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git subrepo clone (merge) https://github.com/HarbourMasters/otrgui.git OTRGui
subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
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152
OTRGui/libs/raylib/examples/shaders/shaders_basic_lighting.c
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OTRGui/libs/raylib/examples/shaders/shaders_basic_lighting.c
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/*******************************************************************************************
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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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#include "raylib.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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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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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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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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// 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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// 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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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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// 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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// 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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// 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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// 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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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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// 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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// 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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// 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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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DrawModel(cube, Vector3Zero(), 1.0f, WHITE);
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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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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawFPS(10, 10);
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DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, DARKGRAY);
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EndDrawing();
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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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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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