/******************************************************************************************* * * 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 3.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Example contributed by Chris Camacho (@codifies, http://bedroomcoders.co.uk/) and * reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2019-2021 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, 4.0f, 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.projection = CAMERA_PERSPECTIVE; // Camera mode type // Load plane model from a generated mesh Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3)); Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f)); Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some required shader loactions shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); // NOTE: "matModel" location name is automatically assigned on shader loading, // no need to get the location again if using that uniform name //shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel"); // Ambient light level (some basic lighting) int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.1f, 0.1f, 0.1f, 1.0f }, SHADER_UNIFORM_VEC4); // Assign out lighting shader to model model.materials[0].shader = shader; cube.materials[0].shader = shader; // Using 4 point lights: gold, red, green and blue Light lights[MAX_LIGHTS] = { 0 }; lights[0] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, -2 }, Vector3Zero(), YELLOW, shader); lights[1] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, 2 }, Vector3Zero(), RED, shader); lights[2] = CreateLight(LIGHT_POINT, (Vector3){ -2, 1, 2 }, Vector3Zero(), GREEN, shader); lights[3] = CreateLight(LIGHT_POINT, (Vector3){ 2, 1, -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 //---------------------------------------------------------------------------------- UpdateCamera(&camera); // Update camera // Check key inputs to enable/disable lights if (IsKeyPressed(KEY_Y)) { 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; } // Update light values (actually, only enable/disable them) UpdateLightValues(shader, lights[0]); UpdateLightValues(shader, lights[1]); UpdateLightValues(shader, lights[2]); UpdateLightValues(shader, lights[3]); // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f }) float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); DrawModel(model, Vector3Zero(), 1.0f, WHITE); DrawModel(cube, Vector3Zero(), 1.0f, WHITE); // Draw markers to show where the lights are if (lights[0].enabled) DrawSphereEx(lights[0].position, 0.2f, 8, 8, YELLOW); else DrawSphereWires(lights[0].position, 0.2f, 8, 8, ColorAlpha(YELLOW, 0.3f)); if (lights[1].enabled) DrawSphereEx(lights[1].position, 0.2f, 8, 8, RED); else DrawSphereWires(lights[1].position, 0.2f, 8, 8, ColorAlpha(RED, 0.3f)); if (lights[2].enabled) DrawSphereEx(lights[2].position, 0.2f, 8, 8, GREEN); else DrawSphereWires(lights[2].position, 0.2f, 8, 8, ColorAlpha(GREEN, 0.3f)); if (lights[3].enabled) DrawSphereEx(lights[3].position, 0.2f, 8, 8, BLUE); else DrawSphereWires(lights[3].position, 0.2f, 8, 8, ColorAlpha(BLUE, 0.3f)); DrawGrid(10, 1.0f); EndMode3D(); DrawFPS(10, 10); DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); // Unload the model UnloadModel(cube); // Unload the model UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }