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| author | victorfisac <victorfisac@gmail.com> | 2016-01-11 15:09:23 +0100 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-01-11 15:09:23 +0100 |
| commit | 8eb6fc5612da86e4fc196ed9719949748ed08d85 (patch) | |
| tree | 534c4b2f488e6cb0e650316fbee2b9d7a4d12664 /examples | |
| parent | a5e79b7663532b4420d91ee9adb7265f06847624 (diff) | |
| parent | 5e7686695fcfe32bbf956990ced0a02b7c881af1 (diff) | |
| download | raylib-8eb6fc5612da86e4fc196ed9719949748ed08d85.tar.gz raylib-8eb6fc5612da86e4fc196ed9719949748ed08d85.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/lighting_blinn_phong.c | 101 |
1 files changed, 36 insertions, 65 deletions
diff --git a/examples/lighting_blinn_phong.c b/examples/lighting_blinn_phong.c index d4ff548a..65dbb4f2 100644 --- a/examples/lighting_blinn_phong.c +++ b/examples/lighting_blinn_phong.c @@ -50,29 +50,28 @@ int main() int lightLoc = GetShaderLocation(shader, "lightPos"); // Light and material definitions - Light directionalLight; - Material blinnMaterial; + Light light; + Material matBlinn; // Light initialization - SetLightPosition(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f}); - SetLightRotation(&directionalLight, (Vector3){5.0f, 1.0f, 1.0f}); - SetLightIntensity(&directionalLight, 1); - SetLightAmbientColor(&directionalLight, (Vector3){0.6f, 0.3f, 0}); - SetLightDiffuseColor(&directionalLight, (Vector3){1, 1, 1}); - SetLightSpecularColor(&directionalLight, (Vector3){1, 1, 1}); - SetLightSpecIntensity(&directionalLight, 1); + light.position = (Vector3){ 5.0f, 1.0f, 1.0f }; + 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 - SetMaterialAmbientColor(&blinnMaterial, (Vector3){0.2f, 0.2f, 0.2f}); - SetMaterialDiffuseColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f}); - SetMaterialSpecularColor(&blinnMaterial, (Vector3){1.0f, 1.0f, 1.0f}); - SetMaterialGlossiness(&blinnMaterial, 50); + 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 - float cameraPosition[3] = { camera.position.x, camera.position.y, camera.position.z }; // Camera position vector in float array //-------------------------------------------------------------------------------------- // Main game loop @@ -81,69 +80,44 @@ int main() // Update //---------------------------------------------------------------------------------- - // Update camera position and its float array for shader + // Update camera position UpdateCamera(&camera); - cameraPosition[0] = camera.position.x; - cameraPosition[1] = camera.position.y; - cameraPosition[2] = camera.position.z; // Glossiness input control - if(IsKeyDown(KEY_UP)) - { - blinnMaterial.glossiness[0] += SHININESS_SPEED; - } + if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED; else if(IsKeyDown(KEY_DOWN)) { - blinnMaterial.glossiness[0] -= SHININESS_SPEED; - - if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0; + matBlinn.glossiness -= SHININESS_SPEED; + if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f; } // Light X movement - if(IsKeyDown(KEY_D)) - { - directionalLight.position[0] += LIGHT_SPEED; - } - else if(IsKeyDown(KEY_A)) - { - directionalLight.position[0] -= LIGHT_SPEED; - } + 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)) - { - directionalLight.position[1] += LIGHT_SPEED; - } - else if(IsKeyDown(KEY_LEFT_CONTROL)) - { - directionalLight.position[1] -= LIGHT_SPEED; - } + 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)) - { - directionalLight.position[2] += LIGHT_SPEED; - } - else if(IsKeyDown(KEY_W)) - { - directionalLight.position[2] -= LIGHT_SPEED; - } + 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, directionalLight.intensity, 1); - SetShaderValue(shader, lAmbientLoc, directionalLight.ambientColor, 3); - SetShaderValue(shader, lDiffuseLoc, directionalLight.diffuseColor, 3); - SetShaderValue(shader, lSpecularLoc, directionalLight.specularColor, 3); - SetShaderValue(shader, lSpecIntensityLoc, directionalLight.specularIntensity, 1); + 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, blinnMaterial.ambientColor, 3); - SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3); - SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1); + 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, cameraPosition, 3); - SetShaderValue(shader, lightLoc, directionalLight.position, 3); + SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3); + SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3); //---------------------------------------------------------------------------------- // Draw @@ -154,14 +128,12 @@ int main() Begin3dMode(camera); - DrawModel(model, position, 4.0f, (Color){255 * blinnMaterial.diffuseColor[0], 255 * blinnMaterial.diffuseColor[1], 255 * blinnMaterial.diffuseColor[2], 255}); - - DrawSphere((Vector3){directionalLight.position[0], directionalLight.position[1], directionalLight.position[2]}, 1, YELLOW); + DrawModel(model, position, 4.0f, matBlinn.diffuse); + DrawSphere(light.position, 1.0f, YELLOW); End3dMode(); - // Draw FPS - DrawFPS(10, 10); + DrawFPS(10, 10); // Draw FPS EndDrawing(); //---------------------------------------------------------------------------------- @@ -169,7 +141,6 @@ int main() // De-Initialization //-------------------------------------------------------------------------------------- - // Unload all loaded data UnloadShader(shader); UnloadModel(model); |
