aboutsummaryrefslogtreecommitdiff
path: root/examples/shaders/shaders_basic_lighting.c
blob: 74bf27759aa239092052ade290df88af6d7684ed (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
/*******************************************************************************************
*
*   raylib [shaders] example - basic lighting
*
*   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).
*
*   This example has been created using raylib 2.5 (www.raylib.com)
*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
*   Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
*
*   Chris Camacho (@codifies -  http://bedroomcoders.co.uk/) notes:
*
*   This is based on the PBR lighting example, but greatly simplified to aid learning...
*   actually there is very little of the PBR example left!
*   When I first looked at the bewildering complexity of the PBR example I feared
*   I would never understand how I could do simple lighting with raylib however its
*   a testement to the authors of raylib (including rlights.h) that the example
*   came together fairly quickly.
*
*   Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

#include "raymath.h"

#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"

#if defined(PLATFORM_DESKTOP)
    #define GLSL_VERSION            330
#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
    #define GLSL_VERSION            100
#endif

int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
    InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");

    // Define the camera to look into our 3d world
    Camera camera = { 0 };
    camera.position = (Vector3){ 2.0f, 2.0f, 6.0f };    // Camera position
    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
    camera.fovy = 45.0f;                                // Camera field-of-view Y
    camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type

    // Load models
    Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
    Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
    Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));

    // Load models texture
    Texture texture = LoadTexture("resources/texel_checker.png");

    // Assign texture to default model material
    modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
    modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
    modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;

    Shader shader = LoadShader("resources/shaders/glsl330/basic_lighting.vs", 
                               "resources/shaders/glsl330/basic_lighting.fs");
    
    // Get some shader loactions
    shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
    shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");

    // ambient light level
    int ambientLoc = GetShaderLocation(shader, "ambient");
    SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
    
    float angle = 6.282f;

    // All models use the same shader
    modelA.materials[0].shader = shader;
    modelB.materials[0].shader = shader;
    modelC.materials[0].shader = shader;

    // Using 4 point lights, white, red, green and blue
    Light lights[MAX_LIGHTS] = { 0 };
    lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader);
    lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader);
    lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader);
    lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader);

    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode

    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
        //----------------------------------------------------------------------------------
        if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
        if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
        if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
        if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }

        UpdateCamera(&camera);              // Update camera

        // Make the lights do differing orbits
        angle -= 0.02;
        lights[0].position.x = cosf(angle)*4.0f;
        lights[0].position.z = sinf(angle)*4.0f;
        lights[1].position.x = cosf(-angle*0.6f)*4.0f;
        lights[1].position.z = sinf(-angle*0.6f)*4.0f;
        lights[2].position.y = cosf(angle*0.2f)*4.0f;
        lights[2].position.z = sinf(angle*0.2f)*4.0f;
        lights[3].position.y = cosf(-angle*0.35f)*4.0f;
        lights[3].position.z = sinf(-angle*0.35f)*4.0f;
        
        UpdateLightValues(shader, lights[0]);
        UpdateLightValues(shader, lights[1]);
        UpdateLightValues(shader, lights[2]);
        UpdateLightValues(shader, lights[3]);

        // Rotate the torus
        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025));
        modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012));

        // Update the light shader with the camera view position
        float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
        SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

            ClearBackground(RAYWHITE);

            BeginMode3D(camera);

                // Draw the three models
                DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
                DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
                DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);

                // Draw markers to show where the lights are
                if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
                if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); }
                if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); }
                if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); }

                DrawGrid(10, 1.0f);

            EndMode3D();

            DrawFPS(10, 10);
            
            DrawText("Keys RGB & W toggle lights", 10, 30, 20, DARKGRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadModel(modelA);        // Unload the modelA
    UnloadModel(modelB);        // Unload the modelB
    UnloadModel(modelC);        // Unload the modelC
    
    UnloadTexture(texture);     // Unload the texture
    UnloadShader(shader);       // Unload shader

    CloseWindow();              // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}