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			156 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			156 lines
		
	
	
		
			7.0 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 3.8 (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, http://bedroomcoders.co.uk/) and 
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| *   reviewed by Ramon Santamaria (@raysan5)
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| *
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| *   Copyright (c) 2019-2021 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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| //------------------------------------------------------------------------------------
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| // Program main entry point
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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, 4.0f, 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.projection = CAMERA_PERSPECTIVE;             // Camera mode type
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| 
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|     // Load plane model from a generated mesh
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|     Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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|     Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
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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 required shader loactions
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|     shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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|     // NOTE: "matModel" location name is automatically assigned on shader loading, 
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|     // no need to get the location again if using that uniform name
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|     //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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|     
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|     // Ambient light level (some basic lighting)
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|     int ambientLoc = GetShaderLocation(shader, "ambient");
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|     SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4);
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| 
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|     // Assign out lighting shader to model
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|     model.materials[0].shader = shader;
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|     cube.materials[0].shader = shader;
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| 
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|     // Using 4 point lights: gold, red, green and blue
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|     Light lights[MAX_LIGHTS] = { 0 };
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|     lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader);
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|     lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader);
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|     lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader);
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|     lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -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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|         UpdateCamera(&camera);              // Update camera
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|         
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|         // Check key inputs to enable/disable lights
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|         if (IsKeyPressed(KEY_Y)) { 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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|         // Update light values (actually, only enable/disable them)
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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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|         // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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|         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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|         SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_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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|                 DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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|                 DrawModel(cube, Vector3Zero(), 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, YELLOW);
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|                 else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f));
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|                 if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED);
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|                 else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f));
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|                 if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN);
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|                 else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f));
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|                 if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE);
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|                 else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f));
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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 [Y][R][G][B] to toggle lights", 10, 40, 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(model);     // Unload the model
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|     UnloadModel(cube);      // Unload the model
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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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