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authorvictorfisac <victorfisac@gmail.com>2016-05-21 18:16:39 +0200
committervictorfisac <victorfisac@gmail.com>2016-05-21 18:16:39 +0200
commitc320a21f2b0e96f7605624e84048ccab9700b516 (patch)
tree76abf548d99ea51b303302ea7e7b9bfc0773f826 /examples
parent80eb4f3f50bb9773dd0e5d4b70c50e18df8996e5 (diff)
downloadraylib-c320a21f2b0e96f7605624e84048ccab9700b516.tar.gz
raylib-c320a21f2b0e96f7605624e84048ccab9700b516.zip
Add standard lighting (2/3)
- 3 light types added (point, directional, spot). - DrawLights() function added using line shapes. - Standard lighting example added. - Removed useless struct variables from material and light. - Fixed light attributes dynamic locations errors. - Standard vertex and fragment shaders temporally added until rewrite it as char pointers in rlgl. TODO: - Add normal and specular maps calculations in standard shader. - Add control structs to handle which attributes needs to be calculated (textures, specular...). - Adapt standard shader to version 110. - Rewrite standard shader as char pointers in rlgl.
Diffstat (limited to 'examples')
-rw-r--r--examples/resources/shaders/standard.fs136
-rw-r--r--examples/resources/shaders/standard.vs23
-rw-r--r--examples/shaders_standard_lighting.c118
3 files changed, 277 insertions, 0 deletions
diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs
new file mode 100644
index 00000000..30c841d2
--- /dev/null
+++ b/examples/resources/shaders/standard.fs
@@ -0,0 +1,136 @@
+#version 330
+
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+in vec4 fragColor;
+in vec3 fragNormal;
+
+out vec4 finalColor;
+
+uniform sampler2D texture0;
+
+uniform vec4 colAmbient;
+uniform vec4 colDiffuse;
+uniform vec4 colSpecular;
+uniform float glossiness;
+
+uniform mat4 modelMatrix;
+uniform vec3 viewDir;
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 direction;
+ vec4 diffuse;
+ float intensity;
+ float attenuation;
+ float coneAngle;
+};
+
+const int maxLights = 8;
+uniform int lightsCount;
+uniform Light lights[maxLights];
+
+vec3 CalcPointLight(Light l, vec3 n, vec3 v)
+{
+ 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;
+
+ // Specular shading
+ float spec = 0.0;
+ if(diff > 0.0)
+ {
+ vec3 h = normalize(-l.direction + v);
+ spec = pow(dot(n, h), 3 + glossiness);
+ }
+
+ return (diff*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v)
+{
+ vec3 lightDir = normalize(-l.direction);
+
+ // Diffuse shading
+ float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
+
+ // Specular shading
+ float spec = 0.0;
+ if(diff > 0.0)
+ {
+ vec3 h = normalize(lightDir + v);
+ spec = pow(dot(n, h), 3 + glossiness);
+ }
+
+ // Combine results
+ return (diff*l.intensity*l.diffuse.rgb*colDiffuse.rgb + spec*colSpecular.rgb);
+}
+
+vec3 CalcSpotLight(Light l, vec3 n, vec3 v)
+{
+ vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
+ vec3 lightToSurface = normalize(surfacePos - l.position);
+ vec3 lightDir = normalize(-l.direction);
+
+ // Diffuse shading
+ float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity;
+
+ // Spot attenuation
+ float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0);
+ attenuation = dot(lightToSurface, -lightDir);
+ float lightToSurfaceAngle = degrees(acos(attenuation));
+ if(lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
+ float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
+
+ // Combine diffuse and attenuation
+ float diffAttenuation = diff*attenuation;
+
+ // Specular shading
+ float spec = 0.0;
+ if(diffAttenuation > 0.0)
+ {
+ vec3 h = normalize(lightDir + v);
+ spec = pow(dot(n, h), 3 + glossiness);
+ }
+
+ return falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb);
+}
+
+void main()
+{
+ // Calculate fragment normal in screen space
+ 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);
+
+ // Calculate diffuse texture color fetching
+ vec4 texelColor = texture(texture0, fragTexCoord);
+ vec3 lighting = colAmbient.rgb;
+
+ for(int i = 0; i < lightsCount; i++)
+ {
+ // Check if light is enabled
+ if(lights[i].enabled == 1)
+ {
+ // 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;
+ default: break;
+ }
+ }
+ }
+
+ // Calculate final fragment color
+ finalColor = vec4(texelColor.rgb*lighting, texelColor.a);
+}
diff --git a/examples/resources/shaders/standard.vs b/examples/resources/shaders/standard.vs
new file mode 100644
index 00000000..fc0a5ff4
--- /dev/null
+++ b/examples/resources/shaders/standard.vs
@@ -0,0 +1,23 @@
+#version 330
+
+in vec3 vertexPosition;
+in vec3 vertexNormal;
+in vec2 vertexTexCoord;
+in vec4 vertexColor;
+
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+uniform mat4 mvpMatrix;
+
+void main()
+{
+ fragPosition = vertexPosition;
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = vertexNormal;
+
+ gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/examples/shaders_standard_lighting.c b/examples/shaders_standard_lighting.c
new file mode 100644
index 00000000..7a9cc086
--- /dev/null
+++ b/examples/shaders_standard_lighting.c
@@ -0,0 +1,118 @@
+/*******************************************************************************************
+*
+* raylib [shaders] example - Standard lighting (materials and lights)
+*
+* 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), to test this example
+* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
+* raylib comes with shaders ready for both versions, check raylib/shaders install folder
+*
+* 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) 2016 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ int screenWidth = 800;
+ int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
+
+ // Define the camera to look into our 3d world
+ Camera camera = {{ 4.0f, 4.0f, 4.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
+ Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
+
+ Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
+ Texture2D texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model diffuse texture
+
+ Material material = LoadStandardMaterial();
+ material.texDiffuse = texDiffuse;
+ material.colDiffuse = (Color){255, 255, 255, 255};
+ material.colAmbient = (Color){0, 0, 10, 255};
+ material.colSpecular = (Color){255, 255, 255, 255};
+ material.glossiness = 50.0f;
+ dwarf.material = material; // Apply material to model
+
+ Light spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255});
+ spotLight->target = (Vector3){0.0f, 0.0f, 0.0f};
+ spotLight->intensity = 2.0f;
+ spotLight->diffuse = (Color){255, 100, 100, 255};
+ spotLight->coneAngle = 60.0f;
+
+ Light dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255});
+ dirLight->target = (Vector3){1.0f, -2.0f, -2.0f};
+ dirLight->intensity = 2.0f;
+ dirLight->diffuse = (Color){100, 255, 100, 255};
+
+ Light pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255});
+ pointLight->intensity = 2.0f;
+ pointLight->diffuse = (Color){100, 100, 255, 255};
+ pointLight->attenuation = 3.0f;
+
+ // Setup orbital camera
+ SetCameraMode(CAMERA_ORBITAL); // Set a 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
+
+ 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
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera); // Update internal camera and our camera
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(dwarf, position, 2.0f, WHITE); // Draw 3d model with texture
+
+ DrawLights(); // Draw all created lights in 3D world
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ End3dMode();
+
+ DrawText("(c) Dwarf 3D model by David Moreno", screenWidth - 200, screenHeight - 20, 10, GRAY);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadMaterial(material); // Unload material and assigned textures
+ UnloadModel(dwarf); // Unload model
+
+ // Destroy all created lights
+ DestroyLight(pointLight);
+ DestroyLight(dirLight);
+ DestroyLight(spotLight);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file