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| author | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:16:39 +0200 |
|---|---|---|
| committer | victorfisac <victorfisac@gmail.com> | 2016-05-21 18:16:39 +0200 |
| commit | c320a21f2b0e96f7605624e84048ccab9700b516 (patch) | |
| tree | 76abf548d99ea51b303302ea7e7b9bfc0773f826 /src | |
| parent | 80eb4f3f50bb9773dd0e5d4b70c50e18df8996e5 (diff) | |
| download | raylib-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 'src')
| -rw-r--r-- | src/raylib.h | 15 | ||||
| -rw-r--r-- | src/rlgl.c | 213 | ||||
| -rw-r--r-- | src/rlgl.h | 32 |
3 files changed, 111 insertions, 149 deletions
diff --git a/src/raylib.h b/src/raylib.h index 48534fd6..9cd02fd8 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -418,7 +418,7 @@ typedef struct Material { Color colAmbient; // Ambient color Color colSpecular; // Specular color - float glossiness; // Glossiness level + float glossiness; // Glossiness level (Ranges from 0 to 1000) float normalDepth; // Normal map depth } Material; @@ -430,22 +430,19 @@ typedef struct Model { } Model; // Light type -// TODO: Review contained data to support different light types and features typedef struct LightData { int id; int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; Vector3 position; - Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction) - float attenuation; // Lost of light intensity with distance (use radius?) + Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float attenuation; // Lost of light intensity with distance (world distance) - Color diffuse; // Use Vector3 diffuse (including intensities)? + Color diffuse; // Use Vector3 diffuse float intensity; - Color specular; - - float coneAngle; // SpotLight + float coneAngle; // Spot light max angle } LightData, *Light; // Light types @@ -805,6 +802,7 @@ const char *SubText(const char *text, int position, int length); //------------------------------------------------------------------------------------ // Basic 3d Shapes Drawing Functions (Module: models) //------------------------------------------------------------------------------------ +void Draw3DLine(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space void DrawCube(Vector3 position, float width, float height, float lenght, Color color); // Draw cube void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color); // Draw cube wires @@ -874,6 +872,7 @@ void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // S void SetBlendMode(int mode); // Set blending mode (alpha, additive, multiplied) Light CreateLight(int type, Vector3 position, Color diffuse); // Create a new light, initialize it and add to pool +void DrawLights(void); // Draw all created lights in 3D world void DestroyLight(Light light); // Destroy a light and take it out of the list //---------------------------------------------------------------------------------- @@ -1773,6 +1773,9 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Send model transformations matrix to shader glUniformMatrix4fv(glGetUniformLocation(material.shader.id, "modelMatrix"), 1, false, MatrixToFloat(transform)); + // Send view transformation matrix to shader. View matrix 8, 9 and 10 are view direction vector axis values (target - position) + glUniform3f(glGetUniformLocation(material.shader.id, "viewDir"), matView.m8, matView.m9, matView.m10); + // Setup shader uniforms for lights SetShaderLights(material.shader); @@ -1782,8 +1785,8 @@ void rlglDrawMesh(Mesh mesh, Material material, Matrix transform) // Upload to shader material.colSpecular glUniform4f(glGetUniformLocation(material.shader.id, "colSpecular"), (float)material.colSpecular.r/255, (float)material.colSpecular.g/255, (float)material.colSpecular.b/255, (float)material.colSpecular.a/255); - // TODO: Upload to shader glossiness - //glUniform1f(???, material.glossiness); + // Upload to shader glossiness + glUniform1f(glGetUniformLocation(material.shader.id, "glossiness"), material.glossiness); } // Set shader textures (diffuse, normal, specular) @@ -2245,7 +2248,6 @@ void SetBlendMode(int mode) } // Create a new light, initialize it and add to pool -// TODO: Review creation parameters (only generic ones) Light CreateLight(int type, Vector3 position, Color diffuse) { // Allocate dynamic memory @@ -2257,10 +2259,9 @@ Light CreateLight(int type, Vector3 position, Color diffuse) light->enabled = true; light->position = position; - light->direction = (Vector3){ 0.0f, 0.0f, 0.0f }; + light->target = (Vector3){ 0.0f, 0.0f, 0.0f }; light->intensity = 1.0f; light->diffuse = diffuse; - light->specular = WHITE; // Add new light to the array lights[lightsCount] = light; @@ -2271,6 +2272,31 @@ Light CreateLight(int type, Vector3 position, Color diffuse) return light; } +// Draw all created lights in 3D world +void DrawLights(void) +{ + for (int i = 0; i < lightsCount; i++) + { + switch (lights[i]->type) + { + case LIGHT_POINT: DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); break; + case LIGHT_DIRECTIONAL: + { + Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawSphereWires(lights[i]->position, 0.3f*lights[i]->intensity, 4, 8, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + } + case LIGHT_SPOT: + { + Draw3DLine(lights[i]->position, lights[i]->target, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawCylinderWires(lights[i]->position, 0.0f, 0.3f*lights[i]->coneAngle/50, 0.6f, 5, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + DrawCubeWires(lights[i]->target, 0.3f, 0.3f, 0.3f, (lights[i]->enabled ? lights[i]->diffuse : BLACK)); + } break; + default: break; + } + } +} + // Destroy a light and take it out of the list void DestroyLight(Light light) { @@ -2488,15 +2514,15 @@ static Shader LoadDefaultShader(void) "varying vec4 fragColor; \n" #endif "uniform sampler2D texture0; \n" - "uniform vec4 fragTintColor; \n" + "uniform vec4 colDiffuse; \n" "void main() \n" "{ \n" #if defined(GRAPHICS_API_OPENGL_33) " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = texelColor*fragTintColor*fragColor; \n" + " finalColor = texelColor*colDiffuse*fragColor; \n" #elif defined(GRAPHICS_API_OPENGL_ES2) " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 - " gl_FragColor = texelColor*fragTintColor*fragColor; \n" + " gl_FragColor = texelColor*colDiffuse*fragColor; \n" #endif "} \n"; @@ -2513,87 +2539,17 @@ static Shader LoadDefaultShader(void) // Load standard shader // NOTE: This shader supports: // - Up to 3 different maps: diffuse, normal, specular -// - Material properties: colDiffuse, colAmbient, colSpecular, glossiness, normalDepth +// - Material properties: colAmbient, colDiffuse, colSpecular, glossiness, normalDepth // - Up to 8 lights: Point, Directional or Spot static Shader LoadStandardShader(void) { - Shader shader; - - // Vertex shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char vShaderStr[] = "#version 330 \n" - "in vec3 vertexPosition; \n" - "in vec3 vertexNormal; \n" - "in vec2 vertexTexCoord; \n" - "in vec4 vertexColor; \n" - "out vec2 fragTexCoord; \n" - "out vec4 fragColor; \n" - "out vec3 fragNormal; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - char vShaderStr[] = "#version 100 \n" - "attribute vec3 vertexPosition; \n" - "attribute vec3 vertexNormal; \n" - "attribute vec2 vertexTexCoord; \n" - "attribute vec4 vertexColor; \n" - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" - "varying vec3 fragNormal; \n" -#endif - "uniform mat4 mvpMatrix; \n" - "uniform mat4 modelMatrix; \n" - "void main() \n" - "{ \n" - " fragTexCoord = vertexTexCoord; \n" - " fragColor = vertexColor; \n" - " mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); \n" - " fragNormal = normalize(normalMatrix*vertexNormal); \n" - " gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n" - "} \n"; - - // TODO: add specular calculation, multi-lights structs and light type calculations (directional, point, spot) - // Fragment shader directly defined, no external file required -#if defined(GRAPHICS_API_OPENGL_33) - char fShaderStr[] = "#version 330 \n" - "in vec2 fragTexCoord; \n" - "in