diff options
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/resources/shaders/glsl330/phong.fs | 85 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/phong.vs | 29 | ||||
| -rw-r--r-- | examples/resources/shaders/standard.fs | 136 | ||||
| -rw-r--r-- | examples/resources/shaders/standard.vs | 23 | ||||
| -rw-r--r-- | examples/shaders_basic_lighting.c | 171 | ||||
| -rw-r--r-- | examples/shaders_standard_lighting.c | 118 |
6 files changed, 277 insertions, 285 deletions
diff --git a/examples/resources/shaders/glsl330/phong.fs b/examples/resources/shaders/glsl330/phong.fs deleted file mode 100644 index c14b346a..00000000 --- a/examples/resources/shaders/glsl330/phong.fs +++ /dev/null @@ -1,85 +0,0 @@ -#version 330 - -// Input vertex attributes (from vertex shader) -in vec2 fragTexCoord; -in vec3 fragNormal; - -// Input uniform values -uniform sampler2D texture0; -uniform vec4 fragTintColor; - -// Output fragment color -out vec4 finalColor; - -// NOTE: Add here your custom variables - -// Light uniform values -uniform vec3 lightAmbientColor = vec3(0.6, 0.3, 0.0); -uniform vec3 lightDiffuseColor = vec3(1.0, 0.5, 0.0); -uniform vec3 lightSpecularColor = vec3(0.0, 1.0, 0.0); -uniform float lightIntensity = 1.0; -uniform float lightSpecIntensity = 1.0; - -// Material uniform values -uniform vec3 matAmbientColor = vec3(1.0, 1.0, 1.0); -uniform vec3 matSpecularColor = vec3(1.0, 1.0, 1.0); -uniform float matGlossiness = 50.0; - -// World uniform values -uniform vec3 lightPosition; -uniform vec3 cameraPosition; - -// Fragment shader output data -out vec4 fragColor; - -// Calculate ambient lighting component -vec3 AmbientLighting() -{ - return (matAmbientColor*lightAmbientColor); -} - -// Calculate diffuse lighting component -vec3 DiffuseLighting(in vec3 N, in vec3 L) -{ - // Lambertian reflection calculation - float diffuse = clamp(dot(N, L), 0, 1); - - return (fragTintColor.xyz*lightDiffuseColor*lightIntensity*diffuse); -} - -// Calculate specular lighting component -vec3 SpecularLighting(in vec3 N, in vec3 L, in vec3 V) -{ - float specular = 0.0; - - // Calculate specular reflection only if the surface is oriented to the light source - if (dot(N, L) > 0) - { - // Calculate half vector - vec3 H = normalize(L + V); - - // Calculate specular intensity - specular = pow(dot(N, H), 3 + matGlossiness); - } - - return (matSpecularColor*lightSpecularColor*lightSpecIntensity*specular); -} - -void main() -{ - // Normalize input vectors - vec3 L = normalize(lightPosition); - vec3 V = normalize(cameraPosition); - vec3 N = normalize(fragNormal); - - // Calculate lighting components - vec3 ambient = AmbientLighting(); - vec3 diffuse = DiffuseLighting(N, L); - vec3 specular = SpecularLighting(N, L, V); - - // Texel color fetching from texture sampler - vec4 texelColor = texture(texture0, fragTexCoord); - - // Calculate final fragment color - finalColor = vec4(texelColor.rgb*(ambient + diffuse + specular), texelColor.a); -}
\ No newline at end of file diff --git a/examples/resources/shaders/glsl330/phong.vs b/examples/resources/shaders/glsl330/phong.vs deleted file mode 100644 index d68d9b3f..00000000 --- a/examples/resources/shaders/glsl330/phong.vs +++ /dev/null @@ -1,29 +0,0 @@ -#version 330 - -// Input vertex attributes -in vec3 vertexPosition; -in vec2 vertexTexCoord; -in vec3 vertexNormal; - -// Input uniform values -uniform mat4 mvpMatrix; - -// Output vertex attributes (to fragment shader) -out vec2 fragTexCoord; -out vec3 fragNormal; - -// NOTE: Add here your custom variables -uniform mat4 modelMatrix; - -void main() -{ - // Send vertex attributes to fragment shader - fragTexCoord = vertexTexCoord; - - // Calculate view vector normal from model - mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - fragNormal = normalize(normalMatrix*vertexNormal); - - // Calculate final vertex position - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
