aboutsummaryrefslogtreecommitdiff
path: root/examples/shaders_basic_lighting.c
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2016-06-06 20:46:06 +0200
committerRay <raysan5@gmail.com>2016-06-06 20:46:06 +0200
commit1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf (patch)
tree0aba231bb77034cae38dc44e39d53b63197c6a2c /examples/shaders_basic_lighting.c
parent75a73d94171051037fcf670852877977d9251520 (diff)
parent4dada3269374a82fa2c4a06bd29dfc0f37a64380 (diff)
downloadraylib-1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf.tar.gz
raylib-1c98e6b698b8002e0c6c769c6d9f23a6e15f3bdf.zip
Merge pull request #125 from raysan5/develop
Develop branch integration
Diffstat (limited to 'examples/shaders_basic_lighting.c')
-rw-r--r--examples/shaders_basic_lighting.c171
1 files changed, 0 insertions, 171 deletions
diff --git a/examples/shaders_basic_lighting.c b/examples/shaders_basic_lighting.c
deleted file mode 100644
index 84bd1af4..00000000
--- a/examples/shaders_basic_lighting.c
+++ /dev/null
@@ -1,171 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [shaders] example - Basic lighting: Blinn-Phong
-*
-* 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
-
-// Light type
-typedef struct Light {
- Vector3 position;
- Vector3 direction;
- float intensity;
- float specIntensity;
- Color diffuse;
- Color ambient;
- Color specular;
-} Light;
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT);
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
-
- // 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");
-
- // Model and View matrix locations (required for lighting)
- int modelLoc = GetShaderLocation(shader, "modelMatrix");
- //int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used
-
- // 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.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
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // 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();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadShader(shader);
- UnloadModel(model);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}