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+/*******************************************************************************************
+*
+* raylib - Phong lighting shader example
+*
+* This example has been created using raylib v1.3.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define SHININESS_SPEED 1.0f
+#define LIGHT_SPEED 0.25f
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT);
+ InitWindow(screenWidth, screenHeight, "raylib [lighting] example - basic blinn-phong lighting");
+ SetTargetFPS(60);
+
+ // Camera initialization
+ Camera camera = {{ 10.0, 8.0, 10.0 }, { 0.0, 0.0, 0.0 }, { 0.0, 1.0, 0.0 }};
+
+ // Model initialization
+ Vector3 position = { 0.0, 0.0, 0.0 };
+ 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");
+
+ // Light and material definitions
+ Light directionalLight;
+ Material blinnMaterial;
+
+ // 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);
+
+ // 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);
+
+ // 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
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Update camera position and its float array for shader
+ 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;
+ }
+ else if(IsKeyDown(KEY_DOWN))
+ {
+ blinnMaterial.glossiness[0] -= SHININESS_SPEED;
+
+ if(blinnMaterial.glossiness[0] < 0) blinnMaterial.glossiness[0] = 0;
+ }
+
+ // Light X movement
+ if(IsKeyDown(KEY_D))
+ {
+ directionalLight.position[0] += LIGHT_SPEED;
+ }
+ else if(IsKeyDown(KEY_A))
+ {
+ directionalLight.position[0] -= 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;
+ }
+
+ // Light Z movement
+ if(IsKeyDown(KEY_S))
+ {
+ directionalLight.position[2] += LIGHT_SPEED;
+ }
+ else if(IsKeyDown(KEY_W))
+ {
+ directionalLight.position[2] -= 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);
+
+ // Send material values to shader
+ SetShaderValue(shader, mAmbientLoc, blinnMaterial.ambientColor, 3);
+ SetShaderValue(shader, mSpecularLoc, blinnMaterial.specularColor, 3);
+ SetShaderValue(shader, mGlossLoc, blinnMaterial.glossiness, 1);
+
+ // Send camera and light transform values to shader
+ SetShaderValue(shader, cameraLoc, cameraPosition, 3);
+ SetShaderValue(shader, lightLoc, directionalLight.position, 3);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ Begin3dMode(camera);
+
+ DrawModel(model, position, 0.1f, (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);
+
+ End3dMode();
+
+ // Draw FPS
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ // Unload all loaded data
+ UnloadShader(shader);
+ UnloadModel(model);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file