\ No newline at end of file diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs new file mode 100644 index 00000000..3c3bef4b --- /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_basic_lighting.c b/examples/shaders_basic_lighting.c deleted file mode 100644 index d72eb417..00000000 --- a/examples/shaders_basic_lighting.c +++ /dev/null @@ -1,171 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Basic lighting: Blinn-Phong -* -* 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) 2014 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ - -#include "raylib.h" - -#define SHININESS_SPEED 1.0f -#define LIGHT_SPEED 0.25f - -// Light type -typedef struct Light { - Vector3 position; - Vector3 direction; - float intensity; - float specIntensity; - Color diffuse; - Color ambient; - Color specular; -} Light; - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting"); - - // Camera initialization - Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f }; - - // Model initialization - Vector3 position = { 0.0f, 0.0f, 0.0f }; - Model model = LoadModel("resources/model/dwarf.obj"); - Shader shader = LoadShader("resources/shaders/glsl330/phong.vs", "resources/shaders/glsl330/phong.fs"); - SetModelShader(&model, shader); - - // Shader locations initialization - int lIntensityLoc = GetShaderLocation(shader, "lightIntensity"); - int lAmbientLoc = GetShaderLocation(shader, "lightAmbientColor"); - int lDiffuseLoc = GetShaderLocation(shader, "lightDiffuseColor"); - int lSpecularLoc = GetShaderLocation(shader, "lightSpecularColor"); - int lSpecIntensityLoc = GetShaderLocation(shader, "lightSpecIntensity"); - - int mAmbientLoc = GetShaderLocation(shader, "matAmbientColor"); - int mSpecularLoc = GetShaderLocation(shader, "matSpecularColor"); - int mGlossLoc = GetShaderLocation(shader, "matGlossiness"); - - // Camera and light vectors shader locations - int cameraLoc = GetShaderLocation(shader, "cameraPosition"); - int lightLoc = GetShaderLocation(shader, "lightPosition"); - - // Model and View matrix locations (required for lighting) - int modelLoc = GetShaderLocation(shader, "modelMatrix"); - //int viewLoc = GetShaderLocation(shader, "viewMatrix"); // Not used - - // Light and material definitions - Light light; - Material matBlinn; - - // Light initialization - light.position = (Vector3){ 4.0f, 2.0f, 0.0f }; - 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 - matBlinn.colDiffuse = WHITE; - matBlinn.colAmbient = (Color){ 50, 50, 50, 255 }; - matBlinn.colSpecular = 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 - - SetTargetFPS(60); - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - UpdateCamera(&camera); // Update camera position - - // NOTE: Model transform can be set in model.transform or directly with params at draw... WATCH OUT! - SetShaderValueMatrix(shader, modelLoc, model.transform); // Send model matrix to shader - //SetShaderValueMatrix(shader, viewLoc, GetCameraMatrix(camera)); // Not used - - // Glossiness input control - if(IsKeyDown(KEY_UP)) matBlinn.glossiness += SHININESS_SPEED; - else if(IsKeyDown(KEY_DOWN)) - { - matBlinn.glossiness -= SHININESS_SPEED; - if( matBlinn.glossiness < 0) matBlinn.glossiness = 0.0f; - } - - // Light X movement - 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)) light.position.y += LIGHT_SPEED; - else if (IsKeyDown(KEY_LEFT_CONTROL)) light.position.y -= LIGHT_SPEED; - - // Light Z movement - 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, &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, ColorToFloat(matBlinn.colAmbient), 3); - SetShaderValue(shader, mSpecularLoc, ColorToFloat(matBlinn.colSpecular), 3); - SetShaderValue(shader, mGlossLoc, &matBlinn.glossiness, 1); - - // Send camera and light transform values to shader - SetShaderValue(shader, cameraLoc, VectorToFloat(camera.position), 3); - SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - Begin3dMode(camera); - - DrawModel(model, position, 4.0f, matBlinn.colDiffuse); - DrawSphere(light.position, 0.5f, GOLD); - - DrawGrid(20, 1.0f); - - End3dMode(); - - DrawFPS(10, 10); // Draw FPS - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadShader(shader); - UnloadModel(model); - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -} 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 |
