From 144681fc0f44bc429f2c6cbc0036b1dbfcef00c0 Mon Sep 17 00:00:00 2001 From: Ray Date: Sun, 17 Jan 2016 02:11:06 +0100 Subject: Rename lighting_blinn_phong.c to shaders_basic_lighting.c --- examples/lighting_blinn_phong.c | 153 -------------------------------------- examples/shaders_basic_lighting.c | 153 ++++++++++++++++++++++++++++++++++++++ 2 files changed, 153 insertions(+), 153 deletions(-) delete mode 100644 examples/lighting_blinn_phong.c create mode 100644 examples/shaders_basic_lighting.c (limited to 'examples') diff --git a/examples/lighting_blinn_phong.c b/examples/lighting_blinn_phong.c deleted file mode 100644 index d7683648..00000000 --- a/examples/lighting_blinn_phong.c +++ /dev/null @@ -1,153 +0,0 @@ -/******************************************************************************************* -* -* raylib [shaders] example - Blinn-Phong lighting -* -* 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 - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = 800; - const int screenHeight = 450; - - SetConfigFlags(FLAG_MSAA_4X_HINT); - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - blinn-phong lighting"); - SetTargetFPS(60); - - // Camera initialization - Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; - - // Model initialization - Vector3 position = { 0.0f, 0.0f, 0.0f }; - 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 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.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 - //-------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - - // Update camera position - UpdateCamera(&camera); - - // 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.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, VectorToFloat(camera.position), 3); - SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3); - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - Begin3dMode(camera); - - DrawModel(model, position, 4.0f, matBlinn.diffuse); - 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_basic_lighting.c b/examples/shaders_basic_lighting.c new file mode 100644 index 00000000..d7683648 --- /dev/null +++ b/examples/shaders_basic_lighting.c @@ -0,0 +1,153 @@ +/******************************************************************************************* +* +* raylib [shaders] example - Blinn-Phong lighting +* +* 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 + +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + + SetConfigFlags(FLAG_MSAA_4X_HINT); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - blinn-phong lighting"); + SetTargetFPS(60); + + // Camera initialization + Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }}; + + // Model initialization + Vector3 position = { 0.0f, 0.0f, 0.0f }; + 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 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.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 + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + + // Update camera position + UpdateCamera(&camera); + + // 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.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, VectorToFloat(camera.position), 3); + SetShaderValue(shader, lightLoc, VectorToFloat(light.position), 3); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + Begin3dMode(camera); + + DrawModel(model, position, 4.0f, matBlinn.diffuse); + 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; +} -- cgit v1.2.3