
+ enabledName[7] = '0' + lightsCount;
+ typeName[7] = '0' + lightsCount;
+ posName[7] = '0' + lightsCount;
+ targetName[7] = '0' + lightsCount;
+ colorName[7] = '0' + lightsCount;
+
+ light.enabledLoc = GetShaderLocation(shader, enabledName);
+ light.typeLoc = GetShaderLocation(shader, typeName);
+ light.posLoc = GetShaderLocation(shader, posName);
+ light.targetLoc = GetShaderLocation(shader, targetName);
+ light.colorLoc = GetShaderLocation(shader, colorName);
+
+ UpdateLightValues(shader, light);
+
+ lightsCount++;
+ }
+
+ return light;
+}
+
+// Send light properties to shader
+// NOTE: Light shader locations should be available
+void UpdateLightValues(Shader shader, Light light)
+{
+ // Send to shader light enabled state and type
+ SetShaderValue(shader, light.enabledLoc, &light.enabled, UNIFORM_INT);
+ SetShaderValue(shader, light.typeLoc, &light.type, UNIFORM_INT);
+
+ // Send to shader light position values
+ float position[3] = { light.position.x, light.position.y, light.position.z };
+ SetShaderValue(shader, light.posLoc, position, UNIFORM_VEC3);
+
+ // Send to shader light target position values
+ float target[3] = { light.target.x, light.target.y, light.target.z };
+ SetShaderValue(shader, light.targetLoc, target, UNIFORM_VEC3);
+
+ // Send to shader light color values
+ float color[4] = { (float)light.color.r/(float)255, (float)light.color.g/(float)255,
+ (float)light.color.b/(float)255, (float)light.color.a/(float)255 };
+ SetShaderValue(shader, light.colorLoc, color, UNIFORM_VEC4);
+}
+
+#endif // RLIGHTS_IMPLEMENTATION \ No newline at end of file
diff --git a/examples/shaders/shaders_basic_lighting.c b/examples/shaders/shaders_basic_lighting.c
new file mode 100644
index 00000000..74bf2775
--- /dev/null
+++ b/examples/shaders/shaders_basic_lighting.c
@@ -0,0 +1,184 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - basic lighting
+*
+* 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).
+*
+* This example has been created using raylib 2.5 (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)
+*
+* 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)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#include "raymath.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 2.0f, 2.0f, 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.type = 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[MAP_DIFFUSE].texture = texture;
+ modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
+ modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
+
+ Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs",
+ "resources/shaders/glsl330/basic_lighting.fs");
+
+ // Get some shader loactions
+ shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
+ shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+
+ // ambient light level
+ int ambientLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+
+ float angle = 6.282f;
+
+ // All models use the same shader
+ modelA.materials[0].shader = shader;
+ modelB.materials[0].shader = shader;
+ modelC.materials[0].shader = shader;
+
+ // Using 4 point lights, white, 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);
+
+ 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
+ //----------------------------------------------------------------------------------
+ if (IsKeyPressed(KEY_W)) { 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 -= 0.02;
+ 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;
+
+ 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(-0.025));
+ modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));
+
+ // Update the light shader with the camera view position
+ float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
+ SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ // Draw the three models
+ DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
+ DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
+ DrawModel(modelC, (Vector3){ 1.6,0,0}, 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); }
+
+ DrawGrid(10, 1.0f);
+
+ EndMode3D();
+
+ DrawFPS(10, 10);
+
+ DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // 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
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
diff --git a/examples/shaders/shaders_basic_lighting.png b/examples/shaders/shaders_basic_lighting.png
new file mode 100644
index 00000000..bae869a9
--- /dev/null
+++ b/examples/shaders/shaders_basic_lighting.png
Binary files differ