vec4 fragColor; \n" - "in vec3 fragNormal; \n" - "out vec4 finalColor; \n" -#elif defined(GRAPHICS_API_OPENGL_ES2) - char fShaderStr[] = "#version 100 \n" - "precision mediump float; \n" // precision required for OpenGL ES2 (WebGL) - "varying vec2 fragTexCoord; \n" - "varying vec4 fragColor; \n" - "varying vec3 fragNormal; \n" -#endif - "uniform sampler2D texture0; \n" - "uniform vec4 fragTintColor; \n" - "uniform vec4 colAmbient; \n" - "uniform vec4 colSpecular; \n" - "uniform vec3 lightDir; \n" - "vec3 LambertLighting(in vec3 n, in vec3 l) \n" - "{ \n" - " return clamp(dot(n, l), 0, 1)*fragTintColor.rgb; \n" - "} \n" - - "void main() \n" - "{ \n" - " vec3 n = normalize(fragNormal); \n" - " vec3 l = normalize(lightDir); \n" -#if defined(GRAPHICS_API_OPENGL_33) - " vec4 texelColor = texture(texture0, fragTexCoord); \n" - " finalColor = vec4(texelColor.rgb*(colAmbient.rgb + LambertLighting(n, l)) - colSpecular.rgb + colSpecular.rgb, texelColor.a*fragTintColor.a); \n" // Stupid specular color operation to avoid shader location errors -#elif defined(GRAPHICS_API_OPENGL_ES2) - " vec4 texelColor = texture2D(texture0, fragTexCoord); \n" // NOTE: texture2D() is deprecated on OpenGL 3.3 and ES 3.0 - " gl_FragColor = texelColor*fragTintColor*fragColor; \n" -#endif - "} \n"; - - shader.id = LoadShaderProgram(vShaderStr, fShaderStr); + // Load standard shader (TODO: rewrite as char pointers) + Shader shader = LoadShader("resources/shaders/standard.vs", "resources/shaders/standard.fs"); if (shader.id != 0) TraceLog(INFO, "[SHDR ID %i] Standard shader loaded successfully", shader.id); else TraceLog(WARNING, "[SHDR ID %i] Standard shader could not be loaded", shader.id); - if (shader.id != 0) LoadDefaultShaderLocations(&shader); // TODO: Review locations fetching + if (shader.id != 0) LoadDefaultShaderLocations(&shader); return shader; } @@ -2622,7 +2578,7 @@ static void LoadDefaultShaderLocations(Shader *shader) shader->mvpLoc = glGetUniformLocation(shader->id, "mvpMatrix"); // Get handles to GLSL uniform locations (fragment shader) - shader->tintColorLoc = glGetUniformLocation(shader->id, "fragTintColor"); + shader->tintColorLoc = glGetUniformLocation(shader->id, "colDiffuse"); shader->mapDiffuseLoc = glGetUniformLocation(shader->id, "texture0"); shader->mapNormalLoc = glGetUniformLocation(shader->id, "texture1"); shader->mapSpecularLoc = glGetUniformLocation(shader->id, "texture2"); @@ -3098,62 +3054,75 @@ static void UnloadDefaultBuffers(void) // Sets shader uniform values for lights array // NOTE: It would be far easier with shader UBOs but are not supported on OpenGL ES 2.0f -// TODO: Review memcpy() and parameters pass static void SetShaderLights(Shader shader) { - // Note: currently working with one light (index 0) - // TODO: add multi-lights feature (http://www.learnopengl.com/#!Lighting/Multiple-lights) - - /* - // NOTE: Standard Shader must include the following data: - - // Shader Light struct - struct Light { - vec3 position; - vec3 direction; - - vec3 diffuse; - float intensity; - } - - const int maxLights = 8; - uniform int lightsCount; // Number of lights - uniform Light lights[maxLights]; - */ + int locPoint = glGetUniformLocation(shader.id, "lightsCount"); + glUniform1i(locPoint, lightsCount); - /*int locPoint; char locName[32] = "lights[x].position\0"; - - glUseProgram(shader.id); - - locPoint = glGetUniformLocation(shader.id, "lightsCount"); - glUniform1i(locPoint, lightsCount); for (int i = 0; i < lightsCount; i++) { locName[7] = '0' + i; - memcpy(&locName[10], "position\0", strlen("position\0")); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + memcpy(&locName[10], "enabled\0", strlen("enabled\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, lights[i]->enabled); - memcpy(&locName[10], "direction\0", strlen("direction\0")); - locPoint = glGetUniformLocation(shader.id, locName); - glUniform3f(locPoint, lights[i]->direction.x, lights[i]->direction.y, lights[i]->direction.z); - - memcpy(&locName[10], "diffuse\0", strlen("diffuse\0")); + memcpy(&locName[10], "type\0", strlen("type\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform1i(locPoint, lights[i]->type); + + memcpy(&locName[10], "diffuse\0", strlen("diffuse\0") + 