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authorvictorfisac <victorfisac@gmail.com>2016-05-30 19:59:21 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-30 19:59:21 +0200
commit11cf455fe0d2c956043aa70f7d8256c4a339b430 (patch)
treeafcb06723fd9d4f4c0ae7b7d3e9a3f30e494ae1f /examples
parentb0a0c5d4312d05d460cdd12f6af12321b0a55e66 (diff)
downloadraylib-11cf455fe0d2c956043aa70f7d8256c4a339b430.tar.gz
raylib-11cf455fe0d2c956043aa70f7d8256c4a339b430.zip
Standard Lighting (3/3)
- Added normal and specular maps to standard shader. - Added full tint attribute to standard shader and material data type. - Changed point light attenuation to radius.
Diffstat (limited to 'examples')
-rw-r--r--examples/resources/shaders/standard.fs44
-rw-r--r--examples/shaders_standard_lighting.c8
2 files changed, 34 insertions, 18 deletions
diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs
index 3c3bef4b..bb9e6865 100644
--- a/examples/resources/shaders/standard.fs
+++ b/examples/resources/shaders/standard.fs
@@ -8,12 +8,18 @@ in vec3 fragNormal;
out vec4 finalColor;
uniform sampler2D texture0;
+uniform sampler2D texture1;
+uniform sampler2D texture2;
+uniform vec4 colTint;
uniform vec4 colAmbient;
uniform vec4 colDiffuse;
uniform vec4 colSpecular;
uniform float glossiness;
+uniform int useNormal;
+uniform int useSpecular;
+
uniform mat4 modelMatrix;
uniform vec3 viewDir;
@@ -24,7 +30,7 @@ struct Light {
vec3 direction;
vec4 diffuse;
float intensity;
- float attenuation;
+ float radius;
float coneAngle;
};
@@ -32,27 +38,27 @@ const int maxLights = 8;
uniform int lightsCount;
uniform Light lights[maxLights];
-vec3 CalcPointLight(Light l, vec3 n, vec3 v)
+vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 surfaceToLight = l.position - surfacePos;
// Diffuse shading
float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1);
- float diff = 1.0/dot(surfaceToLight/l.attenuation, surfaceToLight/l.attenuation)*brightness*l.intensity;
+ float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
// Specular shading
float spec = 0.0;
if (diff > 0.0)
{
vec3 h = normalize(-l.direction + v);
- spec = pow(dot(n, h), 3 + glossiness);
+ spec = pow(dot(n, h), 3 + glossiness)*s;
}
return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
-vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
+vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s)
{
vec3 lightDir = normalize(-l.direction);
@@ -64,14 +70,14 @@ vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
if (diff > 0.0)
{
vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3 + glossiness);
+ spec = pow(dot(n, h), 3 + glossiness)*s;
}
// Combine results
return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
}
-vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
+vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s)
{
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
vec3 lightToSurface = normalize(surfacePos - l.position);
@@ -95,7 +101,7 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
if (diffAttenuation > 0.0)
{
vec3 h = normalize(lightDir + v);
- spec = pow(dot(n, h), 3 + glossiness);
+ spec = pow(dot(n, h), 3 + glossiness)*s;
}
return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
@@ -104,9 +110,10 @@ vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
void main()
{
// Calculate fragment normal in screen space
+ // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
mat3 normalMatrix = transpose(inverse(mat3(modelMatrix)));
vec3 normal = normalize(normalMatrix*fragNormal);
-
+
// Normalize normal and view direction vectors
vec3 n = normalize(normal);
vec3 v = normalize(viewDir);
@@ -115,6 +122,17 @@ void main()
vec4 texelColor = texture(texture0, fragTexCoord);
vec3 lighting = colAmbient.rgb;
+ // Calculate normal texture color fetching or set to maximum normal value by default
+ if(useNormal == 1)
+ {
+ n *= texture(texture1, fragTexCoord).rgb;
+ n = normalize(n);
+ }
+
+ // Calculate specular texture color fetching or set to maximum specular value by default
+ float spec = 1.0;
+ if(useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r);
+
for (int i = 0; i < lightsCount; i++)
{
// Check if light is enabled
@@ -123,14 +141,14 @@ void main()
// Calculate lighting based on light type
switch (lights[i].type)
{
- case 0: lighting += CalcPointLight(lights[i], n, v); break;
- case 1: lighting += CalcDirectionalLight(lights[i], n, v); break;
- case 2: lighting += CalcSpotLight(lights[i], n, v); break;
+ case 0: lighting += CalcPointLight(lights[i], n, v, spec); break;
+ case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break;
+ case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break;
default: break;
}
}
}
// Calculate final fragment color
- finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
+ finalColor = vec4(texelColor.rgb*lighting*colTint.rgb, texelColor.a*colTint.a);
}
diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c
index 6f45ca61..6b5cd9f5 100644
--- a/examples/shaders_standard_lighting.c
+++ b/examples/shaders_standard_lighting.c
@@ -69,8 +69,6 @@ int main()
SetCameraMode(CAMERA_ORBITAL); // Set an orbital 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
-
- float framesCounter = 0; // Define frames counter to update model rotation
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@@ -81,8 +79,6 @@ int main()
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera); // Update internal camera and our camera
-
- framesCounter += 0.5f;
//----------------------------------------------------------------------------------
// Draw
@@ -93,7 +89,7 @@ int main()
Begin3dMode(camera);
- DrawModelEx(dwarf, position, (Vector3){ 0.0f, 1.0f, 0.0f }, framesCounter, (Vector3){ 2.0f, 2.0f, 2.0f}, RED); // Draw 3d model with texture
+ DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
DrawLights(); // Draw all created lights in 3D world
@@ -102,6 +98,8 @@ int main()
End3dMode();
DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------