1/*******************************************************************************************
2*
3* raylib [shaders] example - basic lighting
4*
5* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
6* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
7*
8* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
9*
10* This example has been created using raylib 2.5 (www.raylib.com)
11* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
12*
13* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
14*
15* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
16*
17* This is based on the PBR lighting example, but greatly simplified to aid learning...
18* actually there is very little of the PBR example left!
19* When I first looked at the bewildering complexity of the PBR example I feared
20* I would never understand how I could do simple lighting with raylib however its
21* a testement to the authors of raylib (including rlights.h) that the example
22* came together fairly quickly.
23*
24* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
25*
26********************************************************************************************/
27
28#include "raylib.h"
29
30#include "raymath.h"
31
32#define RLIGHTS_IMPLEMENTATION
33#include "rlights.h"
34
35#if defined(PLATFORM_DESKTOP)
36 #define GLSL_VERSION 330
37#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
38 #define GLSL_VERSION 100
39#endif
40
41int main(void)
42{
43 // Initialization
44 //--------------------------------------------------------------------------------------
45 const int screenWidth = 800;
46 const int screenHeight = 450;
47
48 SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
49 InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
50
51 // Define the camera to look into our 3d world
52 Camera camera = { 0 };
53 camera.position = (Vector3){ 2.0f, 2.0f, 6.0f }; // Camera position
54 camera.target = (Vector3){ 0.0f, 0.5f, 0.0f }; // Camera looking at point
55 camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
56 camera.fovy = 45.0f; // Camera field-of-view Y
57 camera.type = CAMERA_PERSPECTIVE; // Camera mode type
58
59 // Load models
60 Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
61 Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
62 Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
63
64 // Load models texture
65 Texture texture = LoadTexture("resources/texel_checker.png");
66
67 // Assign texture to default model material
68 modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
69 modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
70 modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
71
72 Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION),
73 FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
74
75 // Get some shader loactions
76 shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
77 shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
78
79 // ambient light level
80 int ambientLoc = GetShaderLocation(shader, "ambient");
81 SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
82
83 float angle = 6.282f;
84
85 // All models use the same shader
86 modelA.materials[0].shader = shader;
87 modelB.materials[0].shader = shader;
88 modelC.materials[0].shader = shader;
89
90 // Using 4 point lights, white, red, green and blue
91 Light lights[MAX_LIGHTS] = { 0 };
92 lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader);
93 lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader);
94 lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader);
95 lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader);
96
97 SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
98
99 SetTargetFPS(60); // Set our game to run at 60 frames-per-second
100 //--------------------------------------------------------------------------------------
101
102 // Main game loop
103 while (!WindowShouldClose()) // Detect window close button or ESC key
104 {
105 // Update
106 //----------------------------------------------------------------------------------
107 if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
108 if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
109 if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
110 if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
111
112 UpdateCamera(&camera); // Update camera
113
114 // Make the lights do differing orbits
115 angle -= 0.02f;
116 lights[0].position.x = cosf(angle)*4.0f;
117 lights[0].position.z = sinf(angle)*4.0f;
118 lights[1].position.x = cosf(-angle*0.6f)*4.0f;
119 lights[1].position.z = sinf(-angle*0.6f)*4.0f;
120 lights[2].position.y = cosf(angle*0.2f)*4.0f;
121 lights[2].position.z = sinf(angle*0.2f)*4.0f;
122 lights[3].position.y = cosf(-angle*0.35f)*4.0f;
123 lights[3].position.z = sinf(-angle*0.35f)*4.0f;
124
125 UpdateLightValues(shader, lights[0]);
126 UpdateLightValues(shader, lights[1]);
127 UpdateLightValues(shader, lights[2]);
128 UpdateLightValues(shader, lights[3]);
129
130 // Rotate the torus
131 modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
132 modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
133
134 // Update the light shader with the camera view position
135 float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
136 SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
137 //----------------------------------------------------------------------------------
138
139 // Draw
140 //----------------------------------------------------------------------------------
141 BeginDrawing();
142
143 ClearBackground(RAYWHITE);
144
145 BeginMode3D(camera);
146
147 // Draw the three models
148 DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
149 DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
150 DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
151
152 // Draw markers to show where the lights are
153 if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
154 if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); }
155 if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); }
156 if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); }
157
158 DrawGrid(10, 1.0f);
159
160 EndMode3D();
161
162 DrawFPS(10, 10);
163
164 DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
165
166 EndDrawing();
167 //----------------------------------------------------------------------------------
168 }
169
170 // De-Initialization
171 //--------------------------------------------------------------------------------------
172 UnloadModel(modelA); // Unload the modelA
173 UnloadModel(modelB); // Unload the modelB
174 UnloadModel(modelC); // Unload the modelC
175
176 UnloadTexture(texture); // Unload the texture
177 UnloadShader(shader); // Unload shader
178
179 CloseWindow(); // Close window and OpenGL context
180 //--------------------------------------------------------------------------------------
181
182 return 0;
183}
184
185