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			This function was renamed for consistency in raylib 3.0, just unified all examples to use TextFormat() instead of FormatText()
		
			
				
	
	
		
			185 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			185 lines
		
	
	
		
			7.9 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [shaders] example - basic lighting
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| *
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| *   NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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| *         OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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| *
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| *   NOTE: Shaders used in this example are #version 330 (OpenGL 3.3).
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| *
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| *   This example has been created using raylib 2.5 (www.raylib.com)
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| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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| *
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| *   Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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| *
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| *   Chris Camacho (@codifies -  http://bedroomcoders.co.uk/) notes:
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| *
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| *   This is based on the PBR lighting example, but greatly simplified to aid learning...
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| *   actually there is very little of the PBR example left!
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| *   When I first looked at the bewildering complexity of the PBR example I feared
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| *   I would never understand how I could do simple lighting with raylib however its
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| *   a testement to the authors of raylib (including rlights.h) that the example
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| *   came together fairly quickly.
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| *
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| *   Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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| #include "raymath.h"
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| 
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| #define RLIGHTS_IMPLEMENTATION
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| #include "rlights.h"
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| 
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| #if defined(PLATFORM_DESKTOP)
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|     #define GLSL_VERSION            330
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| #else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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|     #define GLSL_VERSION            100
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| #endif
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| 
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| int main(void)
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| {
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|     // Initialization
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|     //--------------------------------------------------------------------------------------
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|     const int screenWidth = 800;
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|     const int screenHeight = 450;
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| 
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|     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
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|     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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| 
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|     // Define the camera to look into our 3d world
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|     Camera camera = { 0 };
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|     camera.position = (Vector3){ 2.0f, 2.0f, 6.0f };    // Camera position
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|     camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
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|     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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|     camera.fovy = 45.0f;                                // Camera field-of-view Y
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|     camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
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| 
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|     // Load models
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|     Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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|     Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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|     Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
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| 
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|     // Load models texture
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|     Texture texture = LoadTexture("resources/texel_checker.png");
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| 
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|     // Assign texture to default model material
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|     modelA.materials[0].maps[MAP_DIFFUSE].texture = texture;
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|     modelB.materials[0].maps[MAP_DIFFUSE].texture = texture;
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|     modelC.materials[0].maps[MAP_DIFFUSE].texture = texture;
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| 
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|     Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), 
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|                                TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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|     
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|     // Get some shader loactions
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|     shader.locs[LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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|     shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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| 
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|     // ambient light level
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|     int ambientLoc = GetShaderLocation(shader, "ambient");
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|     SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
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|     
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|     float angle = 6.282f;
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| 
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|     // All models use the same shader
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|     modelA.materials[0].shader = shader;
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|     modelB.materials[0].shader = shader;
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|     modelC.materials[0].shader = shader;
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| 
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|     // Using 4 point lights, white, red, green and blue
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|     Light lights[MAX_LIGHTS] = { 0 };
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|     lights[0] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), WHITE, shader);
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|     lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 4, 2, 4 }, Vector3Zero(), RED, shader);
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|     lights[2] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), GREEN, shader);
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|     lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 0, 4, 2 }, Vector3Zero(), BLUE, shader);
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| 
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|     SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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| 
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|     SetTargetFPS(60);                       // Set our game to run at 60 frames-per-second
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|     //--------------------------------------------------------------------------------------
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| 
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|     // Main game loop
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|     while (!WindowShouldClose())            // Detect window close button or ESC key
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|     {
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|         // Update
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|         //----------------------------------------------------------------------------------
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|         if (IsKeyPressed(KEY_W)) { lights[0].enabled = !lights[0].enabled; }
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|         if (IsKeyPressed(KEY_R)) { lights[1].enabled = !lights[1].enabled; }
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|         if (IsKeyPressed(KEY_G)) { lights[2].enabled = !lights[2].enabled; }
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|         if (IsKeyPressed(KEY_B)) { lights[3].enabled = !lights[3].enabled; }
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| 
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|         UpdateCamera(&camera);              // Update camera
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| 
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|         // Make the lights do differing orbits
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|         angle -= 0.02f;
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|         lights[0].position.x = cosf(angle)*4.0f;
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|         lights[0].position.z = sinf(angle)*4.0f;
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|         lights[1].position.x = cosf(-angle*0.6f)*4.0f;
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|         lights[1].position.z = sinf(-angle*0.6f)*4.0f;
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|         lights[2].position.y = cosf(angle*0.2f)*4.0f;
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|         lights[2].position.z = sinf(angle*0.2f)*4.0f;
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|         lights[3].position.y = cosf(-angle*0.35f)*4.0f;
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|         lights[3].position.z = sinf(-angle*0.35f)*4.0f;
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|         
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|         UpdateLightValues(shader, lights[0]);
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|         UpdateLightValues(shader, lights[1]);
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|         UpdateLightValues(shader, lights[2]);
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|         UpdateLightValues(shader, lights[3]);
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| 
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|         // Rotate the torus
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|         modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateX(-0.025f));
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|         modelA.transform = MatrixMultiply(modelA.transform, MatrixRotateZ(0.012f));
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| 
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|         // Update the light shader with the camera view position
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|         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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|         SetShaderValue(shader, shader.locs[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             BeginMode3D(camera);
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| 
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|                 // Draw the three models
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|                 DrawModel(modelA, Vector3Zero(), 1.0f, WHITE);
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|                 DrawModel(modelB, (Vector3){-1.6,0,0}, 1.0f, WHITE);
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|                 DrawModel(modelC, (Vector3){ 1.6,0,0}, 1.0f, WHITE);
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| 
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|                 // Draw markers to show where the lights are
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|                 if (lights[0].enabled) { DrawSphereEx(lights[0].position, 0.2f, 8, 8, WHITE); }
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|                 if (lights[1].enabled) { DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); }
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|                 if (lights[2].enabled) { DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); }
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|                 if (lights[3].enabled) { DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); }
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| 
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|                 DrawGrid(10, 1.0f);
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| 
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|             EndMode3D();
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| 
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|             DrawFPS(10, 10);
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|             
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|             DrawText("Use keys RGBW to toggle lights", 10, 30, 20, DARKGRAY);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     UnloadModel(modelA);        // Unload the modelA
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|     UnloadModel(modelB);        // Unload the modelB
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|     UnloadModel(modelC);        // Unload the modelC
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|     
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|     UnloadTexture(texture);     // Unload the texture
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|     UnloadShader(shader);       // Unload shader
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| 
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|     CloseWindow();              // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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| 
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