aboutsummaryrefslogtreecommitdiff
path: root/examples/shaders_basic_lighting.c
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2016-01-17 02:11:06 +0100
committerRay <raysan5@gmail.com>2016-01-17 02:11:06 +0100
commit144681fc0f44bc429f2c6cbc0036b1dbfcef00c0 (patch)
tree4de4bcf8b14bbf4de18ccfd4a720b923746a6e50 /examples/shaders_basic_lighting.c
parent03c82605a0b1569f0ea4a5333858002abab1bbe5 (diff)
downloadraylib-144681fc0f44bc429f2c6cbc0036b1dbfcef00c0.tar.gz
raylib-144681fc0f44bc429f2c6cbc0036b1dbfcef00c0.zip
Rename lighting_blinn_phong.c to shaders_basic_lighting.c
Diffstat (limited to 'examples/shaders_basic_lighting.c')
-rw-r--r--examples/shaders_basic_lighting.c153
1 files changed, 153 insertions, 0 deletions
diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c
new file mode 100644
index 00000000..d7683648
--- /dev/null
+++ b/examples/shaders_basic_lighting.c
@@ -0,0 +1,153 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Blinn-Phong lighting
+*
+* 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"
+
+#define SHININESS_SPEED 1.0f
+#define LIGHT_SPEED 0.25f
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - blinn-phong lighting");
+ SetTargetFPS(60);
+
+ // Camera initialization
+ Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
+
+ // Model initialization
+ Vector3 position = { 0.0f, 0.0f, 0.0f };
+ Model model = LoadModel("resources/model/dwarf.obj");
+ Shader shader = LoadShader("resources/shaders/phong.vs", "resources/shaders/phong.fs");
+ SetModelShader(&model, shader);
+
+ // Shader locations initialization
+ int lIntensityLoc = GetShaderLocation(shader, "light_intensity");
+ int lAmbientLoc = GetShaderLocation(shader, "light_ambientColor");
+ int lDiffuseLoc = GetShaderLocation(shader, "light_diffuseColor");
+ int lSpecularLoc = GetShaderLocation(shader, "light_specularColor");
+ int lSpecIntensityLoc = GetShaderLocation(shader, "light_specIntensity");
+
+ int mAmbientLoc = GetShaderLocation(shader, "mat_ambientColor");
+ int mSpecularLoc = GetShaderLocation(shader, "mat_specularColor");
+ int mGlossLoc = GetShaderLocation(shader, "mat_glossiness");
+
+ // Camera and light vectors shader locations
+ int cameraLoc = GetShaderLocation(shader, "cameraPos");
+ int lightLoc = GetShaderLocation(shader, "lightPos");
+
+ // Light and material definitions
+ Light light;
+ Material matBlinn;
+
+ // 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.diffuse = WHITE;
+ matBlinn.ambient = (Color){ 50, 50, 50, 255 };
+ matBlinn.specular = 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
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Update camera position
+ UpdateCamera(&camera);
+
+ // 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.ambient), 3);
+ SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.specular), 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.diffuse);
+ DrawSphere(light.position, 0.5f, GOLD);
+
+ DrawGrid(20, 1.0f);
+
+ End3dMode();
+
+ DrawFPS(10, 10); // Draw FPS
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadShader(shader);
+ UnloadModel(model);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}