2); locPoint = glGetUniformLocation(shader.id, locName); - glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255 ); + glUniform4f(locPoint, (float)lights[i]->diffuse.r/255, (float)lights[i]->diffuse.g/255, (float)lights[i]->diffuse.b/255, (float)lights[i]->diffuse.a/255); memcpy(&locName[10], "intensity\0", strlen("intensity\0")); locPoint = glGetUniformLocation(shader.id, locName); glUniform1f(locPoint, lights[i]->intensity); + switch(lights[i]->type) + { + case LIGHT_POINT: + { + memcpy(&locName[10], "position\0", strlen("position\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "attenuation\0", strlen("attenuation\0")); + locPoint = GetShaderLocation(shader, locName); + glUniform1f(locPoint, lights[i]->attenuation); + } break; + case LIGHT_DIRECTIONAL: + { + memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); + locPoint = GetShaderLocation(shader, locName); + Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + VectorNormalize(&direction); + glUniform3f(locPoint, direction.x, direction.y, direction.z); + } break; + case LIGHT_SPOT: + { + memcpy(&locName[10], "position\0", strlen("position\0") + 1); + locPoint = GetShaderLocation(shader, locName); + glUniform3f(locPoint, lights[i]->position.x, lights[i]->position.y, lights[i]->position.z); + + memcpy(&locName[10], "direction\0", strlen("direction\0") + 2); + locPoint = GetShaderLocation(shader, locName); + + Vector3 direction = { lights[i]->target.x - lights[i]->position.x, lights[i]->target.y - lights[i]->position.y, lights[i]->target.z - lights[i]->position.z }; + VectorNormalize(&direction); + glUniform3f(locPoint, direction.x, direction.y, direction.z); + + memcpy(&locName[10], "coneAngle\0", strlen("coneAngle\0")); + locPoint = GetShaderLocation(shader, locName); + glUniform1f(locPoint, lights[i]->coneAngle); + } break; + default: break; + } + // TODO: Pass to the shader any other required data from LightData struct - }*/ - - int locPoint = GetShaderLocation(shader, "lightDir"); - glUniform3f(locPoint, lights[0]->position.x, lights[0]->position.y, lights[0]->position.z); + } } // Read text data from file @@ -196,40 +196,34 @@ typedef enum { OPENGL_11 = 1, OPENGL_33, OPENGL_ES_20 } GlVersion; // Material type typedef struct Material { - Shader shader; + Shader shader; // Standard shader (supports 3 map types: diffuse, normal, specular) - Texture2D texDiffuse; // Diffuse texture - Texture2D texNormal; // Normal texture - Texture2D texSpecular; // Specular texture + Texture2D texDiffuse; // Diffuse texture + Texture2D texNormal; // Normal texture + Texture2D texSpecular; // Specular texture - Color colDiffuse; - Color colAmbient; - Color colSpecular; + Color colDiffuse; // Diffuse color + Color colAmbient; // Ambient color + Color colSpecular; // Specular color - float glossiness; - float normalDepth; + float glossiness; // Glossiness level (Ranges from 0 to 1000) + float normalDepth; // Normal map depth } Material; // Light type - // TODO: Review contained data to support different light types and features typedef struct LightData { int id; int type; // LIGHT_POINT, LIGHT_DIRECTIONAL, LIGHT_SPOT bool enabled; Vector3 position; - Vector3 direction; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction) - float attenuation; // Lost of light intensity with distance (use radius?) + Vector3 target; // Used on LIGHT_DIRECTIONAL and LIGHT_SPOT (cone direction target) + float attenuation; // Lost of light intensity with distance (world distance) - Color diffuse; // Use Vector3 diffuse (including intensities)? + Color diffuse; // Use Vector3 diffuse float intensity; - Color specular; - //float specFactor; // Specular intensity ? - - //Color ambient; // Required? - - float coneAngle; // SpotLight + float coneAngle; // Spot light max angle } LightData, *Light; // Color blending modes (pre-defined) |
